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          RenderCore

          Windows
          MacOS
          Linux

          Filters

          Classes

          Name

          Description

          Public struct

          DispatchContext

          Public struct

          FAllocatedVTDescription

          Parameters needed to create an IAllocatedVirtualTexture Describes both page table and physical texture size, format, and layout

          Public class

          FAYUVConvertPS

          Pixel shader to convert an AYUV texture to RGBA.

          Public struct

          FBaseShaderResourceTable

          Public class

          FBMPConvertPS

          Pixel shader to convert a Windows Bitmap texture.

          Public struct

          FCachedUniformBufferDeclaration

          Public struct

          FClearQuadCallbacks

          Public class

          FClearVertexBuffer

          Public struct

          FCompactFullName

          Public class

          FCompareShaderPipelineNameTypes

          Used to compare two shader pipeline types by name.

          Public class

          FCompareShaderTypes

          Used to compare two shader types by name.

          Public class

          FCompareVertexFactoryTypes

          Used to compare two Vertex Factory types by name.

          Public struct

          FComputeShaderUtils

          All utils for compute shaders.

          Public class

          FCopyRectPS

          Pixel shader to copy pixels from src to dst performing a format change that works on all platforms.

          Public class

          FCopyTextureCS

          Public class

          FCubeIndexBuffer

          Public class

          FDeferredCleanupInterface

          Deferred cleanup.

          Public class

          FDeprecatedSerializedPackedNormal

          Public struct

          FDepthStencilBinding

          Render graph information about how to bind a depth-stencil render target.

          Public struct

          FDummyResolveParameter

          Public struct

          FDynamicAllocReadBuffer

          Public class

          FEmptyShaderParameters

          An empty shader parameter structure ready to be used anywhere.

          Public class

          FEmptyVertexDeclaration

          The empty vertex declaration resource type.

          Public struct

          FExtraShaderCompilerSettings

          Additional compilation settings that can be configured by each FMaterial instance before compilation

          Public class

          FFillTextureCS

          Compute shader for writing values

          Public struct

          FFilterVertex

          The vertex data used to filter a texture.

          Public class

          FFilterVertexDeclaration

          The filter vertex declaration resource type.

          Public class

          FGenerateMips

          Public struct

          FGenerateMipsParams

          Parameters for generating mip maps

          Public struct

          FGlobalBoundShaderState

          Public struct

          FGlobalBoundShaderStateArgs

          Public class

          FGlobalBoundShaderStateResource

          FGlobalBoundShaderState

          Public struct

          FGlobalBoundShaderStateWorkArea

          Public class

          FGlobalDynamicIndexBuffer

          A system for dynamically allocating GPU memory for indices.

          Public class

          FGlobalDynamicReadBuffer

          A system for dynamically allocating GPU memory for rendering.

          Public class

          FGlobalDynamicVertexBuffer

          A system for dynamically allocating GPU memory for vertices.

          Public class

          FGlobalShader

          FGlobalShader

          Public struct

          FGlobalShaderBackupData

          Container for Backup/RestoreGlobalShaderMap functions.

          Public class

          FGlobalShaderMap

          Public class

          FGlobalShaderMapContent

          Public class

          FGlobalShaderMapId

          Class that encapsulates logic to create a DDC key for the global shader map.

          Public class

          FGlobalShaderMapSection

          Public class

          FGlobalShaderType

          A shader meta type for the simplest shaders; shaders which are not material or vertex factory linked.

          Public class

          FIndexBuffer

          An index buffer resource.

          Public struct

          FInputLatencyTimer

          Encapsulates a latency timer that measures the time from when mouse input is read on the gamethread until that frame is fully displayed by the GPU.

          Public class

          FInvertAlphaPS

          Pixel shader to inverse alpha component

          Public class

          FLongGPUTaskPS

          Public struct

          FMediaElementVertex

          Stores media drawing vertices.

          Public class

          FMediaShadersVS

          Media vertex shader (shared by all media shaders).

          Public class

          FMediaVertexDeclaration

          The simple element vertex declaration resource type.

          Public struct

          FMipBiasFade

          Functionality for fading in/out texture mip-levels.

          Public struct

          FMipFadeSettings

          Mip fade settings, selectable by chosing a different EMipFadeSettings.

          Public class

          FNullColorVertexBuffer

          A vertex buffer with a single color component.

          Public class

          FNULLPS

          An internal dummy pixel shader to use when the user calls RHISetPixelShader(NULL).

          Public class

          FNV12ConvertPS

          Pixel shader to convert a NV12 frame to RGBA.

          Public class

          FNV21ConvertPS

          Pixel shader to convert a NV21 frame to RGBA.

          Public class

          FOculusAlphaInverseShader

          Public class

          FOculusBlackShader

          Public class

          FOculusCubemapPS

          A pixel shader for rendering a textured screen element.

          Public class

          FOculusVertexShader

          Public class

          FOculusWhiteShader

          Public class

          FOneColorPS

          Pixel shader for rendering a single, constant color.

          Public struct

          FPackedArrayInfo

          Public struct

          FPackedNormal

          A normal vector, quantized and packed into 32-bits.

          Public struct

          FPackedPosition

          A 3x1 of xyz(11:11:10) format.

          Public struct

          FPackedRGB10A2N

          A vector, quantized and packed into 32-bits.

          Public struct

          FPackedRGBA16N

          A vector, quantized and packed into 32-bits.

          Public struct

          FParameterAllocation

          Public class

          FPendingCleanupObjects

          A set of cleanup objects which are pending deletion.

          Public struct

          FPixelFormatInfo

          Information about a pixel format.

          Public class

          FPixelInspectorRequest

          Class use to add FScene pixel inspect request

          Public struct

          FPixelShaderUtils

          All utils for pixel shaders.

          Public struct

          FPooledRDGBuffer

          Render graph tracked Buffer.

          Public struct

          FPooledRenderTarget

          The reference to a pooled render target, use like this: TRefCountPtr

          Public struct

          FPooledRenderTargetDesc

          All necessary data to create a render target from the pooled render targets.

          Public class

          FPostOpaqueRenderParameters

          Public class

          FPrimitiveIdDummyBuffer

          Default PrimitiveId vertex buffer.

          Public struct

          FQueryVisualizeTexureInfo

          Public struct

          FRayGenShaderUtils

          All utils for ray generation shaders.

          Public class

          FRayTracingGeometry

          A ray tracing geometry resource

          Public class

          FRDGBuffer

          Render graph tracked buffers.

          Public struct

          FRDGBufferDesc

          Descriptor for render graph tracked Buffer.

          Public class

          FRDGBufferSRV

          Render graph tracked buffer SRV.

          Public struct

          FRDGBufferSRVDesc

          Public class

          FRDGBufferUAV

          Render graph tracked buffer UAV.

          Public struct

          FRDGBufferUAVDesc

          Public class

          FRDGBuilder

          Builds the per-frame render graph.

          Public class

          FRDGChildResource

          A render graph resource (e.g. a view) which references a single parent resource (e.g. a texture / buffer).

          Public class

          FRDGEventName

          GPU Events - Named hierarchical events emitted to external profiling tools.Stores a GPU event name for the render graph.

          Public class

          FRDGEventScope

          Public class

          FRDGEventScopeGuard

          RAII class for begin / end of an event scope through the graph builder.

          Public class

          FRDGEventScopeStack

          Manages a stack of event scopes.

          Public class

          FRDGParentResource

          A render graph resource with an allocation lifetime tracked by the graph.

          Public class

          FRDGPass

          Base class of a render graph pass.

          Public class

          FRDGPassParameter

          A helper class for identifying and accessing a render graph pass parameter.

          Public class

          FRDGPassParameterStruct

          Wraps a pass parameter struct payload and provides helpers for traversing members.

          Public class

          FRDGResource

          Generic graph resource.

          Public struct

          FRDGResourceState

          Used for tracking resource state during execution.

          Public class

          FRDGScopeStack

          A helper profiler class for tracking and evaluating hierarchical scopes in the context of render graph.

          Public class

          FRDGShaderResourceView

          Render graph tracked SRV.

          Public class

          FRDGStatScope

          GPU Stats - Aggregated counters emitted to the runtime 'stat GPU' profiler.

          Public class

          FRDGStatScopeGuard

          RAII class for begin / end of a stat scope through the graph builder.

          Public class

          FRDGStatScopeStack

          Public class

          FRDGTexture

          Render graph tracked Texture.

          Public class

          FRDGTextureSRV

          Render graph tracked SRV.

          Public class

          FRDGTextureSRVDesc

          Descriptor for render graph tracked SRV.

          Public class

          FRDGTextureUAV

          Render graph tracked texture UAV.

          Public class

          FRDGTextureUAVDesc

          Descriptor for render graph tracked UAV.

          Public class

          FRDGUnorderedAccessView

          Render graph tracked UAV.

          Public class

          FRDGUserValidation

          Used by the render graph builder to validate correct usage of the graph API from setup to execution.

          Public class

          FReadTextureExternalPS

          Pixel shader to read from TextureExternal source

          Public class

          FRenderCommand

          The parent class of commands stored in the rendering command queue.

          Public class

          FRenderCommandFence

          Render fences.

          Public class

          FRenderResource

          A rendering resource which is owned by the rendering thread.

          Public struct

          FRenderTargetBinding

          Render graph information about how to bind a render target.

          Public struct

          FRenderTargetBindingSlots

          Special shader parameters type for a pass parameter to setup render targets.

          Public class

          FRenderTargetParameters

          Useful parameter struct that only have render targets.

          Public class

          FRenderTargetPool

          Encapsulates the render targets pools that allows easy sharing (mostly used on the render thread side)

          Public struct

          FRenderTargetPoolEvent

          Public class

          FRenderThreadScope

          RenderThread scoped work.

          Public class

          FResolveDepth2XPS

          Public class

          FResolveDepth4XPS

          Public class

          FResolveDepth8XPS

          Public class

          FResolveDepthNonMSPS

          Public class

          FResolveDepthPS

          Public class

          FResolveSingleSamplePS

          Public class

          FResolveVS

          A vertex shader for rendering a textured screen element.

          Public struct

          FResourceTableEntry

          Each entry in a resource table is provided to the shader compiler for creating mappings.

          Public class

          FRGB10toYUVv210ConvertPS

          Pixel shader to convert RGB 10 bits to YUV v210

          Public class

          FRGB8toUYVY8ConvertPS

          Pixel shader to convert RGB 8 bits to UYVY 8 bits

          Public class

          FRGBConvertPS

          Pixel shader to resize an RGB texture.

          Public class

          FRWShaderParameter

          A class that binds either a UAV or SRV of a resource.

