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          RHI

          Windows
          MacOS
          Linux

          Classes

          Name

          Description

          Public struct

          AFRUtils

          GPU mask utilities to get information about AFR groups and siblings.

          Public struct

          FAccelerationStructureBuildParams

          Public class

          FAsyncReallocationRequest

          Asynchronous reallocation request.

          Public class

          FBlendStateInitializerRHI

          Public struct

          FBoundShaderStateInput

          Public class

          FBoundShaderStateKey

          Key used to map a set of unique decl/vs/ps combinations to a vertex shader resource

          Public class

          FBoundShaderStateLookupKey

          Non-reference-counted version of shader state key.

          Public struct

          FByteAddressBuffer

          Public class

          FCachedBoundShaderStateLink

          Encapsulates a bound shader state's entry in the cache.

          Public class

          FCachedBoundShaderStateLink_Threadsafe

          Public struct

          FClearValueBinding

          Public struct

          FComputedGraphicsPipelineState

          Public struct

          FComputedUniformBuffer

          Public struct

          FCopyBufferRegionParams

          Public class

          FDefaultRHIRenderQueryPool

          Public struct

          FDepthStencilStateInitializerRHI

          Public class

          FDumpTransitionsHelper

          Public struct

          FDynamicReadBuffer

          Public class

          FDynamicRHI

          The interface which is implemented by the dynamically bound RHI.

          Public class

          FExclusiveDepthStencil

          Public class

          FGenericDataDrivenShaderPlatformInfo

          Public class

          FGenericRHIGPUFence

          Generic implementation of FRHIGPUFence .

          Public class

          FGenericRHIStagingBuffer

          Public struct

          FGenericStaticFeatureLevel

          Public struct

          FGenericStaticShaderPlatform

          Public class

          FGPUDefragAllocator

          Simple best fit allocator, splitting and coalescing whenever/ wherever possible.

          Public struct

          FGPUProfiler

          Encapsulates GPU profiling logic and data.

          Public class

          FGPUProfilerEventNode

          Stats for a single perf event node.

          Public struct

          FGPUProfilerEventNodeFrame

          An entire frame of perf event nodes, including ancillary timers.

          Public class

          FGPUProfilerEventNodeStats

          Stats for a single perf event node.

          Public struct

          FGpuProfilerTrace

          Public struct

          FGPUTiming

          Holds information if this platform's GPU allows timing

          Public struct

          FGPUTimingCalibrationTimestamp

          Two timestamps performed on GPU and CPU at nearly the same time.

          Public class

          FGraphicsPipelineStateInitializer

          Public struct

          FImmutableSamplerState

          Public class

          FInitStaticResourceRenderThreadTask

          Helper task to initialize a static resource on the render thread.

          Public class

          FLastRenderTimeContainer

          Textures

          Public struct

          FLocalCmdListParallelRenderPass

          Public struct

          FLocalCmdListRenderSubPass

          Public struct

          FLocalUniformBuffer

          Public struct

          FLocalUniformBufferWorkArea

          Public struct

          FLockTracker

          Public struct

          FPipelineCacheFileFormatPSO

          Public struct

          FPipelineCacheFileFormatPSORead

          Public struct

          FPipelineCachePSOHeader

          Public class

          FPipelineFileCache

          Public struct

          FPipelineFileCacheRasterizerState

          Public struct

          FPipelineStateStats

          Tracks stats for the current session between opening & closing the file-cache.

          Public struct

          FPSOUsageData

          FPipelineFileCache : The RHI-level backend for FShaderPipelineCache , responsible for tracking PSOs and their usage stats as well as dealing with the pipeline cache files.

          Public struct

          FRasterizerStateInitializerRHI

          Public struct

          FRayTracingGeometryInitializer

          Public struct

          FRayTracingGeometryInstance

          Public struct

          FRayTracingGeometrySegment

          Public struct

          FRayTracingSceneInitializer

          Public struct

          FReadBuffer

          Encapsulates a GPU read buffer with its SRV.

          Public class

          FReadSurfaceDataFlags

          To customize the RHIReadSurfaceData() output

          Public class

          FRenderTask

          Public struct

          FResolveParams

          Public struct

          FResolveRect

          Public class

          FResourceTransitionUtility

          Public class

          FRHIAsyncComputeCommandListImmediate

          Single commandlist for async compute generation.

          Public class

          FRHIBlendState

          Public class

          FRHIBoundShaderState

          Public struct

          FRHICommand

          Public struct

          FRHICommandAutomaticCacheFlushAfterComputeShader

          Public struct

          FRHICommandAutomaticCacheFlushAfterComputeShaderString__LINE__

          Public struct

          FRHICommandBase

          Public struct

          FRHICommandBeginComputePass

          Public struct

          FRHICommandBeginComputePassString__LINE__

          Public struct

          FRHICommandBeginDrawingViewport

          Public struct

          FRHICommandBeginDrawingViewportString__LINE__

          Public struct

          FRHICommandBeginFrame

          Public struct

          FRHICommandBeginFrameString__LINE__

          Public struct

          FRHICommandBeginParallelRenderPass

          Public struct

          FRHICommandBeginParallelRenderPassString__LINE__

          Public struct

          FRHICommandBeginRenderPass

          Public struct

          FRHICommandBeginRenderPassString__LINE__

          Public struct

          FRHICommandBeginRenderQuery

          Public struct

          FRHICommandBeginRenderQueryString__LINE__

          Public struct

          FRHICommandBeginRenderSubPass

          Public struct

          FRHICommandBeginRenderSubPassString__LINE__

          Public struct

          FRHICommandBeginScene

          Public struct

          FRHICommandBeginSceneString__LINE__

          Public struct

          FRHICommandBeginUAVOverlap

          Public struct

          FRHICommandBeginUAVOverlapString

          Public struct

          FRHICommandBeginUpdateMultiFrameResource

          Public struct

          FRHICommandBeginUpdateMultiFrameResourceString__LINE__

          Public struct

          FRHICommandBeginUpdateMultiFrameUAV

          Public struct

          FRHICommandBeginUpdateMultiFrameUAVString__LINE__

          Public struct

          FRHICommandBindClearMRTValues

          Public struct

          FRHICommandBindClearMRTValuesString__LINE__

          Public struct

          FRHICommandBuildLocalUniformBuffer

          Public struct

          FRHICommandBuildLocalUniformBufferString__LINE__

          Public struct

          FRHICommandCalibrateTimers

          Public struct

          FRHICommandCalibrateTimersString__LINE__

          Public struct

          FRHICommandClearColorTexture

          Public struct

          FRHICommandClearColorTextures

          Public struct

          FRHICommandClearColorTexturesString__LINE__

          Public struct

          FRHICommandClearColorTextureString__LINE__

          Public struct

          FRHICommandClearDepthStencilTexture

          Public struct

          FRHICommandClearDepthStencilTextureString__LINE__

          Public struct

          FRHICommandClearUAVFloat

          Public struct

          FRHICommandClearUAVFloatString__LINE__

          Public struct

          FRHICommandClearUAVUint

          Public struct

          FRHICommandClearUAVUintString__LINE__

          Public struct

          FRHICommandCopyTexture

          Public struct

          FRHICommandCopyTextureString__LINE__

          Public struct

          FRHICommandCopyToResolveTarget

          Public struct

          FRHICommandCopyToResolveTargetString__LINE__

          Public struct

          FRHICommandCopyToStagingBuffer

          Public struct

          FRHICommandCopyToStagingBufferString

          Public struct

          FRHICommandDebugBreak

          Public struct

          FRHICommandDebugBreakString__LINE__

          Public struct

          FRHICommandDiscardRenderTargets

          Public struct

          FRHICommandDiscardRenderTargetsString__LINE__

          Public struct

          FRHICommandDispatchComputeShader

          Public struct

          FRHICommandDispatchComputeShaderString

          Public struct

          FRHICommandDispatchIndirectComputeShader

          Public struct

          FRHICommandDispatchIndirectComputeShaderString

          Public struct

          FRHICommandDrawIndexedIndirect

          Public struct

          FRHICommandDrawIndexedIndirectString__LINE__

          Public struct

          FRHICommandDrawIndexedPrimitive

          Public struct

          FRHICommandDrawIndexedPrimitiveIndirect

          Public struct

          FRHICommandDrawIndexedPrimitiveIndirectString__LINE__

          Public struct

          FRHICommandDrawIndexedPrimitiveString__LINE__

          Public struct

          FRHICommandDrawPrimitive

          Public struct

          FRHICommandDrawPrimitiveIndirect

          Public struct

          FRHICommandDrawPrimitiveIndirectString__LINE__

          Public struct

          FRHICommandDrawPrimitiveString__LINE__

          Public struct

          FRHICommandEndComputePass

          Public struct

          FRHICommandEndComputePassString__LINE__

          Public struct

          FRHICommandEndDrawingViewport

          Public struct

          FRHICommandEndDrawingViewportString__LINE__

          Public struct

          FRHICommandEndFrame

          Public struct

          FRHICommandEndFrameString__LINE__

          Public struct

          FRHICommandEndParallelRenderPass

          Public struct

          FRHICommandEndParallelRenderPassString__LINE__

          Public struct

          FRHICommandEndRenderPass

          Public struct

          FRHICommandEndRenderPassString__LINE__

          Public struct

          FRHICommandEndRenderQuery

          Public struct

          FRHICommandEndRenderQueryString__LINE__

          Public struct

          FRHICommandEndRenderSubPass

          Public struct

          FRHICommandEndRenderSubPassString__LINE__

          Public struct

          FRHICommandEndScene

          Public struct

          FRHICommandEndSceneString__LINE__

          Public struct

          FRHICommandEndUAVOverlap

          Public struct

          FRHICommandEndUAVOverlapString

          Public struct

          FRHICommandEndUpdateMultiFrameResource

          Public struct

          FRHICommandEndUpdateMultiFrameResourceString__LINE__

          Public struct

          FRHICommandEndUpdateMultiFrameUAV

          Public struct

          FRHICommandEndUpdateMultiFrameUAVString__LINE__

          Public struct

          FRHICommandFlushComputeShaderCache

          Public struct

          FRHICommandFlushComputeShaderCacheString__LINE__

          Public struct

          FRHICommandInvalidateCachedState

          Public struct

          FRHICommandInvalidateCachedStateString__LINE__

          Public class

          FRHICommandList

          Public class

          FRHICommandList_RecursiveHazardous

          Public class

          FRHICommandListBase

          Public struct

          FRHICommandListDebugContext

          Public class

          FRHICommandListExecutor

          Public class

          FRHICommandListFenceAllocator

          Thread-safe allocator for GPU fences used in deferred command list execution Fences are stored in a ringbuffer

          Public class

          FRHICommandListImmediate

          Public class

          FRHICommandListIterator

          Helper class for traversing a FRHICommandList .

