Files
UnrealEngine/Engine/Source/Runtime/RenderCore/Public/GenerateMips.h
2025-05-18 13:04:45 +08:00

75 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "PixelFormat.h"
#include "RHIDefinitions.h"
#include "RenderGraphDefinitions.h"
#include "Templates/SharedPointer.h"
class FRDGBuilder;
class FRHICommandListImmediate;
class FRHISamplerState;
class FRHITexture;
struct FGenerateMipsStruct;
struct FGenerateMipsParams
{
ESamplerFilter Filter = SF_Bilinear;
ESamplerAddressMode AddressU = AM_Clamp;
ESamplerAddressMode AddressV = AM_Clamp;
ESamplerAddressMode AddressW = AM_Clamp;
};
enum class EGenerateMipsPass
{
AutoDetect,
Compute,
Raster
};
class FGenerateMips
{
public:
static RENDERCORE_API bool WillFormatSupportCompute(EPixelFormat InPixelFormat);
/** (ES3.1+) Generates mips for the requested RHI texture using the feature-level appropriate means (Compute, Raster, or Fixed-Function). */
static RENDERCORE_API void Execute(
FRDGBuilder& GraphBuilder,
ERHIFeatureLevel::Type FeatureLevel,
FRDGTextureRef Texture,
FGenerateMipsParams Params = {},
EGenerateMipsPass Pass = EGenerateMipsPass::AutoDetect);
/** (SM5+) Generates mips for the requested RDG texture using the requested compute / raster pass. */
static RENDERCORE_API void Execute(
FRDGBuilder& GraphBuilder,
ERHIFeatureLevel::Type FeatureLevel,
FRDGTextureRef Texture,
FRHISamplerState* Sampler,
EGenerateMipsPass Pass = EGenerateMipsPass::AutoDetect);
static RENDERCORE_API void ExecuteCompute(
FRDGBuilder& GraphBuilder, ERHIFeatureLevel::Type FeatureLevel,
FRDGTextureRef Texture,
FRHISamplerState* Sampler);
/** (SM5+) Generate mips for the requested RDG texture using the compute pass conditionally.
if( uint(ConditionBuffer[Offset]) > 0)
Execute(...)
*/
static RENDERCORE_API void ExecuteCompute(
FRDGBuilder& GraphBuilder,
ERHIFeatureLevel::Type FeatureLevel,
FRDGTextureRef Texture,
FRHISamplerState* Sampler,
FRDGBufferRef ConditionBuffer, uint32 Offset = 0);
static RENDERCORE_API void ExecuteRaster(
FRDGBuilder& GraphBuilder,
ERHIFeatureLevel::Type FeatureLevel,
FRDGTextureRef Texture,
FRHISamplerState* Sampler);
};