          Public class

          FScatterUploadBuffer

          Public struct

          FSceneRenderTargetItem

          Single render target item consists of a render surface and its resolve texture, Render thread side

          Public class

          FScopedCapture

          Helper for capturing within a scope.

          Public class

          FScreenRectangleIndexBuffer

          Public class

          FScreenRectangleVertexBuffer

          Static vertex and index buffer used for 2D screen rectangles.

          Public class

          FScreenSpaceVertexBuffer

          Public class

          FScreenVertexShaderVS

          Vertex shader to draw a screen quad that works on all platforms.

          Public class

          FSerializationHistory

          Encapsulates information about a shader's serialization behavior, used to detect when C++ serialization changes to auto-recompile.

          Public class

          FSerializationHistoryTraversalState

          Tracks state when traversing a FSerializationHistory .

          Public class

          FSerializedShaderArchive

          Portion of shader code archive that's serialize to disk.

          Public class

          FSetAlphaOnePS

          Pixel shader to set alpha component to 1.0f

          Public class

          FShader

          A compiled shader and its parameter bindings.

          Public struct

          FShaderBindings

          Public class

          FShaderCode

          Public class

          FShaderCodeArchive

          Public struct

          FShaderCodeEntry

          Public struct

          FShaderCodeLibrary

          Collection of unique shader code Populated at cook time

          Public struct

          FShaderCodeLibraryPipeline

          Public struct

          FShaderCodePackedResourceCounts

          If this changes you need to make sure all D3D11 shaders get invalidated

          Public class

          FShaderCodeReader

          Later we can transform that to the actual class passed around at the RHI level

          Public struct

          FShaderCodeVendorExtension

          Public class

          FShaderCompilerDefinitions

          Container for shader compiler definitions.

          Public struct

          FShaderCompilerEnvironment

          The environment used to compile a shader.

          Public struct

          FShaderCompilerError

          A shader compiler error or warning.

          Public struct

          FShaderCompilerInput

          Struct that gathers all readonly inputs needed for the compilation of a single shader.

          Public struct

          FShaderCompilerOutput

          The output of the shader compiler.

          Public struct

          FShaderCompilerResourceTable

          Public struct

          FShadereCompiledShaderInitializerType

          Public class

          FShaderId

          Uniquely identifies an FShader instance.

          Public class

          FShaderKey

          Public class

          FShaderLooseParameterBufferInfo

          Public class

          FShaderMapBase

          Public class

          FShaderMapContent

          A collection of shaders of different types

          Public struct

          FShaderMapEntry

          Public struct

          FShaderMapKey

          Public class

          FShaderMapPointerTable

          Public class

          FShaderMapResource

          Public class

          FShaderMapResource_InlineCode

          Public class

          FShaderMapResourceCode

          Public class

          FShaderParameter

          A shader parameter's register binding. e.g. float1/2/3/4, can be an array, UAV

          Public class

          FShaderParameterBindings

          Stores all shader parameter bindings and their corresponding offset and size in the shader's parameters struct.

          Public class

          FShaderParameterInfo

          Public class

          FShaderParameterMap

          A map of shader parameter names to registers allocated to that parameter.

          Public class

          FShaderParameterMapInfo

          Public class

          FShaderParametersMetadata

          A uniform buffer struct.

          Public struct

          FShaderPermutationBool

          Defines at compile time a boolean permutation dimension.

          Public struct

          FShaderPermutationParameters

          Public class

          FShaderPipeline

          A Shader Pipeline instance with compiled stages.

          Public class

          FShaderPipelineCache

          FShaderPipelineCache : The FShaderPipelineCache provides the new Pipeline State Object (PSO) logging, serialisation & precompilation mechanism that replaces FShaderCache.

          Public class

          FShaderPipelineRef

          Public class

          FShaderPipelineType

          Binding of a set of shader stages in a single pipeline.

          Public class

          FShaderPipelineTypeDependency

          Public class

          FShaderResourceParameter

          A shader resource binding (textures or samplerstates).

          Public class

          FShaderSaveArchive

          Archive used when saving shaders, which generates data used to detect serialization mismatches on load.

          Public struct

          FShaderTarget

          Public class

          FShaderType

          An object which is used to serialize/deserialize, compile, and cache a particular shader class.

          Public class

          FShaderTypeDependency

          Encapsulates a dependency on a shader type and saved state from that shader type.

          Public class

          FShaderUniformBufferParameter

          Public struct

          FStableShaderKeyAndValue

          Public class

          FSuspendRenderingThread

          Render thread suspension.

          Public class

          FTexture

          A textures resource.

          Public class

          FTextureReference

          A texture reference resource.

          Public class

          FTextureWithSRV

          A textures resource that includes an SRV.

          Public class

          FTickableObjectRenderThread

          This class provides common registration for render thread tickable objects.

          Public class

          FTileVertexDeclaration

          Public class

          FTimer

          The scene rendering stats.The scene update stats.

          Public class

          FTwoTrianglesIndexBuffer

          Public struct

          FUniformBufferCopyInfo

          Information for copying members from uniform buffers to packed.

          Public class

          FUniformBufferStaticSlotRegistrar

          Simple class that registers a uniform buffer static slot in the constructor.

          Public class

          FUniformBufferStaticSlotRegistry

          Registry for uniform buffer static slots.

          Public class

          FUYVYConvertPS

          Pixel shader to convert a UYVY (Y422, UYNV) frame to RGBA.

          Public class

          FVertexBuffer

          A vertex buffer resource

          Public class

          FVertexBufferWithSRV

          Public class

          FVertexFactory

          Encapsulates a vertex data source which can be linked into a vertex shader.

          Public class

          FVertexFactoryShaderParameters

          An interface to the parameter bindings for the vertex factory used by a shader.

          Public class

          FVertexFactoryType

          An object used to represent the type of a vertex factory.

          Public class

          FVertexFactoryTypeDependency

          Encapsulates a dependency on a vertex factory type and saved state from that vertex factory type.

          Public struct

          FVertexInputStream

          Public struct

          FVertexStreamComponent

          A typed data source for a vertex factory which streams data from a vertex buffer.

          Public struct

          FVirtualTextureLocalTile

          Identifies a VT tile within a given producer

          Public struct

          FVirtualTextureProducerHandle

          Public struct

          FVirtualTextureUniformData

          Struct containing all data the GPU needs to perform a lookup/feedback request

          Public class

          FVisualizeTexture

          Public struct

          FVTProducerDescription

          Public struct

          FVTProduceTargetLayer

          Describes a location to write a single layer of a VT tile

          Public struct

          FVTRequestPageResult

          Public class

          FYCbCrConvertPS

          Pixel shader to convert a PS4 YCbCr texture to RGBA.

          Public class

          FYCbCrConvertPS_4x4Matrix

          Public class

          FYUVConvertPS

          Pixel shader to convert Y, U, and V planes to RGBA.

          Public class

          FYUVv210ConvertPS

          Pixel shader to convert YUV v210 to RGB

          Public class

          FYUY2ConvertPS

          Pixel shader to convert a YUY2 frame to RGBA.

          Public class

          FYVYUConvertPS

          Pixel shader to convert a YVYU frame to RGBA.

          Public class

          IAllocatedVirtualTexture

          This interface represents a chunk of VT data allocated and owned by the renderer module, backed by both a page table texture, and a physical texture cache for each layer.

          Public class

          ICustomCulling

          Public class

          ICustomVisibilityQuery

          Public class

          IPersistentViewUniformBufferExtension

          Public struct

          IPooledRenderTarget

          Render thread side, use TRefCountPtr , allows sharing and VisualizeTexture

          Public class

          IRendererModule

          The public interface of the renderer module.

          Public class

          IVirtualTexture

          This is the interface that can produce tiles of virtual texture data This can be extended to represent different ways of generating VT, such as disk streaming, runtime compositing, or whatever It's provided to the renderer module

          Public class

          IVirtualTextureFinalizer

          Public struct

          RayTracingInstanceCopyCS

          Public class

          SceneRenderingBitArrayAllocator

          Public class

          SceneRenderingSetAllocator

          Public class

          SceneRenderingSparseArrayAllocator

          Public class

          TAlignedShaderParameterPtr

          PLATFORM_64BITS.

          Public class

          TAlignedTypedef

          Alignements tools because alignas() does not work on type in clang.

          Public class

          TBoundShaderStateHistory

          A list of the most recently used bound shader states.

          Public struct

          TClearReplacementBase

          Public class

          TClearReplacementCS

          Public class

          TClearReplacementPS

          Public struct

          TClearReplacementTypeSelector

          Public class

          TClearReplacementVS

          Public class

          TCompareShaderTypePermutation

          Used to compare order shader types permutation deterministically.

          Public class

          TCopyResourceCS

          Public class

          TEnqueueUniqueRenderCommandType

          Public class

          TGlobalResource

          Used to declare a render resource that is initialized/released by static initialization/destruction.

          Public struct

          TMapRDGBufferSRVFuncs

          Defines how the map's pairs are hashed.

          Public struct

          TMapRDGBufferUAVFuncs

          Defines how the map's pairs are hashed.

          Public class

          TOneColorPixelShaderMRT

          Pixel shader for rendering a single, constant color to MRTs.

          Public class

          TOneColorVS

          Vertex shader for rendering a single, constant color.

          Public class

          TOptionalShaderMapRef

          A reference to an optional shader, initialized with a shader type from a shader map if it is available or nullptr if it is not.

          Public class

          TRDGLambdaPass

          Render graph pass with lambda execute function.

          Public class

          TShaderMap

          Public class

          TShaderMapRef

          A reference which is initialized with the requested shader type from a shader map.

          Public struct

          TShaderParameterStructTypeInfo

          Public struct

          TShaderParameterTypeInfo

          Template to transcode some meta data information for a type not specific to shader parameters API.

          Public struct

          TShaderPermutationDomain

          Variadic template that defines an arbitrary multi-dimensional permutation domain, that can be instantiated to represent a vector within the domain.

          Public class

          TShaderPermutationDomainSpetialization

          C++11 doesn't allow partial specialization of templates method or function.

          Public struct

          TShaderPermutationInt

          Defines at compile time a permutation dimension made of int32 from 0 to N -1.

          Public struct

          TShaderPermutationSparseInt

          Defines at compile time a permutation dimension made of specific int32.

          Public class

          TShaderRefBase

          Public class

          TShaderResourceParameterArray

          Static array of shader resource shader that is initialized to nullptr.

          Public struct

          TShaderResourceParameterTypeInfo

          Public struct

          TShaderTypePermutation

          Define a shader permutation uniquely according to its type, and permutation id.

          Public class

          TShaderUniformBufferParameter

          A shader uniform buffer binding with a specific structure.