          Public class

          FRHICommandListScopedFlushAndExecute

          Public struct

          FRHICommandNextSubpass

          Public struct

          FRHICommandNextSubpassString__LINE__

          Public struct

          FRHICommandPollOcclusionQueries

          Public struct

          FRHICommandPollOcclusionQueriesString__LINE__

          Public struct

          FRHICommandPopEvent

          Public struct

          FRHICommandPopEventString

          Public struct

          FRHICommandPushEvent

          Public struct

          FRHICommandPushEventString

          Public struct

          FRHICommandResummarizeHTile

          Public struct

          FRHICommandResummarizeHTileString__LINE__

          Public struct

          FRHICommandSetAsyncComputeBudget

          Public struct

          FRHICommandSetAsyncComputeBudgetString

          Public struct

          FRHICommandSetBlendFactor

          Public struct

          FRHICommandSetBlendFactorString__LINE__

          Public struct

          FRHICommandSetComputePipelineState

          Public struct

          FRHICommandSetComputePipelineStateString

          Public struct

          FRHICommandSetComputeShader

          Public struct

          FRHICommandSetComputeShaderString

          Public struct

          FRHICommandSetDepthBounds

          Public struct

          FRHICommandSetDepthBoundsString__LINE__

          Public struct

          FRHICommandSetGlobalUniformBuffers

          Public struct

          FRHICommandSetGlobalUniformBuffersString__LINE__

          Public struct

          FRHICommandSetGraphicsPipelineState

          Public struct

          FRHICommandSetGraphicsPipelineStateString__LINE__

          Public struct

          FRHICommandSetLocalUniformBuffer

          Public struct

          FRHICommandSetLocalUniformBufferString

          Public struct

          FRHICommandSetRenderTargets

          Public struct

          FRHICommandSetRenderTargetsString__LINE__

          Public struct

          FRHICommandSetScissorRect

          Public struct

          FRHICommandSetScissorRectString__LINE__

          Public struct

          FRHICommandSetShaderParameter

          Public struct

          FRHICommandSetShaderParameterString

          Public struct

          FRHICommandSetShaderResourceViewParameter

          Public struct

          FRHICommandSetShaderResourceViewParameterString

          Public struct

          FRHICommandSetShaderSampler

          Public struct

          FRHICommandSetShaderSamplerString

          Public struct

          FRHICommandSetShaderTexture

          Public struct

          FRHICommandSetShaderTextureString

          Public struct

          FRHICommandSetShaderUniformBuffer

          Public struct

          FRHICommandSetShaderUniformBufferString

          Public struct

          FRHICommandSetStencilRef

          Public struct

          FRHICommandSetStencilRefString__LINE__

          Public struct

          FRHICommandSetStereoViewport

          Public struct

          FRHICommandSetStereoViewportString__LINE__

          Public struct

          FRHICommandSetStreamSource

          Public struct

          FRHICommandSetStreamSourceString__LINE__

          Public struct

          FRHICommandSetUAVParameter

          Public struct

          FRHICommandSetUAVParameter_InitialCount

          Public struct

          FRHICommandSetUAVParameter_InitialCountString

          Public struct

          FRHICommandSetUAVParameterString

          Public struct

          FRHICommandSetViewport

          Public struct

          FRHICommandSetViewportString__LINE__

          Public struct

          FRHICommandSubmitCommandsHint

          Public struct

          FRHICommandSubmitCommandsHintString

          Public struct

          FRHICommandTransitionTextures

          Public struct

          FRHICommandTransitionTexturesArray

          Public struct

          FRHICommandTransitionTexturesArrayPipeline

          Public struct

          FRHICommandTransitionTexturesArrayPipelineString__LINE__

          Public struct

          FRHICommandTransitionTexturesArrayString__LINE__

          Public struct

          FRHICommandTransitionTexturesDepth

          Public struct

          FRHICommandTransitionTexturesDepthString__LINE__

          Public struct

          FRHICommandTransitionTexturesPipeline

          Public struct

          FRHICommandTransitionTexturesPipelineString__LINE__

          Public struct

          FRHICommandTransitionTexturesString__LINE__

          Public struct

          FRHICommandTransitionUAVs

          Public struct

          FRHICommandTransitionUAVsString

          Public struct

          FRHICommandUpdateRHIResources

          Public struct

          FRHICommandUpdateRHIResourcesString__LINE__

          Public struct

          FRHICommandUpdateTextureReference

          Public struct

          FRHICommandUpdateTextureReferenceString__LINE__

          Public struct

          FRHICommandWaitComputeFence

          Public struct

          FRHICommandWaitComputeFenceString

          Public struct

          FRHICommandWriteGPUFence

          Public struct

          FRHICommandWriteGPUFenceString

          Public class

          FRHIComputeCommandList

          Public class

          FRHIComputeFence

          Public class

          FRHIComputePipelineState

          Public class

          FRHIComputePipelineStateFallback

          Public class

          FRHIComputeShader

          Public struct

          FRHICopyTextureInfo

          Public class

          FRHICustomPresent

          Public class

          FRHIDepthRenderTargetView

          Public class

          FRHIDepthStencilState

          Public struct

          FRHIDispatchIndirectParameters

          Public class

          FRHIDomainShader

          Public struct

          FRHIDrawIndexedIndirectParameters

          Public struct

          FRHIDrawIndirectParameters

          Public struct

          FRHIFlipDetails

          Struct to provide details of swap chain flips

          Public class

          FRHIGeometryShader

          Public class

          FRHIGPUBufferReadback

          Buffer readback implementation.

          Public class

          FRHIGPUFence

          Generic GPU fence class.

          Public struct

          FRHIGPUMask

          A mask where each bit is a GPU index.

          Public class

          FRHIGPUMemoryReadback

          FRHIGPUMemoryReadback : Represents a memory readback request scheduled with CopyToStagingBuffer Wraps a staging buffer with a FRHIGPUFence for synchronization.

          Public class

          FRHIGPUTextureReadback

          Texture readback implementation.

          Public class

          FRHIGraphicsPipelineState

          Pipeline States

          Public class

          FRHIGraphicsPipelineStateFallBack

          This PSO is used as a fallback for RHIs that dont support PSOs. It is used to set the graphics state using the legacy state setting APIs.

          Public class

          FRHIGraphicsShader

          Public class

          FRHIHullShader

          Public class

          FRHIIndexBuffer

          Public struct

          FRHIIndexBufferUpdateInfo

          Public struct

          FRHILockTracker

          Public class

          FRHIPipelineBinaryLibrary

          Public class

          FRHIPixelShader

          Public class

          FRHIPooledRenderQuery

          Public struct

          FRHIR10G10B10A2

          Helper for accessing R10G10B10A2 colors.

          Public class

          FRHIRasterizerState

          Public class

          FRHIRayTracingGeometry

          Ray tracing resourcesBottom level ray tracing acceleration structure (contains triangles).

          Public class

          FRHIRayTracingPipelineState

          Public class

          FRHIRayTracingScene

          Top level ray tracing acceleration structure (contains instances of meshes).

          Public class

          FRHIRayTracingShader

          Public struct

          FRHIRenderPassInfo

          Public class

          FRHIRenderQuery

          Public class

          FRHIRenderQueryPool

          Public class

          FRHIRenderTargetView

          Public class

          FRHIResource

          The base type of RHI resources.

          Public struct

          FRHIResourceCreateInfo

          Public struct

          FRHIResourceInfo

          Public struct

          FRHIResourceTableEntry

          Public struct

          FRHIResourceUpdateInfo

          Public struct

          FRHIRG16

          Helper for accessing R16G16 colors.

          Public struct

          FRHIRGBA16

          Helper for accessing R16G16B16A16 colors.

          Public class

          FRHISamplerState

          State blocks

          Public class

          FRHISetRenderTargetsInfo

          Public class

          FRHIShader

          Shaders

          Public class

          FRHIShaderLibrary

          Shader Library

          Public class

          FRHIShaderResourceView

          Public struct

          FRHIShaderResourceViewUpdateInfo_IB

          Public struct

          FRHIShaderResourceViewUpdateInfo_VB

          Public class

          FRHIStagingBuffer

          Generic staging buffer class used by FRHIGPUMemoryReadback RHI specific staging buffers derive from this

          Public class

          FRHIStructuredBuffer

          Public class

          FRHITexture

          Public class

          FRHITexture2D

          Public class

          FRHITexture2DArray

          Public class

          FRHITexture3D

          Public class

          FRHITextureCube

          Public class

          FRHITextureReference

          Public class

          FRHITextureReferenceNullImpl

          Public struct

          FRHITextureSRVCreateInfo

          Public class

          FRHITimestampCalibrationQuery

          Misc

          Public class

          FRHIUniformBuffer

          Public struct

          FRHIUniformBufferLayout

          The layout of a uniform buffer in memory.

          Public class

          FRHIUnorderedAccessView

          Views

          Public class

          FRHIVertexBuffer

          Public struct

          FRHIVertexBufferUpdateInfo

          Public class

          FRHIVertexDeclaration

          Public class

          FRHIVertexShader

          Public class

          FRHIViewport

          Public struct

          FRWBuffer

          Encapsulates a GPU read/write buffer with its UAV and SRV.

          Public struct

          FRWBufferStructured

          Encapsulates a GPU read/write structured buffer with its UAV and SRV.

          Public struct

          FRWByteAddressBuffer

          Encapsulates a GPU read/write ByteAddress buffer with its UAV and SRV.

          Public struct

          FSamplerStateInitializerRHI

          Public struct

          FScopedCommandListWaitForTasks

          Public class

          FScopedGPUDefragLock

          FScopedGPUDefragLock can't cover any scope that will add dcb commands or we might deadlock with a master reserve failure.

          Public struct

          FScopedGPUMask

          Public class

          FScopedRHIThreadStaller

          Public struct

          FScopedUniformBufferGlobalBindings

          Public struct

          FScreenResolutionRHI

          Screen Resolution

          Public struct

          FShaderResourceViewInitializer

          Public class

          FStaticShaderPlatformNames

          Public struct

          FStreamOutElement

          RHI representation of a single stream out element.

          Public struct

          FTextureMemoryStats

          Public struct

          FTextureRWBuffer2D

          Encapsulates a GPU read/write texture 2D with its UAV and SRV.

          Public struct

          FTextureRWBuffer3D

          Encapsulates a GPU read/write texture 3d with its UAV and SRV.

          Public class

          FUniformBufferStaticBindings

          A list of global uniform buffer bindings.

          Public struct

          FUnnamedRhiCommand

          Public struct

          FUpdateTexture3DData

          Struct to hold common data between begin/end updatetexture3d

          Public struct

          FUpdateTextureRegion2D

          Specifies an update region for a texture

          Public struct

          FUpdateTextureRegion3D

          Specifies an update region for a texture

          Public class

          FValidationRHIUtils

          Public struct

          FVertexElement

          Public class

          FVertexElementTypeSupportInfo

          Info for supporting the vertex element types

          Public struct

          FViewportBounds

          Viewport bounds structure to set multiple view ports for the geometry shader (needs to be 1:1 to the D3D11 structure)

          Public struct

          FVRamAllocation

          Public class

          IDynamicRHIModule

          Defines the interface of a module implementing a dynamic RHI.

