// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "SceneView.h" #include "Math/Vector4.h" #include "RendererInterface.h" #include "RenderGraphResources.h" class FTranslucencyLightingViewState { public: TStaticArray, TVC_MAX> HistoryAmbient; TStaticArray, TVC_MAX> HistoryDirectional; TStaticArray, TVC_MAX> HistoryMark; TStaticArray HistoryVolumeMin; TStaticArray HistoryVoxelSize; TStaticArray HistoryVolumeSize; void SafeRelease() { for (int32 Index = 0; Index < TVC_MAX; Index++) { HistoryAmbient[Index].SafeRelease(); HistoryDirectional[Index].SafeRelease(); HistoryMark[Index].SafeRelease(); } } uint64 GetGPUSizeBytes(bool bLogSizes) const; };