          Public struct

          TThreadGroupSize

          Public struct

          TThreadGroupSize

          Public class

          TUniformBuffer

          A uniform buffer resource.

          Public class

          TUniformBufferRef

          A reference to a uniform buffer RHI resource with a specific structure.

          Public struct

          TVertexFactoryParameterTraits

          Constants

          Name

          Description

          DebugUtilColor

          Typedefs

          Name

          Description

          FClearReplacementBase_Float_Bounds

          FClearReplacementBase_Float4

          FClearReplacementBase_Float4_Bounds

          FClearReplacementBase_Float4_Zero

          FClearReplacementBase_Float4_Zero_Bounds

          FClearReplacementBase_Sint4_Bounds

          FClearReplacementBase_Uint

          Not all combinations are defined here. Add more if required. Type NC Zero Bounds

          FClearReplacementBase_Uint_Bounds

          FClearReplacementBase_Uint_Zero

          FClearReplacementBase_Uint4

          FClearReplacementBase_Uint4_Bounds

          FClearReplacementCS_Buffer_Float_Bounds

          FClearReplacementCS_Buffer_Float4_Bounds

          FClearReplacementCS_Buffer_Sint4_Bounds

          FClearReplacementCS_Buffer_Uint

          FClearReplacementCS_Buffer_Uint_Bounds

          Compute shaders for clearing each resource type, with a min/max bounds enabled.

          FClearReplacementCS_Buffer_Uint_Zero

          Compute shaders for clearing each resource type. No bounds checks enabled.

          FClearReplacementCS_Buffer_Uint4

          FClearReplacementCS_Buffer_Uint4_Bounds

          FClearReplacementCS_Texture2D_Float4

          FClearReplacementCS_Texture2D_Float4_Bounds

          FClearReplacementCS_Texture2D_Sint4_Bounds

          FClearReplacementCS_Texture2D_Uint4

          FClearReplacementCS_Texture2D_Uint4_Bounds

          FClearReplacementCS_Texture2DArray_Float4

          FClearReplacementCS_Texture2DArray_Float4_Bounds

          FClearReplacementCS_Texture2DArray_Sint4_Bounds

          FClearReplacementCS_Texture2DArray_Uint

          FClearReplacementCS_Texture2DArray_Uint_Zero

          FClearReplacementCS_Texture2DArray_Uint4

          FClearReplacementCS_Texture2DArray_Uint4_Bounds

          FClearReplacementCS_Texture3D_Float4

          FClearReplacementCS_Texture3D_Float4_Bounds

          FClearReplacementCS_Texture3D_Sint4_Bounds

          FClearReplacementCS_Texture3D_Uint4

          Used by ClearUAV_T in ClearQuad.cpp.

          FClearReplacementCS_Texture3D_Uint4_Bounds

          FClearReplacementPS

          Simple pixel shader which outputs a specified solid color to MRT0.

          FClearReplacementPS_128

          FClearReplacementPS_Zero

          Simple pixel shader which outputs zero to MRT0.

          FClearReplacementVS

          Simple vertex shaders for generating screen quads. Optionally with a min/max bounds in NDC space, and depth value.

          FClearReplacementVS_Bounds

          FClearReplacementVS_Depth

          FGlobalBoundShaderState_Internal

          FGlobalShaderPermutationParameters

          FOnBeginCaptureDelegate

          Registration code. Any capture plugins should register callbacks with this API.

          FOnEndCaptureDelegate

          FPostOpaqueRenderDelegate

          FRDGBufferRef

          FRDGBufferSRVRef

          FRDGBufferUAVRef

          FRDGChildResourceRef

          FRDGParentResourceRef

          FRDGResourceRef

          FRDGShaderResourceViewRef

          FRDGTextureDesc

          Descriptor of a graph tracked texture.

          FRDGTextureRef

          FRDGTextureSRVRef

          FRDGTextureUAVRef

          FRDGTrackedResource

          FRDGTrackedResourceRef

          FRDGUnorderedAccessViewRef

          FShaderPermutation

          FShaderPermutationNone

          Global shader permutation domain with no dimension.

          FSharedShaderCodeRelease

          FSharedShaderCodeRequest

          FVertexInputStreamArray

          Number of vertex input bindings to allocate inline within a FMeshDrawCommand .

          FVTProducerDestroyedFunction

          SceneRenderingAllocator

          Shortcut for the allocator used by scene rendering.

          TShaderRef

          unaligned_int32

          unaligned_uint32

          Enums

          Name

          Description

          Public enum

          CrossCompiler::

          Cross compiler support/common functionality.

          Public enum

          CrossCompiler::EPackedTypeIndex

          Cross compiler support/common functionality.

          Public enum

          CrossCompiler::EPackedTypeName

          Cross compiler support/common functionality.

          Public enum

          CrossCompiler::EShaderStage

          Cross compiler support/common functionality.

          Public enum

          EClearReplacementResourceType

          Public enum

          EClearReplacementValueType

          Public enum

          ECompilerFlags

          Public enum

          EConstructTextureFlags

          Flags that control ConstructTexture2D

          Public enum

          ECopyTextureResourceType

          Public enum

          ECopyTextureValueType

          Public enum

          EDrawRectangleFlags

          Use r.DrawDenormalizedQuadMode to override the function call setting (quick way to see if an artifact is caused by this optimization)

          Public enum

          EMipFadeSettings

          Public enum

          ERDGInitialDataFlags

          Public enum

          ERDGPassFlags

          Flags to annotate passes.

          Public enum

          ERDGResourceFlags

          Render graph specific flags for resources.

          Public enum

          ERDGTextureMetaDataAccess

          Used to specify a particular texture meta data plane instead of the default resource

          Public enum

          ERenderTargetMsaaPlane

          Public enum

          ERenderTargetPoolEventType

          Public enum

          ERenderTargetTransience

          Public enum

          ERenderThreadIdleTypes::Type

          Public enum

          ESCWErrorCode

          Public enum

          EShaderParameterFlags

          Public enum

          EShaderParameterType

          Public enum

          EShaderPrecisionModifier::Type

          Public enum

          EVertexInputStreamType

          Public enum

          EVertexStreamUsage

          Public enum

          EVTPageTableFormat

          Public enum

          EVTProducePageFlags

          Public enum

          EVTRequestPagePriority

          Public enum

          EVTRequestPageStatus

          Functions

          Name Description

          Public function

          void

           

          AddClearDepthStencilPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureRef Texture,
              bool bClearDepth,
              float Depth,
              bool bClearStencil,
              uint8 Stencil
          )

          Adds a render graph pass to clear a depth stencil target. Prefer to use clear actions if possible.

          Public function

          void

           

          AddClearRenderTargetPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureRef Texture,
              const FLinearColor & ClearColor
          )

          Adds a render graph pass to clear a render target. Prefer to use clear actions if possible.

          Public function

          void

           

          AddClearUAVPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureUAVRef TextureUAV,
              const uint32 ClearValues
          )

          Public function

          void

           

          AddClearUAVPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureUAVRef TextureUAV,
              const FLinearColor & ClearColor
          )

          Public function

          void

           

          AddClearUAVPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureUAVRef TextureUAV,
              const uint32 ClearValues,
              FRDGBufferSRVRef RectMinMaxBufferSR...,
              uint32 NumRects
          )

          Clears parts of UAV specified by an array of screen rects.

          Public function

          void

           

          AddClearUAVPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureUAVRef TextureUAV,
              const float(&) ClearValues
          )

          Public function

          void

           

          AddClearUAVPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGBufferUAVRef BufferUAV,
              uint32 Value
          )

          Adds a render graph pass to clear a texture or buffer UAV with a single typed value.

          Public function

          void

           

          AddCopyTexturePass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureRef InputTexture,
              FRDGTextureRef OutputTexture,
              FIntPoint InputPosition,
              FIntPoint OutputPosition,
              FIntPoint Size
          )

          Simpler variant of the above function for 2D textures.

          Public function

          void

           

          AddCopyTexturePass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureRef InputTexture,
              FRDGTextureRef OutputTexture,
              const FRHICopyTextureInfo & CopyInf...
          )

          Adds a render graph pass to copy a region from one texture to another.

          Public function

          void

           

          AddCopyToResolveTargetPass

          (
              FRDGBuilder & GraphBuilder,
              FRDGTextureRef InputTexture,
              FRDGTextureRef OutputTexture,
              const FResolveParams & ResolveParam...
          )

          Adds a render graph pass to resolve from one texture to another.

          Public function

          void

           

          AddFrameRenderPrerequisite

          (
              const FGraphEventRef & TaskToAdd
          )

          Adds a task that must be completed either before the next scene draw or a flush rendering commands This can be called from any thread though it probably doesn't make sense to call it from the render thread.

          Public function

          void

           

          AddShaderSourceDirectoryMapping

          (
              const FString & VirtualShaderDirect...,
              const FString & RealShaderDirectory
          )

          Maps a real shader directory existing on disk to a virtual shader directory.

          Public function

          void

           

          AdvanceFrameRenderPrerequisite()

          Gather the frame render prerequisites and make sure all render commands are at least queued

          Public function

          void

           

          AdvanceRenderingThreadStatsGT

          (
              bool bDiscardCallstack,
              int64 StatsFrame,
              int32 MasterDisableChangeTagStartFr...
          )

          Advances stats for the rendering thread. Called from the game thread.

          Public function

          bool

           

          AllowDebugViewmodes

          (
              EShaderPlatform Platform
          )

          Returns true if debug viewmodes are allowed for the given platform.

          Public function

          bool

           

          AllowDebugViewmodes()

          Returns true if debug viewmodes are allowed for the current platform.

          Public function

          bool

           

          AllowPixelDepthOffset

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          const TMap < ...

           

          AllShaderSourceDirectoryMappings()

          Returns the map virtual shader directory path -> real shader directory path.

          Public function

          void

           

          ApplyGlobalUniformBuffers

          (
              TRHIContext* CommandContext,
              TRHIShader* Shader,
              const TArray < FUniformBufferStaticS ...,
              const TArray < uint32 >& LayoutHash...,
              const TArray < FRHIUniformBuffer ...
          )

          Public function

          void

           

          BackupGlobalShaderMap

          (
              FGlobalShaderBackupData & OutGlobal...
          )

          Backs up all global shaders to memory through serialization, and removes all references to FShaders from the global shader map.

          Public function

          bool

           

          BasePassCanOutputTangent

          (
              EShaderPlatform Platform
          )

          Public function

          bool

           

          BasePassCanOutputTangent

          (
              ERHIFeatureLevel::Type FeatureLevel
          )

          Public function

          void

           

          BeginCleanup

          (
              FDeferredCleanupInterface * Cle...
          )

          Adds the specified deferred cleanup object to the current set of pending cleanup objects.