          Public class

          IRHICommandContext

          The interface RHI command context.

          Public class

          IRHICommandContextContainer

          Public class

          IRHICommandContextPSOFallback

          Command Context for RHIs that do not support real Graphics Pipelines.

          Public class

          IRHIComputeContext

          Context that is capable of doing Compute work. Can be async or compute on the gfx pipe.

          Public class

          TPsoLruCache

          Implements a Least Recently Used (LRU) cache.

          Public class

          TRHICommandList_RecursiveHazardous

          Helper class used internally by RHIs to make use of FRHICommandList_RecursiveHazardous safer.

          Public class

          TRHIGlobal

          Wrapper for GRHI## global variables, allows values to be overridden for mobile preview modes.

          Public struct

          TRHIResourceUpdateBatcher

          Public struct

          TRHIShaderToEnum

          Template magic to convert an FRHI*Shader to its enum.

          Public class

          TStaticBlendState

          A static RHI blend state resource.

          Public class

          TStaticBlendStateWriteMask

          A static RHI blend state resource which only allows controlling MRT write masks, for use when only opaque blending is needed.

          Public class

          TStaticDepthStencilState

          A static RHI stencil state resource.

          Public class

          TStaticRasterizerState

          A static RHI rasterizer state resource.

          Public class

          TStaticSamplerState

          A static RHI sampler state resource.

          Public class

          TStaticStateRHI

          The base class of the static RHI state classes.

          Constants

          Name

          Description

          MAX_MESH_LOD_COUNT

          Maximum number of static/skeletal mesh LODs

          MAX_TEXTURE_MIP_COUNT

          Maximum number of miplevels in a texture.

          MAX_UNIFORM_BUFFER_STATIC_SLOTS

          The maximum number of static slots allowed.

          MaxImmutableSamplers

          Maximum number of immutable samplers in a PSO.

          MaxSimultaneousRenderTargets

          The number of render-targets that may be simultaneously written to.

          MaxSimultaneousRenderTargets_NumBits

          The number of render-targets that may be simultaneously written to.

          MaxSimultaneousUAVs

          The number of UAVs that may be simultaneously bound to a shader.

          MaxVertexElementCount

          The maximum number of vertex elements which can be used by a vertex declaration.

          MaxVertexElementCount_NumBits

          The maximum number of vertex elements which can be used by a vertex declaration.

          NAME_GLSL_150_ES31

          NAME_GLSL_310_ES_EXT

          NAME_GLSL_430

          NAME_GLSL_ES3_1_ANDROID

          NAME_GLSL_SWITCH

          NAME_GLSL_SWITCH_FORWARD

          NAME_PCD3D_ES3_1

          NAME_PCD3D_SM5

          NAME_SF_METAL

          NAME_SF_METAL_MACES3_1

          NAME_SF_METAL_MRT

          NAME_SF_METAL_MRT_MAC

          NAME_SF_METAL_MRT_TVOS

          NAME_SF_METAL_SM5

          NAME_SF_METAL_SM5_NOTESS

          NAME_SF_METAL_TVOS

          NAME_SF_PS4

          NAME_SF_XBOXONE_D3D12

          NAME_VULKAN_ES3_1

          NAME_VULKAN_ES3_1_ANDROID

          NAME_VULKAN_ES3_1_ANDROID_NOUB

          NAME_VULKAN_ES3_1_LUMIN

          NAME_VULKAN_ES3_1_LUMIN_NOUB

          NAME_VULKAN_ES3_1_NOUB

          NAME_VULKAN_SM5

          NAME_VULKAN_SM5_ANDROID

          NAME_VULKAN_SM5_ANDROID_NOUB

          NAME_VULKAN_SM5_LUMIN

          NAME_VULKAN_SM5_LUMIN_NOUB

          NAME_VULKAN_SM5_NOUB

          ShaderArrayElementAlignBytes

          The alignment in bytes between elements of array shader parameters.

          Typedefs

          Enums

          Name

          Description

          Public enum

          EAccelerationStructureBuildMode

          Public enum

          EApplyRendertargetOption

          Utility flags for modifying render target behavior on a PSO.

          Public enum

          EAsyncComputeBudget

          Hint to the driver on how to load balance async compute work.

          Public enum

          EAsyncComputePriority

          Public enum

          EBlendFactor

          Public enum

          EBlendOperation

          Public enum

          EBufferUsageFlags

          Resource usage flags - for vertex and index buffers.

          Public enum

          EClearBinding

          Public enum

          EClearDepthStencil

          Public enum

          EColorSpaceAndEOTF

          Public enum

          EColorWriteMask

          Public enum

          ECompareFunction

          Public enum

          ECubeFace

          Public enum

          EDepthStencilTargetActions

          Public enum

          EGpuVendorId

          Public enum

          EImmediateFlushType::Type

          Public enum

          EPrimitiveTopologyType

          Public enum

          EPrimitiveType

          Public enum

          ERangeCompressionMode

          Limited to 8 types in FReadSurfaceDataFlags

          Public enum

          ERasterizerCullMode

          Public enum

          ERasterizerFillMode

          Public enum

          ERayTracingGeometryType

          Public enum

          ERayTracingSceneLifetime

          Public enum

          ERenderQueryType

          Public enum

          ERenderTargetActions

          Public enum

          ERenderTargetLoadAction

          Action to take when a rendertarget is set.

          Public enum

          ERenderTargetStoreAction

          Action to take when a rendertarget is unset or at the end of a pass.

          Public enum

          EResourceLockMode

          Public enum

          EResourceTransitionAccess

          Public enum

          EResourceTransitionPipeline

          Public enum

          ERHIFeatureLevel::Type

          The RHI's feature level indicates what level of support can be relied upon.

          Public enum

          ERHIResourceType

          An enumeration of the different RHI reference types.

          Public enum

          ERHIShadingPath::Type

          The RHI's currently enabled shading path.

          Public enum

          ERHITextureSRVOverrideSRGBType

          Public enum

          ERHIZBuffer

          Public enum

          ESamplerAddressMode

          Public enum

          ESamplerCompareFunction

          Public enum

          ESamplerFilter

          Public enum

          EShaderFrequency

          Public enum

          EShaderPlatform

          : update LegacyShaderPlatform when the below changes

          Public enum

          ESimpleRenderTargetMode

          Common render target use cases

          Public enum

          EStencilMask

          Public enum

          EStencilOp

          Public enum

          ESubpassHint

          Hints for some RHIs that support subpasses.

          Public enum

          ETextureCreateFlags

          Flags used for texture creation

          Public enum

          ETextureReallocationStatus

          Async texture reallocation status, returned by RHIGetReallocateTexture2DStatus().

          Public enum

          EUniformBufferBaseType

          The base type of a value in a uniform buffer.

          Public enum

          EUniformBufferUsage

          Public enum

          EUniformBufferValidation

          Public enum

          EVertexElementType

          Functions

          Name Description

          Public function

          FMatrix

           

          AdjustProjectionMatrixForRHI

          (
              const FMatrix & InProjectionMatrix
          )

          Adjusts a projection matrix to output in the correct clip space for the current RHI.

          Public function

          void

           

          appDefragmentTexturePool()

          Defragment the texture pool.

          Public function

          void

           

          appDumpTextureMemoryStats

          (
              const TCHAR *
          )

          Log the current texture memory stats.

          Public function

          bool

           

          appIsPoolTexture

          (
              FRHITexture * TextureRHI
          )

          Checks if the texture data is allocated within the texture pool or not.

          Public function

          uint32

           

          ComputeAnisotropyRT

          (
              int32 InitializerMaxAnisotropy
          )

          Public function Static

          void

           

          ConvertRawA2B10G10R10DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function Static

          void

           

          ConvertRawB8G8R8A8DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawB8G8R8A8DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function Static

          void

           

          ConvertRawD32S8DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR10G10B10A2DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawR11G11B10DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out,
              bool LinearToGamma
          )

          Public function Static

          void

           

          ConvertRawR16DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawR16DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function Static

          void

           

          ConvertRawR16G16B16A16DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawR16G16B16A16DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function Static

          void

           

          ConvertRawR16G16B16A16FDataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out,
              bool LinearToGamma
          )

          Public function Static

          void

           

          ConvertRawR16G16B16A16FDataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR16G16DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawR16G16DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function Static

          void

           

          ConvertRawR24G8DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR24G8DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR32DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR32DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR32G32B32A32DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out,
              bool LinearToGamma
          )

          Public function Static

          void

           

          ConvertRawR32G32B32A32DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out,
              FReadSurfaceDataFlags InFlags
          )

          Public function Static

          void

           

          ConvertRawR8DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawR8G8B8A8DataToFColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FColor * Out
          )

          Public function Static

          void

           

          ConvertRawR8G8B8A8DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function Static

          void

           

          ConvertRawRR11G11B10DataToFLinearColor

          (
              uint32 Width,
              uint32 Height,
              uint8 * In,
              uint32 SrcPitch,
              FLinearColor * Out
          )

          Public function

          void

           

          DecodeRenderTargetMode

          (
              ESimpleRenderTargetMode Mode,
              ERenderTargetLoadAction & ColorLoad...,
              ERenderTargetStoreAction & ColorSto...,
              ERenderTargetLoadAction & DepthLoad...,
              ERenderTargetStoreAction & DepthSto...,
              ERenderTargetLoadAction & StencilLo...,
              ERenderTargetStoreAction & StencilS...,
              FExclusiveDepthStencil DepthStencil...
          )

          Convert the ESimpleRenderTargetMode into usable values

          Public function

          void

           

          EmptyCachedBoundShaderStates()

          Public function

          FCachedBound ...

           

          GetCachedBoundShaderState

          (
              FRHIVertexDeclaration * VertexD...,
              FRHIVertexShader * VertexShader,
              FRHIPixelShader * PixelShader,
              FRHIHullShader * HullShader,
              FRHIDomainShader * DomainShader,
              FRHIGeometryShader * GeometrySh...
          )

          Searches for a cached bound shader state.

          Public function

          FBoundShader ...

           

          GetCachedBoundShaderState_Threadsafe

          (
              FRHIVertexDeclaration * VertexD...,
              FRHIVertexShader * VertexShader,
              FRHIPixelShader * PixelShader,
              FRHIHullShader * HullShader,
              FRHIDomainShader * DomainShader,
              FRHIGeometryShader * GeometrySh...
          )

          Searches for a cached bound shader state. Threadsafe version.

          Public function

          ERenderTarge ...

           

          GetDepthActions

          (
              EDepthStencilTargetActions Action
          )

          Public function

          TDynamicRHI ...

