每个UWorld会拥有自己的UGameViewportClient和FViewport,而FViewport正是渲染的最终Render Target 在FRendererModule::BeginRenderingViewFamily中会创建Renderer,然后调用Renderer的render函数在渲染线程完成渲染 RenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneRenderer* SceneRenderer) Render函数就是...
执行渲染的是里面的Render函数,在这个函数中,会把渲染指令都转换成RHI指令,然后RHI才会对GPU进行操作。 那么Game Thread什么时候会对Render Thread下达指令呢?答案就在一个BeginRenderingViewFamily的API里面了,当材质球的预览界面需要预览材质球的时候,会调用GetRendererModule().BeginRenderingViewFamily,第一个参数传入...
FactoryGame_Win64_Shipping!RenderViewFamily_RenderThread() [C:\Jenkins\ws\SB-200218111104-4e7\UE4\...
FactoryGame_Win64_Shipping!RenderViewFamily_RenderThread() [C:\Jenkins\ws\SB-200218111104-4e7\UE4\...
UE::FXRenderingUtils::CanMaterialRenderBeforeFXPostOpaque( constFSceneViewFamily& ViewFamily, constFPrimitiveSceneProxy& SceneProxy, constFMaterial& Material ) TConstStridedView<FSceneView> UE::FXRenderingUtils::ConvertViewArray( TConstArrayView< FViewInfo > Views ...
FSceneViewFamily Ask questions and help your peers
FactoryGame_Renderer_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1612]FactoryGame_Renderer_Win64_Shipping!RenderViewFamily_RenderThread() [D:\BuildAgent\work\78a794e88...
View.Family->Scene->GetRenderScene(), &View, CurrentDecalStage, RenderTargetMode, DynamicMeshPassContext); for(int32 MeshBatchIndex =0; MeshBatchIndex < View.MeshDecalBatches.Num(); ++MeshBatchIndex) { constFMeshBatch* Mesh = View.MeshDecalBatches[MeshBatchIndex].Mesh; ...
int32 sum = SumAll({1,2,3,4,5});//You can pass whatever array type you want, as long as it is a view of an array of int32TArray<int32> MyTArray = {1,2,3,4,5};//TArray is fine toosum = SumAll(MyTArray);//The TArray is treated as a viewCArray<int32,5> MyCArra...
New: The View Matrices struct has been made immutable. Direct access to the members has been replaced with getters.New: Enable or Disable the Temporal AA jitter during the Custom Depth pass is a project setting now.New: Complemented the ENQUEUE_RENDER_COMMAND macro with a debuggable Lambda ...