          Public function

          void

           

          BeginInitResource

          (
              FRenderResource * Resource
          )

          Sends a message to the rendering thread to initialize a resource.

          Public function

          void

           

          BeginReleaseResource

          (
              FRenderResource * Resource
          )

          Sends a message to the rendering thread to release a resource. This is called in the game thread.

          Public function

          void

           

          BeginSetUniformBufferContents

          (
              TUniformBuffer < TBufferStruct >& U...,
              const TBufferStruct& Struct
          )

          Sends a message to the rendering thread to set the contents of a uniform buffer.

          Public function

          void

           

          BeginUpdateResourceRHI

          (
              FRenderResource * Resource
          )

          Sends a message to the rendering thread to update a resource. This is called in the game thread.

          Public function

          void

           

          BindForLegacyShaderParameters

          (
              FShader * Shader,
              const FShaderParameterMap & Paramet...,
              bool bShouldBindEverything
          )

          Public function

          void

           

          BuildShaderFileToUniformBufferMap

          (
              TMap < FString , TArray < const TCHAR ...
          )

          Public function

          void

           

          CacheUniformBufferIncludes

          (
              TMap < const TCHAR *, struct FCa ...,
              EShaderPlatform Platform
          )

          Public function

          FIntPoint

           

          CalcMipMapExtent

          (
              uint32 TextureSizeX,
              uint32 TextureSizeY,
              EPixelFormat Format,
              uint32 MipIndex
          )

          Calculates the extent of a mip.

          Public function

          void

           

          CalcMipMapExtent3D

          (
              uint32 TextureSizeX,
              uint32 TextureSizeY,
              uint32 TextureSizeZ,
              EPixelFormat Format,
              uint32 MipIndex,
              uint32 & OutXExtent,
              uint32 & OutYExtent,
              uint32 & OutZExtent
          )

          Calculates the extent of a mip.

          Public function

          SIZE_T

           

          CalcTextureMipHeightInBlocks

          (
              uint32 TextureSizeY,
              EPixelFormat Format,
              uint32 MipIndex
          )

          Calculates the height of a mip, in blocks.

          Public function

          SIZE_T

           

          CalcTextureMipMapSize

          (
              uint32 TextureSizeX,
              uint32 TextureSizeY,
              EPixelFormat Format,
              uint32 MipIndex
          )

          Calculates the amount of memory used for a single mip-map of a texture.

          Public function

          SIZE_T

           

          CalcTextureMipMapSize3D

          (
              uint32 TextureSizeX,
              uint32 TextureSizeY,
              uint32 TextureSizeZ,
              EPixelFormat Format,
              uint32 MipIndex
          )

          Calculates the amount of memory used for a single mip-map of a texture 3D.

          Public function

          SIZE_T

           

          CalcTextureMipWidthInBlocks

          (
              uint32 TextureSizeX,
              EPixelFormat Format,
              uint32 MipIndex
          )

          Calculates the width of a mip, in blocks.

          Public function

          SIZE_T

           

          CalcTextureSize

          (
              uint32 SizeX,
              uint32 SizeY,
              EPixelFormat Format,
              uint32 MipCount
          )

          Calculates the amount of memory used for a texture.

          Public function

          SIZE_T

           

          CalcTextureSize3D

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              EPixelFormat Format,
              uint32 MipCount
          )

          Calculates the amount of memory used for a texture.

          Public function

          SIZE_T

           

          CalculateImageBytes

          (
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              uint8 Format
          )

          CalculateImageBytes

          Public function Static

          void

           

          CheckNotBlockedOnRenderThread()

          Asserts if called from the main thread when the main thread is blocked on the rendering thread.

          Public function

          void

           

          CheckRenderingThreadHealth()

          Checks if the rendering thread is healthy and running.

          Public function

          void

           

          CheckShaderHashCacheInclude

          (
              const FString & VirtualFilePath,
              EShaderPlatform ShaderPlatform
          )

          Checks if shader include isn't skipped by a shader hash cache.

          Public function

          bool

           

          CheckVirtualShaderFilePath

          (
              const FString & VirtualPath,
              TArray < FShaderCompilerError >*...
          )

          Validates the format of a virtual shader file path.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FTextureRWBuffer2D & Buffer,
              FLinearColor Value
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FTextureRWBuffer3D & Buffer,
              FLinearColor Value
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              FRHIUnorderedAccessView * UAV,
              uint32 ,
              uint32 ,
              const FLinearColor & ClearColor
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FSceneRenderTargetItem & Rend...,
              const uint32 ClearValues
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FSceneRenderTargetItem & Rend...,
              const FLinearColor & ClearColor
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              FRHIUnorderedAccessView * UAV,
              uint32 ,
              uint32 Value
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              FRHITexture *,
              FRHIUnorderedAccessView * Textu...,
              const float(&) ClearValues
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              FRHITexture *,
              FRHIUnorderedAccessView * Textu...,
              const uint32 ClearValues
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              FRHITexture *,
              FRHIUnorderedAccessView * Textu...,
              const FLinearColor & ClearColor
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FRWBufferStructured & Structu...,
              uint32 Value
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FRWBuffer & Buffer,
              uint32 Value
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAV

          (
              FRHICommandList & RHICmdList,
              const FSceneRenderTargetItem & Rend...,
              const float(&) ClearValues
          )

          ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions.

          Public function

          void

           

          ClearUAVShader_T

          (
              FRHICommandList & RHICmdList,
              FRHIUnorderedAccessView * UAV,
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              const void * ClearValues,
              EClearReplacementValueType ValueTyp...
          )

          Helper version of ClearUAVShader_T for determining float vs uint32 at runtime. Uses the above default implementation.

          Public function

          void

           

          ClearUAVShader_T

          (
              FRHICommandList & RHICmdList,
              FRHIUnorderedAccessView * UAV,
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              const typename TClearReplacementTyp ...,
              TFunctionRef < void ...
          )

          Helper functions for running the clear replacement shader for specific resource types, values types and number of channels.

          Public function

          void

           

          ClearUAVShader_T

          (
              FRHICommandList & RHICmdList,
              FRHIUnorderedAccessView * UAV,
              uint32 SizeX,
              uint32 SizeY,
              uint32 SizeZ,
              const typename TClearReplacementTyp ...
          )

          Default implementation of ClearUAVShader_T which simply binds the UAV to the compute shader via RHICmdList.SetUAVParameter.

          Public function

          void

           

          ClearUnusedGraphResources

          (
              const TShaderRef < TShaderClass >& ...,
              typename TShaderClass::FParameters ...,
              std::initializer_list< FRDGResource ...
          )

          Public function

          void

           

          ClearUnusedGraphResources

          (
              const TShaderRef < TShaderClassA >&...,
              const TShaderRef < TShaderClassB >&...,
              TPassParameterStruct* InoutPar...,
              std::initializer_list< FRDGResource ...
          )

          Public function

          void

           

          ClearUnusedGraphResourcesImpl

          (
              TArrayView < const FShaderParameterB ...,
              const FShaderParametersMetadata ...,
              void * InoutParameters,
              std::initializer_list< FRDGResource ...
          )

          Similar to the function above, but takes a list of shader bindings and only clears if none of the shaders contain the resource.

          Public function

          void

           

          ClearUnusedGraphResourcesImpl

          (
              const FShaderParameterBindings & Sh...,
              const FShaderParametersMetadata ...,
              void * InoutParameters,
              std::initializer_list< FRDGResource ...
          )

          Clears all render graph tracked resources that are not bound by a shader.

          Public function Static

          FVertexFacto ...

           

          ConstructVertexFactoryParameters

          (
              EShaderFrequency ShaderFrequency,
              const FShaderParameterMap & Paramet...
          )

          Public function

          void

           

          CopyRayTracingGPUInstances

          (
              FRHICommandList & RHICmdList,
              uint32 InstancesCount,
              int32 DescBufferOffset,
              FRHIShaderResourceView * Transf...,
              FRHIUnorderedAccessView * Insta...,
              TFunctionRef < void ...
          )

          CS can be dispatched from inside low level RHIs via FRHICommandList_RecursiveHazardous .

          Public function

          void

           

          CopyRayTracingGPUInstances

          (
              FRHICommandList & RHICmdList,
              int32 InstancesCount,
              int32 DescBufferOffset,
              FRHIShaderResourceView * Transf...,
              FRHIUnorderedAccessView * Insta...
          )

          Public function

          void

           

          CopyTextureData2D

          (
              const void * Source,
              void * Dest,
              uint32 SizeY,
              EPixelFormat Format,
              uint32 SourceStride,
              uint32 DestStride
          )

          Copies the data for a 2D texture between two buffers with potentially different strides.

          Public function

          FRDGBufferRe ...

           

          CreateStructuredBuffer

          (
              FRDGBuilder & GraphBuilder,
              const TCHAR * Name,
              uint32 BytesPerElement,
              uint32 NumElements,
              const void * InitialData,
              uint64 InitialDataSize,
              ERDGInitialDataFlags InitialDataFla...
          )

          Creates a structured buffer with initial data by creating an upload pass.

          Public function

          FVertexBuffe ...

           

          CreateTempMediaVertexBuffer

          (
              float ULeft,
              float URight,
              float VTop,
              float VBottom
          )

          Public function

          TUniformBuff ...

           

          CreateUniformBufferImmediate

          (
              const TBufferStruct& Value,
              EUniformBufferUsage Usage,
              EUniformBufferValidation Validation
          )

          Creates a uniform buffer with the given value, and returns a structured reference to it.

          Public function

          void

           

          CreateUniformBufferShaderDeclaration

          (
              const TCHAR * Name,
              const FShaderParametersMetadata & U...,
              FString & OutDeclaration
          )

          Creates a shader code declaration of this struct for the given shader platform.

          Public function

          FRDGBufferRe ...

           

          CreateVertexBuffer

          (
              FRDGBuilder & GraphBuilder,
              const TCHAR * Name,
              const FRDGBufferDesc & Desc,
              const void * InitialData,
              uint64 InitialDataSize,
              ERDGInitialDataFlags InitialDataFla...
          )

          Creates a vertex buffer with initial data by creating an upload pass.

          Public function Static

          bool

           

          CrossCompiler::IsValidPackedTypeName

          (
              EPackedTypeName TypeName
          )

          Public function Static

          uint8

           

          CrossCompiler::PackedTypeIndexToTypeName

          (
              uint8 ArrayType
          )

          Public function Static

          EPackedTypeN ...

           

          CrossCompiler::PackedTypeIndexToTypeName

          (
              EPackedTypeIndex TypeIndex
          )

          Public function Static

          uint8

           

          CrossCompiler::PackedTypeNameToTypeIndex

          (
              uint8 ArrayName
          )

          Public function Static

          EPackedTypeI ...