           

          GetDynamicRHI()

          Public function

          uint32

           

          GetExpectedFeatureLevelMaxTextureSamplers

          (
              const FStaticFeatureLevel FeatureLe...
          )

          Return what the expected number of samplers will be supported by a feature level Note that since the Feature Level is pretty orthogonal to the RHI/HW, this is not going to be perfect If should only be used for a guess at the limit, the real limit will not be known until runtime

          Public function

          bool

           

          GetFeatureLevelFromName

          (
              FName Name,
              ERHIFeatureLevel::Type & OutFeature...
          )

          Current shader platform.

          Public function

          int32

           

          GetFeatureLevelMaxNumberOfBones

          (
              const FStaticFeatureLevel FeatureLe...
          )

          Public function

          void

           

          GetFeatureLevelName

          (
              ERHIFeatureLevel::Type InFeatureLev...,
              FName & OutName
          )

          Creates an FName for the given feature level.

          Public function

          void

           

          GetFeatureLevelName

          (
              ERHIFeatureLevel::Type InFeatureLev...,
              FString & OutName
          )

          Creates a string for the given feature level.

          Public function

          EShaderPlatf ...

           

          GetFeatureLevelShaderPlatform

          (
              const FStaticFeatureLevel InFeature...
          )

          Get the shader platform associated with the supplied feature level on this machine

          Public function Static

          const FText ...

           

          GetFriendlyShaderPlatformName

          (
              const EShaderPlatform InShaderPlatf...
          )

          Public function

          ERenderTarge ...

           

          GetLoadAction

          (
              ERenderTargetActions Action
          )

          Public function

          uint32

           

          GetMax2DTextureDimension()

          Public function

          uint64

           

          GetMaxBufferDimension()

          Public function

          uint32

           

          GetMaxCubeTextureDimension()

          Public function

          FStaticFeatu ...

           

          GetMaxSupportedFeatureLevel

          (
              const FStaticShaderPlatform InShade...
          )

          Public function

          uint32

           

          GetMaxTextureArrayLayers()

          Public function

          uint32

           

          GetMaxTextureSamplers()

          Public function

          const TCHAR ...

           

          GetSelectedDynamicRHIModuleName

          (
              bool bCleanup
          )

          Name of the RHI module that will be created when PlatformCreateDynamicRHI is called NOTE: This function is very slow when called before RHIInit

          Public function

          const TCHAR ...

           

          GetShaderFrequencyString

          (
              EShaderFrequency Frequency,
              bool bIncludePrefix
          )

          Public function

          bool

           

          GetShadingPathFromName

          (
              FName Name,
              ERHIShadingPath::Type & OutShadingP...
          )

          Finds a corresponding ERHIShadingPath::Type given an FName , or returns false if one could not be found.

          Public function

          void

           

          GetShadingPathName

          (
              ERHIShadingPath::Type InShadingPath,
              FString & OutName
          )

          Creates a string for the given shading path.

          Public function

          void

           

          GetShadingPathName

          (
              ERHIShadingPath::Type InShadingPath,
              FName & OutName
          )

          Creates an FName for the given shading path.

          Public function

          EShaderPlatf ...

           

          GetSimulatedPlatform

          (
              EShaderPlatform Platform
          )

          Public function

          FRHIRasteriz ...

           

          GetStaticRasterizerState

          (
              ERasterizerFillMode FillMode,
              ERasterizerCullMode CullMode
          )

          Given a fill and cull mode, returns a static rasterizer state.

          Public function

          ERenderTarge ...

           

          GetStencilActions

          (
              EDepthStencilTargetActions Action
          )

          Public function

          ERenderTarge ...

           

          GetStoreAction

          (
              ERenderTargetActions Action
          )

          Public function

          uint32

           

          GetTypeHash

          (
              const FRHITextureSRVCreateInfo & Va...
          )

          Public function

          uint32

           

          GetVertexCountForPrimitiveCount

          (
              uint32 NumPrimitives,
              uint32 PrimitiveType
          )

          Computes the vertex count for a given number of primitives of the specified type.

          Public function

          bool

           

          IsAndroidOpenGLESPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsConsolePlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsD3DPlatform

          (
              const FStaticShaderPlatform Platfor...,
              bool bIncludeXboxOne
          )

          Public function

          bool

           

          IsDeprecatedShaderPlatform

          (
              const FStaticShaderPlatform ShaderP...
          )

          Public function Static

          bool

           

          IsDepthOrStencilFormat

          (
              EPixelFormat Format
          )

          Public function

          bool

           

          IsFeatureLevelSupported

          (
              const FStaticShaderPlatform InShade...,
              ERHIFeatureLevel::Type InFeatureLev...
          )

          Returns true if the feature level is supported by the shader platform.

          Public function

          bool

           

          IsHlslccShaderPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsMetalMobilePlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsMetalMRTPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsMetalPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsMetalSM5Platform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsMobilePlatform

          (
              const EShaderPlatform Platform
          )

          Whether the shader platform corresponds to the ES2/ES3.1 feature level.

          Public function

          bool

           

          IsOpenGLPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsPCPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsPS4Platform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsRDGResourceReferenceShaderParameterType

          (
              EUniformBufferBaseType BaseType
          )

          Returns whether the shader parameter type is a reference onto a RDG resource.

          Public function

          bool

           

          IsRHIDeviceAMD()

          To trigger GPU specific optimizations and fallbacks

          Public function

          bool

           

          IsRHIDeviceIntel()

          To trigger GPU specific optimizations and fallbacks

          Public function

          bool

           

          IsRHIDeviceNVIDIA()

          To trigger GPU specific optimizations and fallbacks

          Public function

          bool

           

          IsRunningRHIInDedicatedThread()

          Whether the RHI commands are being run on a dedicated thread other than the render thread

          Public function

          bool

           

          IsRunningRHIInSeparateThread()

          Trace::FChannel& FORCEINLINE GetRHICommandsChannel() {

          } Whether the RHI commands are being run in a thread other than the render thread

          Public function

          bool

           

          IsRunningRHIInTaskThread()

          Whether the RHI commands are being run on a dedicated thread other than the render thread

          Public function

          bool

           

          IsShaderParameterTypeForUniformBufferLayout

          (
              EUniformBufferBaseType BaseType
          )

          Returns whether the shader parameter type needs to be passdown to RHI through FRHIUniformBufferLayout when creating an uniform buffer.

          Public function

          bool

           

          IsShaderParameterTypeIgnoredByRHI

          (
              EUniformBufferBaseType BaseType
          )

          Returns whether the shader parameter type in FRHIUniformBufferLayout is actually ignored by the RHI.

          Public function

          bool

           

          IsSimulatedPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns true if the shader platform Platform is used to simulate a mobile feature level on a PC platform.

          Public function Static

          bool

           

          IsStencilFormat

          (
              EPixelFormat Format
          )

          Public function

          bool

           

          IsSwitchPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsUniformBufferStaticSlotValid

          (
              const FUniformBufferStaticSlot Slot
          )

          Returns whether a static uniform buffer slot index is valid.

          Public function

          bool

           

          IsVulkanMobilePlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsVulkanMobileSM5Platform

          (
              const EShaderPlatform Platform
          )

          Public function

          bool

           

          IsVulkanPlatform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsVulkanSM5Platform

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          FName

           

          LegacyShaderPlatformToShaderFormat

          (
              EShaderPlatform Platform
          )

          Public function

          constexpr ED ...

           

          MakeDepthStencilTargetActions

          (
              const ERenderTargetActions Depth,
              const ERenderTargetActions Stencil
          )

          Public function

          ERenderTarge ...

           

          MakeRenderTargetActions

          (
              ERenderTargetLoadAction Load,
              ERenderTargetStoreAction Store
          )

          Public function

          constexpr bo ...

           

          operator!

          Public function

          constexpr EA ...

           

          operator&

          Public function

          EApplyRender ...

           

          operator&=

          Public function

          constexpr EA ...

           

          operator^

          Public function

          EApplyRender ...

           

          operator^=

          Public function

          constexpr EA ...

           

          operator|

          Public function

          EApplyRender ...

           

          operator|=

          Public function

          constexpr EA ...

           

          operator~

          Public function

          bool

           

          operator==

          (
              const FRHIUniformBufferLayout & A,
              const FRHIUniformBufferLayout & B
          )

          Compare two uniform buffer layouts.

          Public function

          bool

           

          operator==

          (
              const FRHIUniformBufferLayout::FRes ...,
              const FRHIUniformBufferLayout::FRes ...
          )

          Compare two uniform buffer layouts.

          Public function

          void

           

          PipelineStateCache::FlushResources()

          Evicts unused state entries based on r.pso.evictiontime time.

          Public function

          FComputePipe...

           

          PipelineStateCache::GetAndOrCreateComputePipelineState

          (
              FRHICommandList & RHICmdList,
              FRHIComputeShader * ComputeShad...
          )

          Public function

          FGraphicsPip...

           

          PipelineStateCache::GetAndOrCreateGraphicsPipelineState

          (
              FRHICommandList & RHICmdList,
              const FGraphicsPipelineStateInitial ...,
              EApplyRendertargetOption ApplyFlags
          )

          Public function

          FRHIVertexDe ...

           

          PipelineStateCache::GetOrCreateVertexDeclaration

          (
              const FVertexDeclarationElementList ...
          )

          Public function

          void

           

          PipelineStateCache::Shutdown()

          Clears all pipeline cached state.

          Public function

          FDynamicRHI ...

           

          PlatformCreateDynamicRHI()

          Each platform that utilizes dynamic RHIs should implement this function Called to create the instance of the dynamic RHI.

          Public function

          void

           

          RHIAcquireThreadOwnership()

          Public function

          void

           

          RHIAcquireTransientResource

          (
              FRHIStructuredBuffer * Resource
          )

          Public function

          void

           

          RHIAcquireTransientResource

          (
              FRHITexture * Resource
          )

          Public function

          void

           

          RHIAcquireTransientResource

          (
              FRHIVertexBuffer * Resource
          )

          Public function

          void

           

          RHIAdvanceFrameForGetViewportBackBuffer

          (
              FRHIViewport * Viewport
          )

          Public function

          FIndexBuffer ...

           

          RHIAsyncCreateIndexBuffer

          (
              uint32 Stride,
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTexture2DRH ...

           

          RHIAsyncCreateTexture2D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              void ** InitialMipData,
              uint32 NumInitialMips
          )

          Public function

          FVertexBuffe ...

           

          RHIAsyncCreateVertexBuffer

          (
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTexture2DRH ...

           

          RHIAsyncReallocateTexture2D

          (
              FRHITexture2D * Texture2D,
              int32 NewMipCount,
              int32 NewSizeX,
              int32 NewSizeY,
              FThreadSafeCounter * RequestSta...
          )

          Public function

          void

           

          RHIBeginSuspendRendering()

          Public function

          FUpdateTextu ...

