Files
UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterShaders/Private/DisplayClusterShadersModule.h
2025-05-18 13:04:45 +08:00

33 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IDisplayClusterShaders.h"
class FDisplayClusterShadersModule
: public IDisplayClusterShaders
{
public:
//////////////////////////////////////////////////////////////////////////////////////////////
// IModuleInterface
//////////////////////////////////////////////////////////////////////////////////////////////
virtual void StartupModule() override;
virtual void ShutdownModule() override;
public:
//~Begin IDisplayClusterShaders
virtual bool RenderWarpBlend_MPCDI(FRHICommandListImmediate& RHICmdList, const FDisplayClusterShaderParameters_WarpBlend& InWarpBlendParameters) const override;
virtual bool RenderWarpBlend_ICVFX(FRHICommandListImmediate& RHICmdList, const FDisplayClusterShaderParameters_WarpBlend& InWarpBlendParameters, const FDisplayClusterShaderParameters_ICVFX& InICVFXParameters) const override;
virtual bool RenderPreprocess_UVLightCards(FRHICommandListImmediate& RHICmdList, FSceneInterface* InScene, FRenderTarget* InRenderTarget, float ProjectionPlaneSize, bool bRenderFinalColor) const override { return false; }
virtual bool RenderPreprocess_UVLightCards(FRHICommandListImmediate& RHICmdList, FSceneInterface* InScene, FRenderTarget* InRenderTarget, const FDisplayClusterShaderParameters_UVLightCards& InParameters) const override;
virtual bool RenderPostprocess_OutputRemap(FRHICommandListImmediate& RHICmdList, FRHITexture* InSourceTexture, FRHITexture* InRenderTargetableDestTexture, const IDisplayClusterRender_MeshComponentProxy& MeshProxy) const override;
virtual bool RenderPostprocess_Blur(FRHICommandListImmediate& RHICmdList, FRHITexture* InSourceTexture, FRHITexture* InRenderTargetableDestTexture, const FDisplayClusterShaderParameters_PostprocessBlur& InSettings) const override;
virtual bool GenerateMips(FRHICommandListImmediate& RHICmdList, FRHITexture* InOutMipsTexture, const FDisplayClusterShaderParameters_GenerateMips& InSettings) const override;
virtual void AddLinearToPQPass(FRDGBuilder& GraphBuilder, const FDisplayClusterShaderParameters_MediaPQ& Parameters) const override;
virtual void AddPQToLinearPass(FRDGBuilder& GraphBuilder, const FDisplayClusterShaderParameters_MediaPQ& Parameters) const override;
virtual TSharedRef<IDisplayClusterShadersTextureUtils> CreateTextureUtils_RenderThread(FRHICommandListImmediate& RHICmdList) const override;
virtual TSharedRef<IDisplayClusterShadersTextureUtils> CreateTextureUtils_RenderThread(FRDGBuilder& GraphBuilder) const override;
//~~End IDisplayClusterShaders
};