           

          CrossCompiler::PackedTypeNameToTypeIndex

          (
              EPackedTypeName TypeName
          )

          Public function Static

          uint8

           

          CrossCompiler::ShaderStageIndexToTypeName

          (
              uint8 ShaderStage
          )

          Public function

          void

           

          DispatchComputeShader

          (
              FRHICommandList & RHICmdList,
              FShader * Shader,
              uint32 ThreadGroupCountX,
              uint32 ThreadGroupCountY,
              uint32 ThreadGroupCountZ
          )

          Helper function to dispatch a compute shader while checking that parameters have been set correctly.

          Public function

          void

           

          DispatchComputeShader

          (
              FRHICommandList & RHICmdList,
              const TShaderRef < FShader >& Shade...,
              uint32 ThreadGroupCountX,
              uint32 ThreadGroupCountY,
              uint32 ThreadGroupCountZ
          )

          Public function

          void

           

          DispatchComputeShader

          (
              FRHIAsyncComputeCommandListImmediat ...,
              const TShaderRef < FShader >& Shade...,
              uint32 ThreadGroupCountX,
              uint32 ThreadGroupCountY,
              uint32 ThreadGroupCountZ
          )

          Public function

          void

           

          DispatchComputeShader

          (
              FRHIAsyncComputeCommandListImmediat ...,
              FShader * Shader,
              uint32 ThreadGroupCountX,
              uint32 ThreadGroupCountY,
              uint32 ThreadGroupCountZ
          )

          Public function

          void

           

          DispatchIndirectComputeShader

          (
              FRHICommandList & RHICmdList,
              const TShaderRef < FShader >& Shade...,
              FRHIVertexBuffer * ArgumentBuff...,
              uint32 ArgumentOffset
          )

          Public function

          void

           

          DispatchIndirectComputeShader

          (
              FRHICommandList & RHICmdList,
              FShader * Shader,
              FRHIVertexBuffer * ArgumentBuff...,
              uint32 ArgumentOffset
          )

          Helper function to dispatch a compute shader indirectly while checking that parameters have been set correctly.

          Public function

          void

           

          DrawClearQuad

          (
              FRHICommandList & RHICmdList,
              const FLinearColor & Color,
              FClearQuadCallbacks ClearQuadCallba...
          )

          Public function

          void

           

          DrawClearQuad

          (
              FRHICommandList & RHICmdList,
              bool bClearColor,
              const FLinearColor & Color,
              bool bClearDepth,
              float Depth,
              bool bClearStencil,
              uint32 Stencil
          )

          Public function

          void

           

          DrawClearQuad

          (
              FRHICommandList & RHICmdList,
              bool bClearColor,
              const FLinearColor & Color,
              bool bClearDepth,
              float Depth,
              bool bClearStencil,
              uint32 Stencil,
              FIntPoint ViewSize,
              FIntRect ExcludeRect
          )

          Public function

          void

           

          DrawClearQuad

          (
              FRHICommandList & RHICmdList,
              const FLinearColor & Color
          )

          Public function

          void

           

          DrawClearQuadMRT

          (
              FRHICommandList & RHICmdList,
              bool bClearColor,
              int32 NumClearColors,
              const FLinearColor * ClearColor...,
              bool bClearDepth,
              float Depth,
              bool bClearStencil,
              uint32 Stencil
          )

          Public function

          void

           

          DrawClearQuadMRT

          (
              FRHICommandList & RHICmdList,
              bool bClearColor,
              int32 NumClearColors,
              const FLinearColor * ClearColor...,
              bool bClearDepth,
              float Depth,
              bool bClearStencil,
              uint32 Stencil,
              FClearQuadCallbacks ClearQuadCallba...
          )

          Public function

          void

           

          DrawClearQuadMRT

          (
              FRHICommandList & RHICmdList,
              bool bClearColor,
              int32 NumClearColors,
              const FLinearColor * ClearColor...,
              bool bClearDepth,
              float Depth,
              bool bClearStencil,
              uint32 Stencil,
              FIntPoint ViewSize,
              FIntRect ExcludeRect
          )

          Public function

          void

           

          DumpShaderPipelineStats

          (
              EShaderPlatform Platform
          )

          Dumps shader pipeline stats to the log.

          Public function

          void

           

          DumpShaderStats

          (
              EShaderPlatform Platform,
              EShaderFrequency Frequency
          )

          Dumps shader stats to the log. Will also print some shader pipeline information.

          Public function

          void

           

          EmitNullShaderParameterFatalError

          (
              const TShaderRef < FShader >& Shade...,
              const FShaderParametersMetadata ...,
              uint16 MemberOffset
          )

          Raise fatal error when a required shader parameter has not been set.

          Public function

          void

           

          EmitRDGWarning

          (
              const FString & WarningMessage
          )

          Emits a render graph warning.

          Public function

          void

           

          EndBatchedRelease()

          Disables the batching of calls to BeginReleaseResource This is called in the game thread.

          Public function

          void

           

          EnqueueUniqueRenderCommand

          (
              LAMBDA&& Lambda
          )

          Public function

          void

           

          EnqueueUniqueRenderCommand

          (
              LAMBDA& Lambda
          )

          Public function

           

          ENUM_CLASS_FLAGS

          (
              EVTProducePageFlags
          )

          Public function

          FShaderType ...

           

          FindShaderTypeByName

          (
              const FHashedName & ShaderTypeName
          )

          Finds the shader type with a given name.

          Public function

          FShaderParam ...

           

          FindUniformBufferStructByFName

          (
              FName StructName
          )

          Public function

          FShaderParam ...

           

          FindUniformBufferStructByLayoutHash

          (
              uint32 Hash
          )

          Finds the FShaderParameterMetadata corresponding to the given uniform buffer layout hash, or null if not found.

          Public function

          FShaderParam ...

           

          FindUniformBufferStructByName

          (
              const TCHAR * StructName
          )

          Finds the FShaderParametersMetadata corresponding to the given name, or NULL if not found.

          Public function

          FShaderParam ...

           

          FindUniformBufferStructByShaderVariableName

          (
              const FHashedName & Name
          )

          Public function

          FVertexFacto ...

           

          FindVertexFactoryType

          (
              const FHashedName & TypeName
          )

          Find the vertex factory type with the given name.

          Public function

          void

           

          FlushPendingDeleteRHIResources_GameThread()

          Public function

          void

           

          FlushPendingDeleteRHIResources_RenderThread()

          Public function

          void

           

          FlushRenderingCommands

          (
              bool bFlushDeferredDeletes
          )

          Waits for the rendering thread to finish executing all pending rendering commands.

          Public function

          void

           

          FlushShaderFileCache()

          Flushes the shader file and CRC cache, and regenerates the binary shader files if necessary.

          Public function

          void

           

          Freeze::IntrinsicToString

          (
              const TIndexedPtr < FVertexFactoryTy ...,
              const FTypeLayoutDesc & TypeDesc,
              const FPlatformTypeLayoutParameters ...,
              FMemoryToStringContext & OutContext
          )

          Public function

          void

           

          Freeze::IntrinsicToString

          (
              const TIndexedPtr < FShaderType >& ...,
              const FTypeLayoutDesc & TypeDesc,
              const FPlatformTypeLayoutParameters ...,
              FMemoryToStringContext & OutContext
          )

          Public function

          void

           

          GenerateReferencedUniformBuffers

          (
              const TCHAR * SourceFilename,
              const TCHAR * ShaderTypeName,
              const TMap < FString , TArray < const ...,
              TMap < const TCHAR *, FCachedUni ...
          )

          Parses the given source file and its includes for references of uniform buffers, which are then stored in UniformBufferEntries.

          Public function

          FVector

           

          GenerateYAxis

          (
              const VectorType& XAxis,
              const VectorType& ZAxis
          )

          Given 2 axes of a basis stored as a packed type, regenerates the y-axis tangent vector and scales by z.W

          Public function

          float

           

          GetBasisDeterminantSign

          (
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis
          )

          Constructs a basis matrix for the axis vectors and returns the sign of the determinant

          Public function

          int8

           

          GetBasisDeterminantSignByte

          (
              const FPackedNormal & XAxis,
              const FPackedNormal & YAxis,
              const FPackedNormal & ZAxis
          )

          Constructs a basis matrix for the axis vectors and returns the sign of the determinant

          Public function

          ECubeFace

           

          GetCubeFaceFromName

          (
              const FString & Name
          )

          Convert from text string to ECubeFace

          Public function

          const TCHAR ...

           

          GetCubeFaceName

          (
              ECubeFace Face
          )

          Convert from ECubeFace to text string

          Public function

          uint16

           

          GetCubeVertexIndex

          (
              uint32 X,
              uint32 Y,
              uint32 Z
          )

          Maps from an X,Y,Z cube vertex coordinate to the corresponding vertex index.

          Public function

          int32

           

          GetCVarForceLOD()

          Shared by renderer and engine, compiles down to a constant in final release

          Public function

          int32

           

          GetCVarForceLODShadow()

          Public function

          bool

           

          GetEmitRDGEvents()

          Returns whether the current frame is emitting render graph events.

          Public function

          FGlobalShade ...

           

          GetGlobalShaderMap

          (
              EShaderPlatform Platform
          )

          Accesses the global shader map.

          Public function

          FGlobalShade ...

           

          GetGlobalShaderMap

          (
              ERHIFeatureLevel::Type FeatureLevel
          )

          Overload for the above GetGlobalShaderMap which takes a feature level and translates to the appropriate shader platform

          Public function

          FRHICommandL ...

           

          GetImmediateCommandList_ForRenderCommand()

          Macros for using render commands.

          Public function

          TStatId

           

          GetMemoryStatType

          (
              EShaderFrequency ShaderFrequency
          )

          Controls whether shader related logs are visible.

          Public function

          FPendingClea ...

           

          GetPendingCleanupObjects()

          Transfers ownership of the current set of pending cleanup objects to the caller.

          Public function

          EPixelFormat

           

          GetPixelFormatFromString

          (
              const TCHAR * InPixelFormatStr
          )

          String to enum (not case sensitive)

          Public function

          const TCHAR ...

           

          GetPixelFormatString

          (
              EPixelFormat InPixelFormat
          )

          Enum to string

          Public function

          const FSHAHa ...

           

          GetShaderFileHash

          (
              const TCHAR * VirtualFilePath,
              EShaderPlatform ShaderPlatform
          )

          Calculates a Hash for the given filename if it does not already exist in the Hash cache.

          Public function

          const FSHAHa ...

           

          GetShaderFilesHash

          (
              const TArray < FString >& VirtualFi...,
              EShaderPlatform ShaderPlatform
          )

          Calculates a Hash for the list of filenames if it does not already exist in the Hash cache.