           

          RHIBeginUpdateTexture3D

          (
              FRHITexture3D * Texture,
              uint32 MipIndex,
              const FUpdateTextureRegion3D & Upda...
          )

          Public function

          void

           

          RHIBindDebugLabelName

          (
              FRHIUnorderedAccessView * Unord...,
              const TCHAR * Name
          )

          Public function

          void

           

          RHIBindDebugLabelName

          (
              FRHITexture * Texture,
              const TCHAR * Name
          )

          Public function

          uint64

           

          RHICalcTexture2DPlatformSize

          (
              uint32 SizeX,
              uint32 SizeY,
              uint8 Format,
              uint32 NumMips,
              uint32 NumSamples,
              uint32 Flags,
              const FRHIResourceCreateInfo & Crea...,
              uint32 & OutAlign
          )

          Public function

          uint64

           

          RHICalcTexture3DPlatformSize

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              const FRHIResourceCreateInfo & Crea...,
              uint32 & OutAlign
          )

          Public function

          uint64

           

          RHICalcTextureCubePlatformSize

          (
              uint32 Size,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              const FRHIResourceCreateInfo & Crea...,
              uint32 & OutAlign
          )

          Public function

          uint64

           

          RHICalcVMTexture2DPlatformSize

          (
              uint32 Mip0Width,
              uint32 Mip0Height,
              uint8 Format,
              uint32 NumMips,
              uint32 FirstMipIdx,
              uint32 NumSamples,
              uint32 Flags,
              uint32 & OutAlign
          )

          Public function

          ETextureReal ...

           

          RHICancelAsyncReallocateTexture2D

          (
              FRHITexture2D * Texture2D,
              bool bBlockUntilCompleted
          )

          Public function

          void

           

          RHICheckViewportHDRStatus

          (
              FRHIViewport * Viewport
          )

          Public function

          void

           

          RHICompleteGraphEventOnFlip

          (
              uint64 PresentIndex,
              FGraphEventRef Event
          )

          Signals the completion of the specified task graph event when the given frame has flipped.

          Public function

          uint32

           

          RHIComputeMemorySize

          (
              FRHITexture * TextureRHI
          )

          Public function

          EGpuVendorId

           

          RHIConvertToGpuVendorId

          (
              uint32 VendorId
          )

          Public function

          void

           

          RHICopySharedMips

          (
              FRHITexture2D * DestTexture2D,
              FRHITexture2D * SrcTexture2D
          )

          Public function

          FIndexBuffer ...

           

          RHICreateAndLockIndexBuffer

          (
              uint32 Stride,
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo,
              void *& OutDataBuffer
          )

          Public function

          FVertexBuffe ...

           

          RHICreateAndLockVertexBuffer

          (
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo,
              void *& OutDataBuffer
          )

          Public function

          FBlendStateR ...

           

          RHICreateBlendState

          (
              const FBlendStateInitializerRHI & I...
          )

          Public function

          FBoundShader ...

           

          RHICreateBoundShaderState

          (
              FRHIVertexDeclaration * VertexD...,
              FRHIVertexShader * VertexShader,
              FRHIHullShader * HullShader,
              FRHIDomainShader * DomainShader,
              FRHIPixelShader * PixelShader,
              FRHIGeometryShader * GeometrySh...
          )

          Public function

          FBoundShader ...

           

          RHICreateBoundShaderState

          (
              FRHIVertexDeclaration * VertexD...,
              FRHIVertexShader * VertexShader,
              FRHIHullShader * HullShader,
              FRHIDomainShader * DomainShader,
              FRHIPixelShader * PixelShader,
              FRHIGeometryShader * GeometrySh...
          )

          Public function

          FComputeFenc ...

           

          RHICreateComputeFence

          (
              const FName & Name
          )

          Public function

          TRefCountPtr ...

           

          RHICreateComputePipelineState

          (
              FRHIComputeShader * ComputeShad...
          )

          Public function

          FComputeShad ...

           

          RHICreateComputeShader

          (
              TArrayView < const uint8 > Code,
              const FSHAHash & Hash
          )

          Public function

          FDepthStenci ...

           

          RHICreateDepthStencilState

          (
              const FDepthStencilStateInitializer ...
          )

          Public function

          FDomainShade ...

           

          RHICreateDomainShader

          (
              TArrayView < const uint8 > Code,
              const FSHAHash & Hash
          )

          Public function

          FGeometrySha ...

           

          RHICreateGeometryShader

          (
              TArrayView < const uint8 > Code,
              const FSHAHash & Hash
          )

          Public function

          FGPUFenceRHI ...

           

          RHICreateGPUFence

          (
              const FName & Name
          )

          Public function

          FGraphicsPip ...

           

          RHICreateGraphicsPipelineState

          (
              const FGraphicsPipelineStateInitial ...
          )

          Before using this directly go through PipelineStateCache::GetAndOrCreateGraphicsPipelineState()

          Public function

          FHullShaderR ...

           

          RHICreateHullShader

          (
              TArrayView < const uint8 > Code,
              const FSHAHash & Hash
          )

          Public function

          FIndexBuffer ...

           

          RHICreateIndexBuffer

          (
              uint32 Stride,
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FPixelShader ...

           

          RHICreatePixelShader

          (
              TArrayView < const uint8 > Code,
              const FSHAHash & Hash
          )

          Public function

          FRasterizerS ...

           

          RHICreateRasterizerState

          (
              const FRasterizerStateInitializerRH ...
          )

          Public function

          FRenderQuery ...

           

          RHICreateRenderQuery

          (
              ERenderQueryType QueryType
          )

          CreateRenderQuery API is deprecated; use RHICreateRenderQueryPool and suballocate queries there

          Public function

          FRenderQuery ...

           

          RHICreateRenderQueryPool

          (
              ERenderQueryType QueryType,
              uint32 NumQueries
          )

          Public function

          FSamplerStat ...

           

          RHICreateSamplerState

          (
              const FSamplerStateInitializerRHI &...
          )

          Public function

          FRHIShaderLi ...

           

          RHICreateShaderLibrary

          (
              EShaderPlatform Platform,
              FString const& FilePath,
              FString const& Name
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              FRHIIndexBuffer * Buffer
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              FRHITexture * Texture,
              uint8 MipLevel
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              FRHITexture * Texture,
              const FRHITextureSRVCreateInfo & Cr...
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              FRHIVertexBuffer * VertexBuffer,
              uint32 Stride,
              uint8 Format
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              FRHITexture * Texture,
              uint8 MipLevel,
              uint8 NumMipLevels,
              uint8 Format
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              const FShaderResourceViewInitialize ...
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceView

          (
              FRHIStructuredBuffer * Structur...
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceViewFMask

          (
              FRHITexture2D * Texture2D
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceViewHTile

          (
              FRHITexture2D * RenderTarget
          )

          Public function

          FShaderResou ...

           

          RHICreateShaderResourceViewWriteMask

          (
              FRHITexture2D * Texture2D
          )

          Public function

          FStagingBuff ...

           

          RHICreateStagingBuffer()

          Public function

          FStructuredB ...

           

          RHICreateStructuredBuffer

          (
              uint32 Stride,
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          void

           

          RHICreateTargetableShaderResource2D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              bool bForceSeparateTargetAndShaderR...,
              bool bForceSharedTargetAndShaderRes...,
              FRHIResourceCreateInfo & CreateInfo,
              FTexture2DRHIRef & OutTargetableTex...,
              FTexture2DRHIRef & OutShaderResourc...,
              uint32 NumSamples
          )

          Creates 1 or 2 textures with the same dimensions/format.

          Public function

          void

           

          RHICreateTargetableShaderResource2D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              bool bForceSeparateTargetAndShaderR...,
              FRHIResourceCreateInfo & CreateInfo,
              FTexture2DRHIRef & OutTargetableTex...,
              FTexture2DRHIRef & OutShaderResourc...,
              uint32 NumSamples
          )

          Public function

          void

           

          RHICreateTargetableShaderResource2DArray

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              bool bForceSeparateTargetAndShaderR...,
              bool bForceSharedTargetAndShaderRes...,
              FRHIResourceCreateInfo & CreateInfo,
              FTexture2DArrayRHIRef & OutTargetab...,
              FTexture2DArrayRHIRef & OutShaderRe...,
              uint32 NumSamples
          )

          Public function

          void

           

          RHICreateTargetableShaderResource2DArray

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              FRHIResourceCreateInfo & CreateInfo,
              FTexture2DArrayRHIRef & OutTargetab...,
              FTexture2DArrayRHIRef & OutShaderRe...,
              uint32 NumSamples
          )

          Public function

          void

           

          RHICreateTargetableShaderResource3D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              bool bForceSeparateTargetAndShaderR...,
              FRHIResourceCreateInfo & CreateInfo,
              FTexture3DRHIRef & OutTargetableTex...,
              FTexture3DRHIRef & OutShaderResourc...
          )

          Creates 1 or 2 textures with the same dimensions/format.

          Public function

          void

           

          RHICreateTargetableShaderResourceCube

          (
              uint32 LinearSize,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              bool bForceSeparateTargetAndShaderR...,
              FRHIResourceCreateInfo & CreateInfo,
              FTextureCubeRHIRef & OutTargetableT...,
              FTextureCubeRHIRef & OutShaderResou...
          )

          Creates 1 or 2 textures with the same dimensions/format.

          Public function

          void

           

          RHICreateTargetableShaderResourceCubeArray

          (
              uint32 LinearSize,
              uint32 ArraySize,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              uint32 TargetableTextureFlags,
              bool bForceSeparateTargetAndShaderR...,
              FRHIResourceCreateInfo & CreateInfo,
              FTextureCubeRHIRef & OutTargetableT...,
              FTextureCubeRHIRef & OutShaderResou...
          )

          Creates 1 or 2 textures with the same dimensions/format.

          Public function

          FTexture2DRH ...

           

          RHICreateTexture2D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint8 Format,
              uint32 NumMips,
              uint32 NumSamples,
              uint32 Flags,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTexture2DAr ...

           

          RHICreateTexture2DArray

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format,
              uint32 NumMips,
              uint32 NumSamples,
              uint32 Flags,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTexture3DRH ...

           

          RHICreateTexture3D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTextureCube ...

           

          RHICreateTextureCube

          (
              uint32 Size,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTextureCube ...

           

          RHICreateTextureCubeArray

          (
              uint32 Size,
              uint32 ArraySize,
              uint8 Format,
              uint32 NumMips,
              uint32 Flags,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FTextureRefe ...

           

          RHICreateTextureReference

          (
              FLastRenderTimeContainer * Last...
          )

          Public function

          FUniformBuff ...

