// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HAL/Platform.h" #include "RenderGraphFwd.h" #include "RHIDefinitions.h" #include "SceneRenderTargetParameters.h" #include "UObject/ObjectMacros.h" class FMaterial; class FPrimitiveSceneProxy; class FRDGBuilder; class FRHIShaderResourceView; class FSceneInterface; class FSceneView; class FSceneViewFamily; class FShaderParametersMetadata; class FSceneUniformBuffer; DECLARE_UNIFORM_BUFFER_STRUCT(FSceneUniformParameters, RENDERER_API) #if RHI_RAYTRACING class FRHIRayTracingScene; class FRayTracingShaderBindingData; class FRayTracingMeshCommandStorage; #endif namespace UE::FXRenderingUtils { RENDERER_API TConstStridedView ConvertViewArray(TConstArrayView Views); RENDERER_API FIntRect GetRawViewRectUnsafe(const FSceneView& View); RENDERER_API bool CanMaterialRenderBeforeFXPostOpaque(const FSceneViewFamily& ViewFamily, const FPrimitiveSceneProxy& SceneProxy, const FMaterial& Material); RENDERER_API const FGlobalDistanceFieldParameterData* GetGlobalDistanceFieldParameterData(TConstStridedView Views); RENDERER_API FRDGTextureRef GetSceneVelocityTexture(const FSceneView& View); RENDERER_API TRDGUniformBufferRef GetOrCreateSceneTextureUniformBuffer( FRDGBuilder& GraphBuilder, TConstStridedView Views, ERHIFeatureLevel::Type FeatureLevel, ESceneTextureSetupMode SetupMode = ESceneTextureSetupMode::All); RENDERER_API TRDGUniformBufferRef GetOrCreateMobileSceneTextureUniformBuffer( FRDGBuilder& GraphBuilder, TConstStridedView Views, EMobileSceneTextureSetupMode SetupMode = EMobileSceneTextureSetupMode::All); namespace DistanceFields { RENDERER_API const FShaderParametersMetadata* GetObjectBufferParametersMetadata(); RENDERER_API const FShaderParametersMetadata* GetAtlasParametersMetadata(); RENDERER_API bool HasDataToBind(const FSceneView& View); RENDERER_API void SetupObjectBufferParameters(FRDGBuilder& GraphBuilder, uint8* DestinationData, const FSceneView* View); RENDERER_API void SetupAtlasParameters(FRDGBuilder& GraphBuilder, uint8* DestinationData, const FSceneView* View); } /** * Creates a minimal Scene Uniform buffer for the given Scene, allocated using the FRDGBuilder (making it safe to keep reference). */ RENDERER_API FSceneUniformBuffer &CreateSceneUniformBuffer(FRDGBuilder& GraphBuilder, const FSceneInterface* Scene); /** * Get the RDG uniform buffer from the FSceneUniformBuffer (not exposed in public API). */ RENDERER_API TRDGUniformBufferRef GetSceneUniformBuffer(FRDGBuilder& GraphBuilder, FSceneUniformBuffer &SceneUniformBuffer); #if RHI_RAYTRACING namespace RayTracing { RENDERER_API bool HasRayTracingScene(const FSceneInterface& Scene); RENDERER_API FRHIRayTracingScene* GetRayTracingScene(const FSceneInterface& Scene, const FSceneView& View); RENDERER_API FRHIShaderResourceView* GetRayTracingSceneView(FRHICommandListBase& RHICmdList, const FSceneInterface& Scene, const FSceneView& View); UE_DEPRECATED(5.7, "Please provide Scene reference instead.") inline bool HasRayTracingScene(const FSceneInterface* Scene) { return HasRayTracingScene(*Scene); } UE_DEPRECATED(5.7, "Please provide Scene and View reference.") inline FRHIRayTracingScene* GetRayTracingScene(const FSceneInterface* Scene) { return nullptr; } UE_DEPRECATED(5.7, "Please provide Scene and View reference.") inline FRHIShaderResourceView* GetRayTracingSceneView(FRHICommandListBase& RHICmdList, const FSceneInterface* Scene) { return nullptr; } RENDERER_API FShaderBindingTableRHIRef CreateShaderBindingTable(FRHICommandListBase& RHICmdList, const FSceneInterface* Scene, uint32 LocalBindingDataSize); RENDERER_API TConstArrayView GetVisibleRayTracingShaderBindings(const FSceneView& View); RENDERER_API const FRayTracingMeshCommandStorage* GetRayTracingMeshCommands(const FSceneInterface* Scene); } #endif }