          Public function

          void

           

          GetShaderIncludes

          (
              const TCHAR * EntryPointVirtual...,
              const TCHAR * VirtualFilePath,
              TArray < FString >& IncludeVirtualF...,
              EShaderPlatform ShaderPlatform,
              uint32 DepthLimit
          )

          Recursively populates IncludeFilenames with the include filenames from Filename

          Public function

          uint32

           

          GetTypeHash

          (
              const TShaderTypePermutation < MetaS...
          )

          Public function

          uint64

           

          GetTypeHash

          (
              const FVirtualTextureLocalTile & T
          )

          Public function

          const FTypeL ...

           

          GetTypeLayoutDesc

          (
              const FPointerTableBase * PtrTa...,
              const FShader & Shader
          )

          Public function

          FIndexBuffer ...

           

          GetUnitCubeIndexBuffer()

          Unit cube index buffer

          Public function

          FVertexBuffe ...

           

          GetUnitCubeVertexBuffer()

          Unit cube vertex buffer (VertexDeclarationFVector4)

          Public function

          FVertexDecla ...

           

          GetVertexDeclarationFVector2()

          Public function

          FVertexDecla ...

           

          GetVertexDeclarationFVector3()

          Public function

          FVertexDecla ...

           

          GetVertexDeclarationFVector4()

          Public function Static

          void

           

          GetVertexFactoryParametersElementShaderBindings

          (
              EShaderFrequency ShaderFrequency,
              const FVertexFactoryShaderParameter ...,
              const FSceneInterface * Scene,
              const FSceneView * View,
              const FMeshMaterialShader * Sha...,
              const EVertexInputStreamType InputS...,
              ERHIFeatureLevel::Type FeatureLevel,
              const FVertexFactory * VertexFa...,
              const FMeshBatchElement & BatchElem...,
              FMeshDrawSingleShaderBindings & Sha...,
              FVertexInputStreamArray & VertexStr...
          )

          Public function Static

          const FTypeL ...

           

          GetVertexFactoryParametersLayout

          (
              EShaderFrequency ShaderFrequency
          )

          Public function

          bool

           

          GPUSceneUseTexture2D

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          void

           

          InitializeShaderHashCache()

          Initializes shader hash cache from IShaderFormatModules.

          Public function

          void

           

          InitializeShaderTypes()

          Initializes cached shader type data.

          Public function

          bool

           

          IsAnyForwardShadingEnabled

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns if ForwardShading or SimpleForwardShading is enabled. Only valid for the current platform.

          Public function

          bool

           

          IsForwardShadingEnabled

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns if ForwardShading is enabled.

          Public function

          bool

           

          IsHDRAllowed()

          Public function

          bool

           

          IsHDREnabled()

          Public function

          bool

           

          IsRayTracingEnabled()

          Returns `true_ when running on RT-capable machine and RT support is enabled for the project.

          Public function

          bool

           

          IsRDGDebugEnabled()

          Returns whether render graph runtime debugging is enabled.

          Public function

          bool

           

          IsRDGImmediateModeEnabled()

          Returns whether render graph is running in immediate mode.

          Public function

          bool

           

          IsRenderingThreadHealthy()

          Checks if the rendering thread is healthy and running, without crashing

          Public function

          bool

           

          IsSimpleForwardShadingEnabled

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          void

           

          IssueScalableLongGPUTask

          (
              FRHICommandListImmediate & RHICmdLi...,
              int32 NumIteration
          )

          Public function

          bool

           

          IsUsingAnisotropicBRDF

          (
              EShaderPlatform Platform
          )

          Public function

          bool

           

          IsUsingBasePassVelocity

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns whether the base pass should output to the velocity buffer is enabled for a given shader platform

          Public function

          bool

           

          IsUsingDBuffers

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns whether DBuffer decals are enabled for a given shader platform

          Public function

          bool

           

          IsUsingDistanceFields

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns whether distance fields are enabled for a given shader platform

          Public function

          bool

           

          IsUsingGBuffers

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns if the GBuffer is used. Only valid for the current platform.

          Public function

          bool

           

          IsUsingPerPixelDBufferMask

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          IsUsingSelectiveBasePassOutputs

          (
              const FStaticShaderPlatform Platfor...
          )

          Returns whether the base pass should use selective outputs for a given shader platform

          Public function

          bool

           

          LoadShaderSourceFile

          (
              const TCHAR * VirtualFilePath,
              EShaderPlatform ShaderPlatform,
              FString * OutFileContents,
              TArray < FShaderCompilerError >*...
          )

          Loads the shader file with the given name.

          Public function

          void

           

          LoadShaderSourceFileChecked

          (
              const TCHAR * VirtualFilePath,
              EShaderPlatform ShaderPlatform,
              FString & OutFileContents
          )

          Loads the shader file with the given name.

          Public function

          bool

           

          MaskedInEarlyPass

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          void

           

          MeasureLongGPUTaskExecutionTime

          (
              FRHICommandListImmediate & RHICmdLi...
          )

          Public function

          void

           

          MemcpyResource

          (
              FRHICommandList & RHICmdList,
              const ResourceType& DstBuffer,
              const ResourceType& SrcBuffer,
              uint32 NumBytes,
              uint32 DstOffset,
              uint32 SrcOffset
          )

          Public function

          void

           

          MemsetResource

          (
              FRHICommandList & RHICmdList,
              const ResourceType& DstBuffer,
              uint32 Value,
              uint32 NumBytes,
              uint32 DstOffset
          )

          Can store arbitrary data so long as it follows alignment restrictions.

          Public function

          bool

           

          MobileSupportsGPUScene

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          constexpr bo ...

           

          operator!

          (
              EVertexStreamUsage E
          )

          Public function

          constexpr bo ...

           

          operator!

          (
              ERDGInitialDataFlags E
          )

          Public function

          constexpr bo ...

           

          operator!

          (
              ERDGResourceFlags E
          )

          Public function

          constexpr bo ...

           

          operator!

          (
              ERDGPassFlags E
          )

          Public function

          bool

           

          operator!=

          (
              const FAllocatedVTDescription & Lhs,
              const FAllocatedVTDescription & Rhs
          )

          Public function

          bool

           

          operator!=

          (
              const TShaderRefBase < ShaderType0, ...,
              const TShaderRefBase < ShaderType1, ...
          )

          Public function

          bool

           

          operator!=

          (
              const FParameterAllocation & A,
              const FParameterAllocation & B
          )

          Public function

          bool

           

          operator!=

          (
              const FVirtualTextureProducerHandle ...,
              const FVirtualTextureProducerHandle ...
          )

          Public function

          bool

           

          operator!=

          (
              const FShaderCodeVendorExtension & ...,
              const FShaderCodeVendorExtension & ...
          )

          Public function

          bool

           

          operator!=

          (
              const FVirtualTextureLocalTile & Lh...,
              const FVirtualTextureLocalTile & Rh...
          )

          Public function

          constexpr ER ...

           

          operator&

          (
              ERDGPassFlags Lhs,
              ERDGPassFlags Rhs
          )

          Public function

          constexpr EV ...

           

          operator&

          (
              EVertexStreamUsage Lhs,
              EVertexStreamUsage Rhs
          )

          Public function

          constexpr ER ...

           

          operator&

          (
              ERDGInitialDataFlags Lhs,
              ERDGInitialDataFlags Rhs
          )

          Public function

          constexpr ER ...

           

          operator&

          (
              ERDGResourceFlags Lhs,
              ERDGResourceFlags Rhs
          )

          Public function

          EVertexStrea ...

           

          operator&=

          (
              EVertexStreamUsage & Lhs,
              EVertexStreamUsage Rhs
          )

          Public function

          ERDGInitialD ...

           

          operator&=

          (
              ERDGInitialDataFlags & Lhs,
              ERDGInitialDataFlags Rhs
          )

          Public function

          ERDGResource ...

           

          operator&=

          (
              ERDGResourceFlags & Lhs,
              ERDGResourceFlags Rhs
          )

          Public function

          ERDGPassFlag ...

           

          operator&=

          (
              ERDGPassFlags & Lhs,
              ERDGPassFlags Rhs
          )

          Public function

          constexpr EV ...

           

          operator^

          (
              EVertexStreamUsage Lhs,
              EVertexStreamUsage Rhs
          )

          Public function

          constexpr ER ...

           

          operator^

          (
              ERDGResourceFlags Lhs,
              ERDGResourceFlags Rhs
          )

          Public function

          constexpr ER ...

           

          operator^

          (
              ERDGInitialDataFlags Lhs,
              ERDGInitialDataFlags Rhs
          )

          Public function

          constexpr ER ...

           

          operator^

          (
              ERDGPassFlags Lhs,
              ERDGPassFlags Rhs
          )

          Public function

          EVertexStrea ...

           

          operator^=

          (
              EVertexStreamUsage & Lhs,
              EVertexStreamUsage Rhs
          )

          Public function

          ERDGInitialD ...

           

          operator^=

          (
              ERDGInitialDataFlags & Lhs,
              ERDGInitialDataFlags Rhs
          )

          Public function

          ERDGResource ...

           

          operator^=

          (
              ERDGResourceFlags & Lhs,
              ERDGResourceFlags Rhs
          )

          Public function

          ERDGPassFlag ...

           

          operator^=

          (
              ERDGPassFlags & Lhs,
              ERDGPassFlags Rhs
          )

          Public function

          constexpr EV ...

           

          operator|

          (
              EVertexStreamUsage Lhs,
              EVertexStreamUsage Rhs
          )

          Public function

          constexpr ER ...

           

          operator|

          (
              ERDGInitialDataFlags Lhs,
              ERDGInitialDataFlags Rhs
          )

          Public function

          constexpr ER ...

           

          operator|

          (
              ERDGResourceFlags Lhs,
              ERDGResourceFlags Rhs
          )

          Public function

          constexpr ER ...

           

          operator|

          (
              ERDGPassFlags Lhs,
              ERDGPassFlags Rhs
          )

          Public function

          ERDGResource ...

           

          operator|=

          (
              ERDGResourceFlags & Lhs,
              ERDGResourceFlags Rhs
          )

          Public function

          EVertexStrea ...

           

          operator|=

          (
              EVertexStreamUsage & Lhs,
              EVertexStreamUsage Rhs
          )

          Public function

          ERDGInitialD ...

           

          operator|=

          (
              ERDGInitialDataFlags & Lhs,
              ERDGInitialDataFlags Rhs
          )

          Public function

          ERDGPassFlag ...

           

          operator|=

          (
              ERDGPassFlags & Lhs,
              ERDGPassFlags Rhs
          )

          Public function

          constexpr EV ...