           

          RHICreateUniformBuffer

          (
              const void * Contents,
              const FRHIUniformBufferLayout & Lay...,
              EUniformBufferUsage Usage,
              EUniformBufferValidation Validation
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessView

          (
              FRHITexture * Texture,
              uint32 MipLevel
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessView

          (
              FRHIVertexBuffer * VertexBuffer,
              uint8 Format
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessView

          (
              FRHIIndexBuffer * IndexBuffer,
              uint8 Format
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessView

          (
              FRHIStructuredBuffer * Structur...,
              bool bUseUAVCounter,
              bool bAppendBuffer
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessView

          (
              FRHITexture * Texture,
              uint32 MipLevel,
              uint8 Format
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessViewHTile

          (
              FRHITexture2D * RenderTarget
          )

          Public function

          FUnorderedAc ...

           

          RHICreateUnorderedAccessViewStencil

          (
              FRHITexture2D * DepthTarget,
              int32 MipLevel
          )

          Public function

          FVertexBuffe ...

           

          RHICreateVertexBuffer

          (
              uint32 Size,
              uint32 InUsage,
              FRHIResourceCreateInfo & CreateInfo
          )

          Public function

          FVertexDecla ...

           

          RHICreateVertexDeclaration

          (
              const FVertexDeclarationElementList ...
          )

          Before using this directly go through PipelineStateCache::GetOrCreateVertexDeclaration()

          Public function

          FVertexShade ...

           

          RHICreateVertexShader

          (
              TArrayView < const uint8 > Code,
              const FSHAHash & Hash
          )

          Public function

          FViewportRHI ...

           

          RHICreateViewport

          (
              void * WindowHandle,
              uint32 SizeX,
              uint32 SizeY,
              bool bIsFullscreen,
              EPixelFormat PreferredPixelFormat
          )

          Public function

          void

           

          RHIDiscardTransientResource

          (
              FRHITexture * Resource
          )

          Public function

          void

           

          RHIDiscardTransientResource

          (
              FRHIVertexBuffer * Resource
          )

          Public function

          void

           

          RHIDiscardTransientResource

          (
              FRHIStructuredBuffer * Resource
          )

          Public function

          void

           

          RHIEndMultiUpdateTexture3D

          (
              TArray < FUpdateTexture3DData >& Up...
          )

          Public function

          void

           

          RHIEndUpdateTexture3D

          (
              FUpdateTexture3DData & UpdateData
          )

          Public function

          void

           

          RHIExecuteCommandList

          (
              FRHICommandList * CmdList
          )

          Public function

          void

           

          RHIExit()

          Shuts down the RHI.

          Public function

          ETextureReal ...

           

          RHIFinalizeAsyncReallocateTexture2D

          (
              FRHITexture2D * Texture2D,
              bool bBlockUntilCompleted
          )

          Public function

          void

           

          RHIFlushResources()

          Public function

          bool

           

          RHIGetAvailableResolutions

          (
              FScreenResolutionArray & Resolution...,
              bool bIgnoreRefreshRate
          )

          Public function

          EColorSpaceA ...

           

          RHIGetColorSpace

          (
              FRHIViewport * Viewport
          )

          Public function

          IRHICommandC ...

           

          RHIGetCommandContextContainer

          (
              int32 Index,
              int32 Num,
              FRHIGPUMask GPUMask
          )

          Public function

          IRHIComputeC ...

           

          RHIGetDefaultAsyncComputeContext()

          Public function

          IRHICommandC ...

           

          RHIGetDefaultContext()

          Public function

          uint32

           

          RHIGetGPUFrameCycles

          (
              uint32 GPUIndex
          )

          Public function

          uint64

           

          RHIGetMinimumAlignmentForBufferBackedSRV

          (
              EPixelFormat Format
          )

          Public function

          void *

           

          RHIGetNativeDevice()

          Public function

          void *

           

          RHIGetNativeInstance()

          Public function

          FRHIPanicEve ...

           

          RHIGetPanicDelegate()

          Public function

          void

           

          RHIGetPresentThresholds

          (
              float& OutTopPercent,
              float& OutBottomPercent
          )

          Returns the top and bottom vsync present thresholds (the values of rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom)

          Public function

          bool

           

          RHIGetPreviewFeatureLevel

          (
              ERHIFeatureLevel::Type & PreviewFea...
          )

          Helper to check if a preview feature level has been requested.

          Public function

          bool

           

          RHIGetRenderQueryResult

          (
              FRHIRenderQuery * RenderQuery,
              uint64 & OutResult,
              bool bWait,
              uint32 GPUIndex
          )

          Public function

          void

           

          RHIGetResourceInfo

          (
              FRHITexture * Ref,
              FRHIResourceInfo & OutInfo
          )

          Public function

          uint32

           

          RHIGetShaderLanguageVersion

          (
              const FStaticShaderPlatform Platfor...
          )

          Helper to return the shader language version for the given shader platform.

          Public function

          void

           

          RHIGetSupportedResolution

          (
              uint32 & Width,
              uint32 & Height
          )

          Public function

          uint32

           

          RHIGetSyncInterval()

          Returns the value of the rhi.SyncInterval CVar.

          Public function

          void

           

          RHIGetTextureMemoryStats

          (
              FTextureMemoryStats & OutStats
          )

          Public function

          FTexture2DRH ...

           

          RHIGetViewportBackBuffer

          (
              FRHIViewport * Viewport
          )

          Public function

          uint32

           

          RHIGetViewportNextPresentGPUIndex

          (
              FRHIViewport * Viewport
          )

          Public function

          bool

           

          RHIHasTiledGPU

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          void

           

          RHIInit

          (
              bool bHasEditorToken
          )

          RHI memory stats.

          Public function

          void

           

          RHIInitializeFlipTracking()

          Public function

          void *

           

          RHILockIndexBuffer

          (
              FRHIIndexBuffer * IndexBuffer,
              uint32 Offset,
              uint32 Size,
              EResourceLockMode LockMode
          )

          Public function

          void *

           

          RHILockStagingBuffer

          (
              FRHIStagingBuffer * StagingBuff...,
              FRHIGPUFence * Fence,
              uint32 Offset,
              uint32 Size
          )

          Public function

          void *

           

          RHILockStagingBuffer

          (
              FRHIStagingBuffer * StagingBuff...,
              uint32 Offset,
              uint32 Size
          )

          Public function

          void *

           

          RHILockStructuredBuffer

          (
              FRHIStructuredBuffer * Structur...,
              uint32 Offset,
              uint32 SizeRHI,
              EResourceLockMode LockMode
          )

          Public function

          void *

           

          RHILockTexture2D

          (
              FRHITexture2D * Texture,
              uint32 MipIndex,
              EResourceLockMode LockMode,
              uint32 & DestStride,
              bool bLockWithinMiptail,
              bool bFlushRHIThread
          )

          Public function

          void *

           

          RHILockTexture2DArray

          (
              FRHITexture2DArray * Texture,
              uint32 TextureIndex,
              uint32 MipIndex,
              EResourceLockMode LockMode,
              uint32 & DestStride,
              bool bLockWithinMiptail
          )

          Public function

          void *

           

          RHILockTextureCubeFace

          (
              FRHITextureCube * Texture,
              uint32 FaceIndex,
              uint32 ArrayIndex,
              uint32 MipIndex,
              EResourceLockMode LockMode,
              uint32 & DestStride,
              bool bLockWithinMiptail
          )

          Public function

          void *

           

          RHILockVertexBuffer

          (
              FRHIVertexBuffer * VertexBuffer,
              uint32 Offset,
              uint32 SizeRHI,
              EResourceLockMode LockMode
          )

          Public function

          bool

           

          RHINeedsToSwitchVerticalAxis

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          void

           

          RHIPostInit

          (
              const TArray < uint32 >& InPixelFor...
          )

          Performs additional RHI initialization before the render thread starts.

          Public function

          EPixelFormat

           

          RHIPreferredPixelFormatHint

          (
              EPixelFormat PreferredPixelFormat
          )

          Helper to check if preferred EPixelFormat is supported, return one if it is not

          Public function

          void

           

          RHIPrivateBeginFrame()

          Called once per frame only from within an RHI.

          Public function

          void

           

          RHIReleaseThreadOwnership()

          Public function

          bool

           

          RHIRequiresComputeGenerateMips()

          Public function

          void

           

          RHIResizeViewport

          (
              FRHIViewport * Viewport,
              uint32 SizeX,
              uint32 SizeY,
              bool bIsFullscreen,
              EPixelFormat PreferredPixelFormat
          )

          Public function

          void

           

          RHIResumeRendering()

          Public function

          void

           

          RHISetFrameDebugInfo

          (
              uint64 PresentIndex,
              uint64 FrameIndex,
              uint64 InputTime
          )

          Sets the FrameIndex and InputTime for the current frame.

          Public function

          void

           

          RHISetMobilePreviewFeatureLevel

          (
              ERHIFeatureLevel::Type MobilePrevie...
          )

          Set runtime selection of mobile feature level preview.

          Public function

          void

           

          RHIShutdownFlipTracking()

          Public function

          bool

           

          RHISupports4ComponentUAVReadWrite

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsAbsoluteVertexID

          (
              const EShaderPlatform InShaderPlatf...
          )

          Returns true if SV_VertexID contains BaseVertexIndex passed to the draw call, false if shaders must manually construct an absolute VertexID.

          Public function

          bool

           

          RHISupportsBufferLoadTypeConversion

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsComputeShaders

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsDualSourceBlending

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsGeometryShaders

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsIndexBufferUAVs

          (
              const FStaticShaderPlatform Platfor...
          )

          Helper to check that the shader platform supports creating a UAV off an index buffer.

          Public function

          bool

           

          RHISupportsInstancedStereo

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsManualVertexFetch

          (
              const FStaticShaderPlatform InShade...
          )

          Whether Manual Vertex Fetch is supported for the specified shader platform.

          Public function

          bool

           

          RHISupportsMobileMultiView

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsMSAA

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsMultiView

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsNativeShaderLibraries

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsPixelShaderUAVs

          (
              const FStaticShaderPlatform Platfor...
          )

          Helper to check that the shader platform supports writing to UAVs from pixel shaders.

          Public function

          bool

           

          RHISupportsRayTracingShaders

          (
              const FStaticShaderPlatform Platfor...
          )

          Can this platform compile ray tracing shaders (regardless of project settings).

          Public function

          bool

           

          RHISupportsRenderTargetWriteMask

          (
              const FStaticShaderPlatform Platfor...
          )

          True if the given shader platform supports a render target write mask

          Public function

          bool

           

          RHISupportsSeparateMSAAAndResolveTextures

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsShaderPipelines

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsTessellation

          (
              const FStaticShaderPlatform Platfor...
          )

          Helper to check that the shader platform supports tessellation.

          Public function

          bool

           

          RHISupportsVertexShaderLayer

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          RHISupportsVolumeTextures

          (
              const FStaticFeatureLevel FeatureLe...
          )

          Whether the platform supports reading from volume textures (does not cover rendering to volume textures).

          Public function

          bool

           

          RHISupportsWaveOperations

          (
              const FStaticShaderPlatform Platfor...
          )

          Can this platform compile shaders that use shader model 6.0 wave intrinsics.

