30 lines
792 B
C++
30 lines
792 B
C++
// Copyright Epic Games, Inc.All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "RenderGraphDefinitions.h"
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#include "SceneRendering.h"
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enum class EMobileSSRQuality;
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class FMobileSceneTextureUniformParameters;
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class FRDGBuilder;
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class FRHICommandListImmediate;
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class FScene;
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class FViewInfo;
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struct FRenderTargetBindingSlots;
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struct FSortedLightSetSceneInfo;
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extern int32 GMobileUseClusteredDeferredShading;
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void MobileDeferredShadingPass(
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FRHICommandList& RHICmdList,
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int32 ViewIndex,
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int32 NumViews,
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const FViewInfo& View,
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const FScene& Scene,
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const FSortedLightSetSceneInfo& SortedLightSet,
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const TArray<FVisibleLightInfo, SceneRenderingAllocator>& VisibleLightInfos,
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EMobileSSRQuality MobileSSRQuality,
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FRDGTextureRef DynamicBentNormalAOTexture = nullptr);
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