           

          operator~

          (
              EVertexStreamUsage E
          )

          Public function

          constexpr ER ...

           

          operator~

          (
              ERDGInitialDataFlags E
          )

          Public function

          constexpr ER ...

           

          operator~

          (
              ERDGResourceFlags E
          )

          Public function

          constexpr ER ...

           

          operator~

          (
              ERDGPassFlags E
          )

          Public function

          bool

           

          operator==

          (
              const FShaderCodeVendorExtension & ...,
              const FShaderCodeVendorExtension & ...
          )

          Public function

          bool

           

          operator==

          (
              const FParameterAllocation & A,
              const FParameterAllocation & B
          )

          Public function

          bool

           

          operator==

          (
              const FVirtualTextureProducerHandle ...,
              const FVirtualTextureProducerHandle ...
          )

          Public function

          bool

           

          operator==

          (
              const TShaderRefBase < ShaderType0, ...,
              const TShaderRefBase < ShaderType1, ...
          )

          Public function

          bool

           

          operator==

          (
              const FVirtualTextureLocalTile & Lh...,
              const FVirtualTextureLocalTile & Rh...
          )

          Public function

          bool

           

          operator==

          (
              const FAllocatedVTDescription & Lhs,
              const FAllocatedVTDescription & Rhs
          )

          Public function

          FString

           

          ParseVirtualShaderFilename

          (
              const FString & InFilename
          )

          Converts an absolute or relative shader filename to a filename relative to the shader directory.

          Public function

          bool

           

          PlatformRequires128bitRT

          (
              EPixelFormat PixelFormat
          )

          Note, this should only be used when a platform requires special shader compilation for 32 bit pixel format render targets.

          Public function

          bool

           

          PlatformSupportsSimpleForwardShading

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          void

           

          QuantizeSceneBufferSize

          (
              const FIntPoint & InBufferSize,
              FIntPoint & OutBufferSize
          )

          Takes the requested buffer size and quantizes it to an appropriate size for the rest of the rendering pipeline.

          Public function

          FRDGTextureR ...

           

          RegisterExternalTextureWithFallback

          (
              FRDGBuilder & GraphBuilder,
              const TRefCountPtr < IPooledRenderTa ...,
              const TRefCountPtr < IPooledRenderTa ...,
              const TCHAR * ExternalPooledTex...
          )

          Register external texture with fallback if the resource is invalid.

          Public function

          void

           

          ReleaseResourceAndFlush

          (
              FRenderResource * Resource
          )

          Sends a message to the rendering thread to release a resource, and spins until the rendering thread has processed the message.

          Public function

          void

           

          RenderUtilsInit()

          Public function

          bool

           

          ReplaceVirtualFilePathForShaderPlatform

          (
              FString & InOutVirtualFilePath,
              EShaderPlatform ShaderPlatform
          )

          Replaces virtual platform path with appropriate path for a given ShaderPlatform.

          Public function

          void

           

          ResetAllShaderSourceDirectoryMappings()

          Hook for shader compile worker to reset the directory mappings.

          Public function

          bool

           

          ResizeResourceIfNeeded

          (
              FRHICommandList & RHICmdList,
              ResourceType& Texture,
              uint32 NumBytes,
              const TCHAR * DebugName
          )

          Public function

          void

           

          RestoreGlobalShaderMap

          (
              const FGlobalShaderBackupData & Glo...
          )

          Recreates shaders in the global shader map from the serialized memory.

          Public function

          void

           

          SerializeUniformBufferInfo

          (
              FShaderSaveArchive & Ar,
              const TMap < const TCHAR *, FCac ...
          )

          Records information about all the uniform buffer layouts referenced by UniformBufferEntries.

          Public function

          void

           

          SetLocalUniformBufferParameter

          (
              FRHICommandList & RHICmdList,
              const TShaderRHIRef& Shader,
              const FShaderUniformBufferParameter ...,
              const FLocalUniformBuffer & LocalUn...
          )

          Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct.

          Public function

          void

           

          SetPixelShaderBool

          (
              FRHICommandList & RHICmdList,
              FRHIPixelShader * PixelShader,
              const FShaderParameter & Parameter,
              bool Value
          )

          Please use integer values for boolean shader parameters instead.

          Public function

          void

           

          SetRHIThreadEnabled

          (
              bool bEnableDedicatedThread,
              bool bEnableRHIOnTaskThreads
          )

          Public function

          void

           

          SetSamplerParameter

          (
              TRHICmdList& RHICmdList,
              TRHIShader* Shader,
              const FShaderResourceParameter & Pa...,
              FRHISamplerState * SamplerState...
          )

          Sets the value of a shader sampler parameter. Template'd on shader type.

          Public function

          void

           

          SetShaderParameters

          (
              TRHICmdList& RHICmdList,
              const TShaderRef < TShaderClass >& ...,
              TShaderRHI* ShadeRHI,
              const typename TShaderClass::FParam...
          )

          Set shader's parameters from its parameters struct.

          Public function

          void

           

          SetShaderUAVs

          (
              TRHICmdList& RHICmdList,
              const TShaderRef < TShaderClass >& ...,
              FRHIPixelShader * ShadeRHI,
              const typename TShaderClass::FParam...
          )

          Public function

          void

           

          SetShaderUAVs

          (
              TRHICmdList& RHICmdList,
              const TShaderRef < TShaderClass >& ...,
              FRHIComputeShader * ShadeRHI,
              const typename TShaderClass::FParam...
          )

          Public function

          void

           

          SetShaderUAVs

          (
              TRHICmdList& RHICmdList,
              const TShaderRef < TShaderClass >& ...,
              TShaderRHI* ShadeRHI,
              const typename TShaderClass::FParam...
          )

          Set compute shader UAVs.

          Public function

          void

           

          SetShaderValue

          (
              TRHICmdList& RHICmdList,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              const ParameterType& Value,
              uint32 ElementIndex
          )

          Sets the value of a shader parameter.

          Public function

          void

           

          SetShaderValue

          (
              FRHICommandList & RHICmdList,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              bool Value,
              uint32 ElementIndex
          )

          Please use integer values for boolean shader parameters instead.

          Public function

          void

           

          SetShaderValue

          (
              FRHIComputeCommandList & RHICmdList,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              bool Value,
              uint32 ElementIndex
          )

          Please use integer values for boolean shader parameters instead.

          Public function

          void

           

          SetShaderValue

          (
              FRHICommandListImmediate & RHICmdLi...,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              bool Value,
              uint32 ElementIndex
          )

          Please use integer values for boolean shader parameters instead.

          Public function

          void

           

          SetShaderValueArray

          (
              TRHICmdList& RHICmdList,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              const ParameterType* Values,
              uint32 NumElements,
              uint32 BaseElementIndex
          )

          Sets the value of a shader parameter array.

          Public function

          void

           

          SetShaderValueArray

          (
              TRHICmdList& RHICmdList,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              const bool * Values,
              uint32 NumElements,
              uint32 BaseElementIndex
          )

          Specialization of the above for C++ bool type.

          Public function

          void

           

          SetShaderValueOnContext

          (
              IRHICommandContext & RHICmdListCont...,
              const ShaderRHIParamRef& Shader,
              const FShaderParameter & Parameter,
              const ParameterType& Value,
              uint32 ElementIndex
          )

          Public function

          void

           

          SetSRVParameter

          (
              TRHICmdList& RHICmdList,
              const TRefCountPtr < TRHIShader >& ...,
              const FShaderResourceParameter & Pa...,
              FRHIShaderResourceView * NewSha...
          )

          Public function

          void

           

          SetSRVParameter

          (
              TRHICmdList& RHICmdList,
              TRHIShader* Shader,
              const FShaderResourceParameter & Pa...,
              FRHIShaderResourceView * NewSha...
          )

          Sets the value of a shader resource view parameter Template'd on shader type (e.g. pixel shader or compute shader).

          Public function

          void

           

          SetTextureParameter

          (
              TRHICmdList& RHICmdList,
              TRHIShader* Shader,
              const FShaderResourceParameter & Pa...,
              FRHITexture * NewTextureRHI
          )

          Sets the value of a shader surface parameter (e.g. to access MSAA samples).

          Public function

          void

           

          SetTextureParameter

          (
              TRHICmdList& RHICmdList,
              TRHIShader* Shader,
              const FShaderResourceParameter & Te...,
              const FShaderResourceParameter & Sa...,
              const FTexture * Texture,
              uint32 ElementIndex
          )

          Sets the value of a shader texture parameter. Template'd on shader type

          Public function

          void

           

          SetTextureParameter

          (
              TRHICmdList& RHICmdList,
              TRHIShader* Shader,
              const FShaderResourceParameter & Te...,
              const FShaderResourceParameter & Sa...,
              FRHISamplerState * SamplerState...,
              FRHITexture * TextureRHI,
              uint32 ElementIndex
          )

          Sets the value of a shader texture parameter. Template'd on shader type.

          Public function

          void

           

          SetUAVParameter

          (
              TRHICmdList& RHICmdList,
              FRHIComputeShader * ComputeShad...,
              const FShaderResourceParameter & Pa...,
              FRHIUnorderedAccessView * NewUn...
          )

          Sets the value of a unordered access view parameter

          Public function

          void

           

          SetUAVParameter

          (
              TRHICmdList& RHICmdList,
              FRHIPixelShader * PixelShader,
              const FShaderResourceParameter & Pa...,
              FRHIUnorderedAccessView * NewUn...
          )

          Sets the value of a unordered access view parameter

          Public function

          bool

           

          SetUAVParameterIfCS

          (
              TRHICmdList& RHICmdList,
              FRHIVertexShader * Shader,
              const FShaderResourceParameter & UA...,
              FRHIUnorderedAccessView * UAV
          )

          Public function

          bool

           

          SetUAVParameterIfCS

          (
              TRHICmdList& RHICmdList,
              FRHIHullShader * Shader,
              const FShaderResourceParameter & UA...,
              FRHIUnorderedAccessView * UAV
          )

          Public function

          bool

           

          SetUAVParameterIfCS

          (
              TRHICmdList& RHICmdList,
              FRHIGeometryShader * Shader,
              const FShaderResourceParameter & UA...,
              FRHIUnorderedAccessView * UAV
          )

          Public function

          bool

           

          SetUAVParameterIfCS

          (
              TRHICmdList& RHICmdList,
              FRHIComputeShader * Shader,
              const FShaderResourceParameter & UA...,
              FRHIUnorderedAccessView * UAV
          )

          Public function

          bool

           

          SetUAVParameterIfCS

          (
              TRHICmdList& RHICmdList,
              FRHIDomainShader * Shader,
              const FShaderResourceParameter & UA...,
              FRHIUnorderedAccessView * UAV
          )

          Public function

          bool

           

          SetUAVParameterIfCS

          (
              TRHICmdList& RHICmdList,
              FRHIPixelShader * Shader,
              const FShaderResourceParameter & UA...,
              FRHIUnorderedAccessView * UAV
          )

          Public function

          void

           

          SetUniformBufferParameter

          (
              TRHICmdList& RHICmdList,
              const TShaderRHIRef& Shader,
              const FShaderUniformBufferParameter ...,
              FRHIUniformBuffer * UniformBuff...
          )

          Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct.

