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UnrealEngineUWP
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f2ff6bd94de1a5fcde5609e98bcbf57a4b8f2b79
UnrealEngineUWP
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Engine
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Source
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Runtime
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Renderer
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History
jason hoerner
6dd4bd5f4e
Post Process: Support for format conversion in ReturnUntouchedSceneColorForPostProcessing where necessary. Solves related crashes for the systems that use that function (Pixel Inspector, nDisplay, PPM Chain Graph, Media Capture). Also added fix for Pixel Inspector Scene View Extension so it only runs logic to cache gamma and pixel format for the view that actually has pixel inspection active, avoiding bugs where other random scene renderers overwrite those values, and unnecessary copies.
...
#rnx #rb eric.renaudhoude zach.bethel [CL 36749366 by jason hoerner in 5.5 branch]
2024-10-01 18:05:13 -04:00
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InstanceCulling
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PostProcess
Post Process: Support for format conversion in ReturnUntouchedSceneColorForPostProcessing where necessary. Solves related crashes for the systems that use that function (Pixel Inspector, nDisplay, PPM Chain Graph, Media Capture). Also added fix for Pixel Inspector Scene View Extension so it only runs logic to cache gamma and pixel format for the view that actually has pixel inspection active, avoiding bugs where other random scene renderers overwrite those values, and unnecessary copies.
2024-10-01 18:05:13 -04:00
VT
Tagged engine RDG passes with FRDGAsyncTask.
2024-09-05 11:12:23 -04:00
ComputeSystemInterface.h
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FXRenderingUtils.h
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GlobalDistanceFieldConstants.h
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GlobalDistanceFieldParameters.h
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GlobalDistanceFieldReadback.h
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GpuDebugRendering.h
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HairStrandsInterface.h
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HdrCustomResolveShaders.h
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LightMapHelpers.h
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MaterialShader.h
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MeshDrawShaderBindings.h
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MeshEdges.h
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MeshMaterialShader.h
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MeshPassProcessor.h
DynamicShaderPreloading. Removed changes to CollectPSOInitializers functions so that we dont have to do deprecations. Moved all code logic for PSO shader preloading in one location (AddGraphicsPipelineStateInitializer) to improve code maintenance.
2024-10-01 17:50:10 -04:00
MeshPassProcessor.inl
DynamicShaderPreloading. Removed changes to CollectPSOInitializers functions so that we dont have to do deprecations. Moved all code logic for PSO shader preloading in one location (AddGraphicsPipelineStateInitializer) to improve code maintenance.
2024-10-01 17:50:10 -04:00
MeshPassUtils.h
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PathTracingDenoiser.h
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PrimitiveSceneInfo.h
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RayTracingDynamicGeometryCollection.h
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RayTracingInstance.h
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RayTracingInstanceBufferUtil.h
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RayTracingMeshDrawCommands.h
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RectLightTexture.h
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RendererUtils.h
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SceneCaptureRendering.h
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SceneRendererInterface.h
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SceneRenderTargetParameters.h
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SceneUniformBuffer.h
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ScreenPass.h
Tagged engine RDG passes with FRDGAsyncTask.
2024-09-05 11:12:23 -04:00
ScreenPass.inl
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ShaderPrintParameters.h
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SimpleMeshDrawCommandPass.h
Tagged engine RDG passes with FRDGAsyncTask.
2024-09-05 11:12:23 -04:00
StaticMeshBatch.h
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SystemTextures.h
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TemporalUpscaler.h
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TessellationTable.h
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TextureFallbacks.h
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VariableRateShadingImageManager.h
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ViewDebug.h
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VolumeRendering.h
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