          Public function

          void

           

          RHISuspendRendering()

          Public function

          void

           

          RHITick

          (
              float DeltaTime
          )

          Public function

          void

           

          RHITransferTexture

          (
              FRHITexture2D * Texture,
              FIntRect Rect,
              uint32 SrcGPUIndex,
              uint32 DestGPUIndex,
              bool PullData
          )

          Public function

          void

           

          RHIUnlockIndexBuffer

          (
              FRHIIndexBuffer * IndexBuffer
          )

          Public function

          void

           

          RHIUnlockStagingBuffer

          (
              FRHIStagingBuffer * StagingBuff...
          )

          Public function

          void

           

          RHIUnlockStructuredBuffer

          (
              FRHIStructuredBuffer * Structur...
          )

          Public function

          void

           

          RHIUnlockTexture2D

          (
              FRHITexture2D * Texture,
              uint32 MipIndex,
              bool bLockWithinMiptail,
              bool bFlushRHIThread
          )

          Public function

          void

           

          RHIUnlockTexture2DArray

          (
              FRHITexture2DArray * Texture,
              uint32 TextureIndex,
              uint32 MipIndex,
              bool bLockWithinMiptail
          )

          Public function

          void

           

          RHIUnlockTextureCubeFace

          (
              FRHITextureCube * Texture,
              uint32 FaceIndex,
              uint32 ArrayIndex,
              uint32 MipIndex,
              bool bLockWithinMiptail
          )

          Public function

          void

           

          RHIUnlockVertexBuffer

          (
              FRHIVertexBuffer * VertexBuffer
          )

          Public function

          void

           

          RHIUpdateRHIResources

          (
              FRHIResourceUpdateInfo * Update...,
              int32 Num,
              bool bNeedReleaseRefs
          )

          Public function

          void

           

          RHIUpdateTexture2D

          (
              FRHITexture2D * Texture,
              uint32 MipIndex,
              const FUpdateTextureRegion2D & Upda...,
              uint32 SourcePitch,
              const uint8 * SourceData
          )

          Public function

          void

           

          RHIUpdateTexture3D

          (
              FRHITexture3D * Texture,
              uint32 MipIndex,
              const FUpdateTextureRegion3D & Upda...,
              uint32 SourceRowPitch,
              uint32 SourceDepthPitch,
              const uint8 * SourceData
          )

          Public function

          void

           

          RHIUpdateTextureReference

          (
              FRHITextureReference * TextureR...,
              FRHITexture * NewTexture
          )

          Public function

          void

           

          RHIUpdateUniformBuffer

          (
              FRHIUniformBuffer * UniformBuff...,
              const void * Contents
          )

          Public function

          const TCHAR ...

           

          RHIVendorIdToString

          (
              EGpuVendorId VendorId
          )

          Helper to convert VendorId into a printable string, or "Unknown" if unknown.

          Public function

          const TCHAR ...

           

          RHIVendorIdToString()

          Helper to convert GRHIVendorId into a printable string, or "Unknown" if unknown.

          Public function

          void

           

          RHIVirtualTextureSetFirstMipInMemory

          (
              FRHITexture2D * Texture,
              uint32 FirstMip
          )

          Public function

          void

           

          RHIVirtualTextureSetFirstMipVisible

          (
              FRHITexture2D * Texture,
              uint32 FirstMip
          )

          Public function

          bool

           

          RHIVolumeTextureRenderingSupportGuaranteed

          (
              const FStaticShaderPlatform Platfor...
          )

          Return true if and only if the GPU support rendering to volume textures (2D Array, 3D) is guaranteed supported for a target platform.

          Public function

          void

           

          SetComputePipelineState

          (
              FRHICommandList & RHICmdList,
              FRHIComputeShader * ComputeShad...
          )

          Public function

          void

           

          SetDepthBoundsTest

          (
              FRHICommandList & RHICmdList,
              float WorldSpaceDepthNear,
              float WorldSpaceDepthFar,
              const FMatrix & ProjectionMatrix
          )

          Public function

          void

           

          SetGraphicsPipelineState

          (
              FRHICommandList & RHICmdList,
              const FGraphicsPipelineStateInitial ...,
              EApplyRendertargetOption ApplyFlags
          )

          Public function Static

          EShaderPlatf ...

           

          ShaderFormatNameToShaderPlatform

          (
              FName ShaderFormat
          )

          Public function

          EShaderPlatf ...

           

          ShaderFormatToLegacyShaderPlatform

          (
              FName ShaderFormat
          )

          Public function

          FName

           

          ShaderPlatformToPlatformName

          (
              EShaderPlatform Platform
          )

          Public function Static

          FName

           

          ShaderPlatformToShaderFormatName

          (
              EShaderPlatform Platform
          )

          Public function

          void

           

          TransitionRenderPassTargets

          (
              FRHICommandList & RHICmdList,
              const FRHIRenderPassInfo & RPInfo
          )

          Public function

          void

           

          UnbindRenderTargets

          (
              FRHICommandList & RHICmdList
          )

          UnbindRenderTargets API is deprecated; EndRenderPass implies UnbindRenderTargets.

          Variables

          Name Description

          Public variable

          FAutoConsoleTas ...

           

          CPrio_SceneRenderingTask

          Public variable

          TAutoConsoleVar ...

           

          CVarRHICmdFlushRenderThreadTasks

          Public variable

          TAutoConsoleVar ...

           

          CVarRHICmdWidth

          Public variable

          const uint32

           

          FPipelineCacheFileFormatCurrentVersion

          Public variable

          int32

           

          GCurrentNumDrawCallsRHI

          Num draw calls and primitives this frame (only accurate on RenderThread)

          Public variable

          int32

           

          GCurrentNumPrimitivesDrawnRHI

          Public variable

          int32

           

          GCurrentRendertargetMemorySize

          Amount of memory allocated by rendertargets. In kilobytes.

          Public variable

          int32

           

          GCurrentTextureMemorySize

          Amount of memory allocated by textures. In kilobytes.

          Public variable

          int32

           

          GDrawUPIndexCheckCount

          The size to check against for Draw*UP call index counts.

          Public variable

          int32

           

          GDrawUPVertexCheckCount

          The size to check against for Draw*UP call vertex counts.

          Public variable

          FDynamicRHI ...

           

          GDynamicRHI

          A global pointer to the dynamically bound RHI implementation.

          Public variable

          bool

           

          GEnableAsyncCompute

          Public variable

          FString

           

          GGPUTraceFileName

          Non-empty if we are performing a gpu trace. Also says where to place trace file.

          Public variable

          bool

           

          GHardwareHiddenSurfaceRemoval

          True if the GPU supports hidden surface removal in hardware.

          Public variable

          uint64

           

          GInputLatencyTime

          How many cycles the from sampling input to the frame being flipped.

          Public variable

          bool

           

          GIsRHIInitialized

          RHI globals.True if the render hardware has been initialized.

          RHI globals.

          Public variable

          bool

           

          GIsRunningRHIInDedicatedThread_InternalUseOnly

          Public variable

          bool

           

          GIsRunningRHIInSeparateThread_InternalUseOnly

          Public variable

          bool

           

          GIsRunningRHIInTaskThread_InternalUseOnly

          Public variable

          TRHIGlobal < int ...

           

          GMaxBufferDimensions

          The maximum size allowed for 2D textures in both dimensions.

          Public variable

          TRHIGlobal < int ...

           

          GMaxComputeDispatchDimension

          The maximum size allowed for a computeshader dispatch.

          Public variable

          TRHIGlobal < int ...

           

          GMaxCubeTextureDimensions

          The maximum size allowed for cube textures.

          Public variable

          ERHIFeatureLeve ...

           

          GMaxRHIFeatureLevel

          The maximum feature level and shader platform available on this system GRHIFeatureLevel and GRHIShaderPlatform have been deprecated.

          Public variable

          EShaderPlatform

           

          GMaxRHIShaderPlatform

          Public variable

          TRHIGlobal < int ...

           

          GMaxShadowDepthBufferSizeX

          The maximum size to allow for the shadow depth buffer in the X dimension.

          Public variable

          TRHIGlobal < int ...

           

          GMaxShadowDepthBufferSizeY

          The maximum size to allow for the shadow depth buffer in the Y dimension.

          Public variable

          int32

           

          GMaxTextureArrayLayers

          The Maximum number of layers in a 1D or 2D texture array.

          Public variable

          TRHIGlobal < int ...

           

          GMaxTextureDimensions

          The maximum size allowed for 2D textures in both dimensions.

          Public variable

          int32

           

          GMaxTextureMipCount

          RHI capabilities.The maximum number of mip-maps that a texture can contain.

          Public variable

          int32

           

          GMaxTextureSamplers

          Public variable

          TRHIGlobal < int ...

           

          GMaxVolumeTextureDimensions

          The maximum size allowed for 3D textures in all three dimensions.

          Public variable

          float

           

          GMinClipZ

          The minimum Z value in clip space for the RHI.

          Public variable

          int32

           

          GNumDrawCallsRHI

          Some simple runtime stats, reset on every call to RHIBeginFrame Num draw calls & primitives on previous frame (accurate on any thread)

          Public variable

          int32

           

          GNumPrimitivesDrawnRHI

          Public variable

          int32

           

          GPoolSizeVRAMPercentage

          In percent. If non-zero, the texture pool size is a percentage of GTotalGraphicsMemory.

          Public variable

          float

           

          GProjectionSignY

          The sign to apply to the Y axis of projection matrices.

          Public variable

          FString

           

          GRHIAdapterDriverDate

          Public variable

          FString

           

          GRHIAdapterInternalDriverVersion

          Public variable

          FString

           

          GRHIAdapterName

          Only set if RHI has the information (after init of the RHI and only if RHI has that information, never changes after that) e.g. "NVIDIA GeForce GTX 670"

          Public variable

          FString

           

          GRHIAdapterUserDriverVersion

          Public variable

          FRHICommandList ...

           

          GRHICommandList

          Public variable

          uint32

           

          GRHIDeviceId

          Public variable

          bool

           

          GRHIDeviceIsAMDPreGCNArchitecture

          True if the GPU is AMD's Pre-GCN architecture

          Public variable

          uint32

           

          GRHIDeviceRevision

          Public variable

          FRHICommandList ...

           

          GRHIFenceAllocator

          Public variable

          bool

           

          GRHIForceNoDeletionLatencyForStreamingTextures

          Allow opt-out default RHI resource deletion latency for streaming textures

          Public variable

          EPixelFormat

           

          GRHIHDRDisplayOutputFormat

          Format used for the backbuffer when outputting to a HDR display.

          Public variable

          bool

           

          GRHIIsHDREnabled

          Whether or not HDR is currently enabled

          Public variable

          bool

           

          GRHILazyShaderCodeLoading

          If true, then avoiding loading shader code and instead force the "native" path, which sends a library and a hash instead.