          Public function

          void

           

          SetUniformBufferParameter

          (
              TRHICmdList& RHICmdList,
              const TShaderRHIRef& Shader,
              const TShaderUniformBufferParameter ...,
              const TUniformBufferRef < TBufferStr...
          )

          Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct.

          Public function

          void

           

          SetUniformBufferParameter

          (
              TRHICmdList& RHICmdList,
              const TShaderRHIRef& Shader,
              const TShaderUniformBufferParameter ...,
              const TUniformBuffer < TBufferStruct...
          )

          Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct.

          Public function

          void

           

          SetUniformBufferParameterImmediate

          (
              FRHICommandList & RHICmdList,
              const TShaderRHIRef& Shader,
              const TShaderUniformBufferParameter ...,
              const TBufferStruct& UniformBuffer...
          )

          Sets the value of a shader uniform buffer parameter to a value of the struct.

          Public function

          void

           

          SetUniformBufferParameterImmediate

          (
              TRHICmdList& RHICmdList,
              const TShaderRHIRef& Shader,
              const TShaderUniformBufferParameter ...,
              const TBufferStruct& UniformBuffer...
          )

          Sets the value of a shader uniform buffer parameter to a value of the struct.

          Public function

          void

           

          ShaderMapAppendKeyString

          (
              EShaderPlatform Platform,
              FString & KeyString
          )

          Appends to KeyString for all shaders.

          Public function

          bool

           

          ShouldCompileRayTracingShadersForProject

          (
              EShaderPlatform ShaderPlatform
          )

          Public function

          bool

           

          ShouldExportShaderDebugInfo

          (
              EShaderPlatform Platform
          )

          Returns true if debug information should be exported to separate files for a given platform .

          Public function

          bool

           

          ShouldKeepShaderDebugInfo

          (
              EShaderPlatform Platform
          )

          Returns true if debug information should be kept for a given platform.

          Public function

          void

           

          StartBatchedRelease()

          Enables the batching of calls to BeginReleaseResource This is called in the game thread.

          Public function

          void

           

          StartRenderCommandFenceBundler()

          Public function

          void

           

          StartRenderingThread()

          Starts the rendering thread.

          Public function

          void

           

          StopRenderCommandFenceBundler()

          Public function

          void

           

          StopRenderingThread()

          Stops the rendering thread.

          Public function

          void

           

          TickRenderingTickables()

          Public function

          void

           

          UninitializeShaderTypes()

          Uninitializes cached shader type data.

          Public function

          void

           

          UnsetShaderUAVs

          (
              TRHICmdList& RHICmdList,
              const TShaderRef < TShaderClass >& ...,
              FRHIComputeShader * ShadeRHI
          )

          Unset compute shader UAVs.

          Public function

          bool

           

          UseGPUScene

          (
              const FStaticShaderPlatform Platfor...,
              const FStaticFeatureLevel FeatureLe...
          )

          Public function

          bool

           

          UseVirtualTexturing

          (
              const FStaticFeatureLevel InFeature...,
              const ITargetPlatform * TargetP...
          )

          Checks if virtual texturing enabled and supported

          Public function

          void

           

          ValidateShaderParameters

          (
              const TShaderRef < TShaderClass >& ...,
              const typename TShaderClass::FParam...
          )

          Public function

          void

           

          ValidateShaderParameters

          (
              const TShaderRef < FShader >& Shade...,
              const FShaderParametersMetadata ...,
              const void * Parameters
          )

          Validates that all resource parameters of a shader are set.

          Public function

          void

           

          ValidateStaticUniformBuffer

          (
              FRHIUniformBuffer * UniformBuff...,
              FUniformBufferStaticSlot Slot,
              uint32 ExpectedHash
          )

          Validates that the uniform buffer at the requested static slot.

          Public function

          void

           

          VerifyShaderSourceFiles

          (
              EShaderPlatform ShaderPlatform
          )

          Kick off SHA verification for all shader source files

          Public function

          bool

           

          VTRequestPageStatus_HasData

          (
              EVTRequestPageStatus InStatus
          )

          Check to see there is data available (possibly requiring waiting) given the current status

          Variables

          Name Description

          Public variable

          FTexture *

           

          GBlackAlpha1VolumeTexture

          A global black volume texture, with alpha=1.

          Public variable

          FTexture *

           

          GBlackArrayTexture

          A global black array texture.

          Public variable

          FTexture *

           

          GBlackCubeArrayTexture

          A global black cube array texture.

          Public variable

          FTexture *

           

          GBlackTexture

          A global black texture.

          Public variable

          FTexture *

           

          GBlackTextureCube

          A global black cube texture.

          Public variable

          FTexture *

           

          GBlackTextureDepthCube

          A global black cube depth texture.

          Public variable

          FTextureWithSRV ...

           

          GBlackTextureWithSRV

          Public variable

          FTextureWithSRV ...

           

          GBlackTextureWithUAV

          Public variable

          FTexture *

           

          GBlackUintTexture

          A global black texture

          Public variable

          FTexture *

           

          GBlackUintVolumeTexture

          A global black volume texture

          Global black volume texture resource.

          Public variable

          FTexture *

           

          GBlackVolumeTexture

          A global black volume texture.

          Global black volume texture resource.

          Public variable

          TGlobalResource ...

           

          GClearVertexBuffer

          Public variable

          TGlobalResource ...

           

          GCubeIndexBuffer

          Public variable

          const uint16 [36...

           

          GCubeIndices

          The indices for drawing a cube.

          Public variable

          const uint32

           

          GDiffuseConvolveMipLevel

          4: 8x8 cubemap resolution, shader needs to use the same value as preprocessing

          Public variable

          FVertexBufferWi ...

           

          GEmptyVertexBufferWithUAV

          Public variable

          TGlobalResource ...

           

          GEmptyVertexDeclaration

          Public variable

          float

           

          GEnableMipLevelFading

          Whether to enable mip-level fading or not: +1.0f if enabled, -1.0f if disabled.

          Public variable

          TGlobalResource ...

           

          GFilterVertexDeclaration

          Public variable

          uint32

           

          GGameThreadTime

          How many cycles the gamethread used (excluding idle time).

          Public variable

          int32

           

          GGlobalBufferNumFramesUnusedThresold

          Number of frames after which unused global resource allocations will be discarded.

          Public variable

          FGlobalShaderMa ...

           

          GGlobalShaderMap

          The global shader map.

          Public variable

          FInputLatencyTi ...

           

          GInputLatencyTimer

          Global input latency timer. Defined in UnrealClient.cpp

          Public variable

          bool

           

          GIsThreadedRendering

          Render thread API.

          Public variable

          const int32

           

          GlobalShaderMapId

          Used to identify the global shader map in compile queues.

          Public variable

          TAtomic < bool >

           

          GMainThreadBlockedOnRenderThread

          Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands.

          Public variable

          TGlobalResource ...

           

          GMediaVertexDeclaration

          Public variable

          FTexture *

           

          GMipColorTexture

          A global texture that has a different solid color in each mip-level.

          Public variable

          int32

           

          GMipColorTextureMipLevels

          Number of mip-levels in 'GMipColorTexture'

          Public variable

          FMipFadeSetting ...

           

          GMipFadeSettings

          Global mip fading settings, indexed by EMipFadeSettings.

          Public variable

          TGlobalResource ...

           

          GNullColorVertexBuffer

          The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component.

          Public variable

          bool

           

          GPauseRenderingRealtimeClock

          Whether to pause the global realtime clock for the rendering thread (read and write only on main thread).

          Public variable

          FPixelFormatInf ...

           

          GPixelFormats

          Public variable

          TGlobalResource ...

           

          GPrimitiveIdDummy

          Public variable

          FTimer

           

          GRenderingRealtimeClock

          Global realtime clock for the rendering thread.

          Public variable

          TGlobalResource ...

           

          GRenderTargetPool

          The global render targets for easy shading.

          The global render targets pool.

          Public variable

          uint32 [ERenderT...

           

          GRenderThreadIdle

          Accumulates how many cycles the renderthread has been idle. It's defined in RenderingThread.cpp.

          Public variable

          uint32 [ERenderT...

           

          GRenderThreadNumIdle

          Accumulates how times renderthread was idle. It's defined in RenderingThread.cpp.

          Public variable

          uint32

           

          GRenderThreadTime

          How many cycles the renderthread used (excluding idle time).

          Public variable

          uint32

           

          GRHIThreadTime

          How many cycles the rhithread used (excluding idle time).

          Public variable

          TGlobalResource ...

           

          GScreenRectangleIndexBuffer

          Public variable

          TGlobalResource ...

           

          GScreenRectangleVertexBuffer

          Public variable

          TGlobalResource ...

           

          GScreenSpaceVertexBuffer

          Public variable

          uint32

           

          GSwapBufferTime

          How many cycles it took to swap buffers to present the frame.

          Public variable

          TGlobalResource ...

           

          GTileVertexDeclaration

          Public variable

          TGlobalResource ...

           

          GTwoTrianglesIndexBuffer

          Public variable

          bool

           

          GUseThreadedRendering

          Whether the rendering thread should be created or not.

          Public variable

          TGlobalResource ...

           

          GVisualizeTexture

          The global render targets for easy shading.

          Public variable

          FTexture *

           

          GWhiteTexture

          A global white texture.

          Public variable

          FTexture *

           

          GWhiteTextureCube

          A global white cube texture.

          Public variable

          FTextureWithSRV ...

           

          GWhiteTextureWithSRV

          Public variable

          FVertexBufferWi ...

           

          GWhiteVertexBufferWithSRV

          Public variable

          const int32

           

          kUniqueShaderPermutationId

          Public variable

          Trace::FChannel

           

          RenderCommandsChannel

          Render commands.

          Public variable

          const int32

           

          ShaderCompileWorkerInputVersion

          This is for the protocol, not the data, bump if FShaderCompilerInput or ProcessInputFromArchive changes.

          Public variable

          const int32

           

          ShaderCompileWorkerOutputVersion

          This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes.

          Public variable

          const int32

           

          ShaderCompileWorkerPipelineJobHeader

          This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes.

          Public variable

          const int32

           

          ShaderCompileWorkerSingleJobHeader

          This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes.

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

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