// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= GlintShadingLUTs.h: look up table to be ablew to render luts. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "RendererInterface.h" class FViewInfo; struct FGlintShadingLUTsStateData { TRefCountPtr GlintShadingLUTs = nullptr; FRHITexture* RHIGlintShadingLUTs = nullptr; float Dictionary_Alpha = 0.0f; int32 Dictionary_NDistributionsPerChannel = 0; int32 Dictionary_N = 0; int32 Dictionary_NLevels = 0; int32 Dictionary_Pyramid0Size = 0; uint64 GetGPUSizeBytes(bool bLogSizes) const; static void Init(FRDGBuilder& GraphBuilder, FViewInfo& View); private: void SetDictionaryParameter(int32 NumberOfLevels, int32 NumberOfDistributionsPerChannel, float Dictionary_Alpha); };