// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "RendererInterface.h" class FStochasticLightingViewState { public: TRefCountPtr SceneDepthHistory; TRefCountPtr SceneNormalHistory; FVector4f HistoryScreenPositionScaleBias = FVector4f(1.0f, 1.0f, 0.0f, 0.0f); FVector4f HistoryUVMinMax = FVector4f(0.0f, 0.0f, 0.0f, 0.0f); FVector4f HistoryGatherUVMinMax = FVector4f(0.0f, 0.0f, 0.0f, 0.0f); FVector4f HistoryBufferSizeAndInvSize = FVector4f(0.0f, 0.0f, 0.0f, 0.0f); void SafeRelease() { SceneDepthHistory.SafeRelease(); SceneNormalHistory.SafeRelease(); } uint64 GetGPUSizeBytes(bool bLogSizes) const; };