bSupportsFFTBloom

bSupportsFFTBloom

#Overview

name: bSupportsFFTBloom

The value of this variable can be defined or overridden in .ini config files. 6 .ini config files referencing this setting variable.

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of bSupportsFFTBloom is to indicate whether a specific shader platform supports Fast Fourier Transform (FFT) bloom effects in the rendering system of Unreal Engine 5.

This setting variable is primarily used within the RHI (Rendering Hardware Interface) subsystem of Unreal Engine 5. It is part of the data-driven shader platform information system, which allows for flexible configuration of shader capabilities across different hardware platforms.

The value of this variable is set through the data-driven shader platform information parsing process. It is parsed from a configuration section using the GET_SECTION_BOOL_HELPER macro, which suggests that its value is defined in a configuration file rather than being hardcoded.

bSupportsFFTBloom interacts with other shader platform capability flags within the FGenericDataDrivenShaderPlatformInfo class. It is stored alongside other rendering-related capabilities such as bSupportsVertexShaderLayer, bSupportsVolumeTextureAtomics, and bSupportsROV.

Developers must be aware that this variable is platform-specific. Its value may differ across different rendering hardware and should be checked before attempting to use FFT bloom effects in their rendering pipeline.

Best practices when using this variable include:

  1. Always check the value of bSupportsFFTBloom using the GetSupportsFFTBloom() function before implementing FFT bloom effects.
  2. Provide fallback rendering techniques for platforms where FFT bloom is not supported.
  3. Consider the performance implications of using FFT bloom on supported platforms, as it may be a computationally expensive effect.
  4. Keep in mind that this is part of a data-driven system, so the support for FFT bloom can be configured without changing engine code, allowing for easier updates and platform-specific optimizations.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:42, section: [ShaderPlatform METAL_SM5]

Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:82, section: [ShaderPlatform METAL_SM6]

Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:120, section: [ShaderPlatform VULKAN_SM5]

Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:238, section: [ShaderPlatform VULKAN_SM6]

Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:62, section: [ShaderPlatform PCD3D_SM5]

Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:123, section: [ShaderPlatform PCD3D_SM6]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/RHI/Private/DataDrivenShaderPlatformInfo.cpp:278

Scope (from outer to inner):

file
function     void FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo

Source code excerpt:

	GET_SECTION_BOOL_HELPER(bRequiresReverseCullingOnMobile);
	GET_SECTION_BOOL_HELPER(bOverrideFMaterial_NeedsGBufferEnabled);
	GET_SECTION_BOOL_HELPER(bSupportsFFTBloom);
	GET_SECTION_BOOL_HELPER(bSupportsVertexShaderLayer);
	GET_SECTION_BINDLESS_SUPPORT_HELPER(BindlessSupport);
	GET_SECTION_BOOL_HELPER(bSupportsVolumeTextureAtomics);
	GET_SECTION_BOOL_HELPER(bSupportsROV);
	GET_SECTION_BOOL_HELPER(bSupportsOIT);
	GET_SECTION_SUPPORT_HELPER(bSupportsRealTypes);

#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:101

Scope (from outer to inner):

file
class        class FGenericDataDrivenShaderPlatformInfo

Source code excerpt:

	uint32 bRequiresReverseCullingOnMobile : 1;
	uint32 bOverrideFMaterial_NeedsGBufferEnabled : 1;
	uint32 bSupportsFFTBloom : 1;
	uint32 bSupportsInlineRayTracing : 1;
	uint32 bSupportsRayTracingShaders : 1;
	uint32 bSupportsVertexShaderLayer : 1;
	uint32 BindlessSupport : int32(ERHIBindlessSupport::NumBits);
	uint32 bSupportsVolumeTextureAtomics : 1;
	uint32 bSupportsROV : 1;

#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:696

Scope (from outer to inner):

file
class        class FGenericDataDrivenShaderPlatformInfo
function     static const bool GetSupportsFFTBloom

Source code excerpt:

	{
		check(IsValid(Platform));
		return Infos[Platform].bSupportsFFTBloom;
	}

	static FORCEINLINE_DEBUGGABLE const bool GetSupportsVertexShaderLayer(const FStaticShaderPlatform Platform)
	{
		check(IsValid(Platform));
		return Infos[Platform].bSupportsVertexShaderLayer;