          Public variable

          FRHILockTracker

           

          GRHILockTracker

          Public variable

          int32

           

          GRHIMaximumReccommendedOustandingOcclusionQueries

          If an RHI cannot do an unlimited number of occlusion queries without stalling and waiting for the GPU, this can be used to tune hte occlusion culler to try not to do that.

          Public variable

          int32

           

          GRHIMaximumWaveSize

          Public variable

          int32

           

          GRHIMinimumWaveSize

          Specifies the minimum and maximum number of lanes in the SIMD wave that this GPU can support.

          Public variable

          bool

           

          GRHINeedsExtraDeletionLatency

          Does this RHI need to wait for deletion of resources due to ref counting.

          Public variable

          bool

           

          GRHINeedsUnatlasedCSMDepthsWorkaround

          True if the RHI has artifacts with atlased CSM depths.

          Public variable

          uint64

           

          GRHIPresentCounter

          Counter incremented once on each frame present.

          Public variable

          bool

           

          GRHIRequiresRenderTargetForPixelShaderUAVs

          True if the RHI requires a valid RT bound during UAV scatter operation inside the pixel shader

          Public variable

          bool

           

          GRHISupportsArrayIndexFromAnyShader

          True if the RHI supports setting the render target array index from any shader stage

          Public variable

          bool

           

          GRHISupportsAsyncTextureCreation

          True if the RHI supports asynchronous creation of texture resources

          Public variable

          bool

           

          GRHISupportsAtomicUInt64

          True if the RHI supports 64 bit uint atomics.

          Public variable

          bool

           

          GRHISupportsBackBufferWithCustomDepthStencil

          Whether or not the RHI can render to the backbuffer with a custom depth/stencil surface bound.

          Public variable

          bool

           

          GRHISupportsBaseVertexIndex

          Whether or not the RHI can handle a non-zero BaseVertexIndex - extra SetStreamSource calls will be needed if this is false

          Public variable

          bool

           

          GRHISupportsCopyToTextureMultipleMips

          Does the RHI implements CopyToTexture() with [FRHICopyTextureInfo::NumMips](API\Runtime\RHI\FRHICopyTextureInfo\NumMips) > 1

          Public variable

          bool

           

          GRHISupportsDepthUAV

          True if the RHI supports depth target unordered access views.

          Public variable

          bool

           

          GRHISupportsDirectGPUMemoryLock

          True if the pointer returned by Lock is a persistent direct pointer to gpu memory

          Public variable

          bool

           

          GRHISupportsDrawIndirect

          True if the RHI supports Draw Indirect

          Public variable

          bool

           

          GRHISupportsDynamicResolution

          Whether or not the RHI can handle dynamic resolution or not.

          Public variable

          bool

           

          GRHISupportsExactOcclusionQueries

          Some RHIs can only do visible or not occlusion queries.

          Public variable

          bool

           

          GRHISupportsExplicitHTile

          True if the RHI supports explicit access to depth target HTile meta data.

          Public variable

          bool

           

          GRHISupportsFirstInstance

          Whether or not the RHI can handle a non-zero FirstInstance to DrawIndexedPrimitive and friends - extra SetStreamSource calls will be needed if this is false

          Public variable

          bool

           

          GRHISupportsFrameCyclesBubblesRemoval

          True if RHIGetGPUFrameCycles removes CPu generated bubbles.

          Public variable

          bool

           

          GRHISupportsGPUTimestampBubblesRemoval

          True if RQT_AbsoluteTime is supported by RHICreateRenderQuery

          Public variable

          bool

           

          GRHISupportsHDROutput

          Whether the present adapter/display offers HDR output capabilities.

          Public variable

          bool

           

          GRHISupportsLazyShaderCodeLoading

          If true, then it is possible to turn on GRHILazyShaderCodeLoading.

          Public variable

          bool

           

          GRHISupportsMSAADepthSampleAccess

          Whether or not the RHI can perform MSAA sample load.

          Public variable

          bool

           

          GRHISupportsMultithreading

          Whether the RHI can send commands to the device context from multiple threads.

          Public variable

          bool

           

          GRHISupportsParallelRHIExecute

          Whether or not the RHI supports parallel RHIThread executes / translates Requirements: RHICreateBoundShaderState & RHICreateGraphicsPipelineState is threadsafe and GetCachedBoundShaderState must not be used.

          Public variable

          bool

           

          GRHISupportsPrimitiveShaders

          True if the RHI supports primitive shaders.

          Public variable

          bool

           

          GRHISupportsQuadTopology

          True if the RHI supports quad topology (PT_QuadList).

          Public variable

          bool

           

          GRHISupportsRayTracing

          Whether or not the RHI supports ray tracing on current hardware (acceleration structure building and new ray tracing-specific shader types).

          Public variable

          bool

           

          GRHISupportsRayTracingAsyncBuildAccelerationStructure

          Whether or not the RHI supports async building ray tracing acceleration structures.

          Public variable

          bool

           

          GRHISupportsRayTracingMissShaderBindings

          Whether or not the RHI supports binding multiple miss shaders with local resources via RHISetRayTracingMissShader().

          Public variable

          bool

           

          GRHISupportsRectTopology

          True if the RHI supports rectangular topology (PT_RectList).

          Public variable

          bool

           

          GRHISupportsResolveCubemapFaces

          True if the RHI supports copying cubemap faces using CopyToResolveTarget

          Public variable

          bool

           

          GRHISupportsResummarizeHTile

          True if the RHI supports resummarizing depth target HTile meta data.

          Public variable

          bool

           

          GRHISupportsRHIOnTaskThread

          As above, but we run the commands on arbitrary task threads

          Public variable

          bool

           

          GRHISupportsRHIThread

          Whether or not the RHI supports an RHI thread.

          Public variable

          bool

           

          GRHISupportsRWTextureBuffers

          Whether RW texture buffers are supported

          Public variable

          bool

           

          GRHISupportsTextureStreaming

          True if the RHI supports texture streaming

          Public variable

          bool

           

          GRHISupportsUAVFormatAliasing

          True if the RHI supports unordered access view format aliasing

          Public variable

          bool

           

          GRHISupportsWaveOperations

          Whether or not the RHI supports shader wave operations (shader model 6.0).

          Public variable

          bool

           

          GRHIThreadNeedsKicking

          If an RHI is so slow, that it is the limiting factor for the entire frame, we can kick early to try to give it as much as possible.

          Public variable

          uint32

           

          GRHIVendorId

          0 means not defined yet, use functions like IsRHIDeviceAMD() to access

          Public variable

          EShaderPlatform ...

           

          GShaderPlatformForFeatureLevel

          Table for finding out which shader platform corresponds to a given feature level for this RHI.

          Public variable

          bool

           

          GSupportsDepthBoundsTest

          True if the RHI and current hardware supports supports depth bounds testing

          Public variable

          bool

           

          GSupportsDepthRenderTargetWithoutColorRenderTarget

          True if the RHI can render to a depth-only render target with no additional color render target.

          Public variable

          bool

           

          GSupportsEfficientAsyncCompute

          True if the RHI and current hardware supports efficient AsyncCompute (by default we assume false and later we can enable this for more hardware)

          Public variable

          bool

           

          GSupportsImageExternal

          True if the RHI supports image external

          Public variable

          bool

           

          GSupportsMobileMultiView

          True if the RHI supports mobile multi-view

          Public variable

          TRHIGlobal < boo ...

           

          GSupportsMultipleRenderTargets

          True if the RHI supports MRT

          Public variable

          bool

           

          GSupportsParallelOcclusionQueries

          True if the RHI supports getting the result of occlusion queries when on a thread other than the render thread

          Public variable

          bool

           

          GSupportsParallelRenderingTasksWithSeparateRHIThread

          Temporary.

          Public variable

          bool

           

          GSupportsQuadBufferStereo

          True if this platform has quad buffer stereo support.

          Public variable

          bool

           

          GSupportsRenderDepthTargetableShaderResources

          True if the RHI supports textures that may be bound as both a render target and a shader resource.

          Public variable

          TRHIGlobal < boo ...

           

          GSupportsRenderTargetFormat_PF_FloatRGBA

          True if PF_FloatRGBA render targets are supported

          Public variable

          TRHIGlobal < boo ...

           

          GSupportsRenderTargetFormat_PF_G8

          True if PF_G8 render targets are supported

          Public variable

          bool

           

          GSupportsResourceView

          True if the RHI supports SRVs

          Public variable

          bool

           

          GSupportsSeparateRenderTargetBlendState

          True if the RHI supports separate blend states per render target.

          Public variable

          bool

           

          GSupportsShaderDepthStencilFetch

          True if mobile depth & stencil fetch is supported

          Public variable

          bool

           

          GSupportsShaderFramebufferFetch

          True if mobile framebuffer fetch is supported

          Public variable

          bool

           

          GSupportsTexture3D

          True if the RHI supports 3D textures

          Public variable

          bool

           

          GSupportsTimestampRenderQueries

          True if RQT_AbsoluteTime is supported by RHICreateRenderQuery

          Public variable

          bool

           

          GSupportsTransientResourceAliasing

          True if the RHI supports aliasing of transient resources

          Public variable

          bool

           

          GSupportsVolumeTextureRendering

          True if and only if the GPU support rendering to volume textures (2D Array, 3D).

          Public variable

          bool

           

          GSupportsWideMRT

          True if the RHI supports 256bit MRT

          Public variable

          int64

           

          GTexturePoolSize

          Current texture streaming pool size, in bytes. 0 means unlimited.

          Public variable

          bool

           

          GTriggerGPUHitchProfile

          Whether we are profiling GPU hitches.

          Public variable

          bool

           

          GTriggerGPUProfile

          Whether the next frame should profile the GPU.

          Public variable

          bool

           

          GUseRHITaskThreads_InternalUseOnly

          Public variable

          bool

           

          GUseRHIThread_InternalUseOnly

          Public variable

          bool

           

          GUsingNullRHI

          True if we are running with the NULL RHI

          Public variable

          FVertexElementT ...

           

          GVertexElementTypeSupport

          True for each VET that is supported. One-to-one mapping with EVertexElementType

          Public variable

          uint32

           

          GWorkingRHIThreadStallTime

          Public variable

          uint32

           

          GWorkingRHIThreadStartCycles

          Public variable

          uint32

           

          GWorkingRHIThreadTime

          Private accumulator for the RHI thread.

          Public variable

          const FName

           

          LANGUAGE_D3D

          Public variable

          const FName

           

          LANGUAGE_Metal

          Public variable

          const FName

           

          LANGUAGE_Nintendo

          Public variable

          const FName

           

          LANGUAGE_OpenGL

          Public variable

          const FName

           

          LANGUAGE_Sony

          Public variable

          const FName

           

          LANGUAGE_Vulkan

          Public variable

          Trace::FChannel

           

          RHICommandsChannel

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

          Public variable

          FCriticalSectio ...

           

          StaticStateRHICriticalSection

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