description: Compute the number of groups to dispatch and allow wrapping to Y and Z dimension if X group count overflows. Calculate the linear group index as (or use GetUnWrappedDispatchGroupId(GroupId) in ComputeShaderUtils.ush): uint LinearGroupId = GroupId.X + (GroupId.Z * WrappedGroupStride + GroupId.Y) * WrappedGroupStride; Note that you must use an early out because LinearGroupId may be larger than the ideal due to wrapping.

code: namespace FComputeShaderUtils { FIntVector FComputeShaderUtils::GetGroupCountWrapped ( const int32 ThreadCount, const int32 GroupSize ) }


description: Ideal size of group size 8x8 to occupy at least an entire wave on GCN, two warp on Nvidia.

module: RenderCore

code: namespace FComputeShaderUtils { static constexpr int32 FComputeShaderUtils::kGolden2DGroupSize = 8; }


code: namespace FComputeShaderUtils { namespace Private { template<typename TShaderClass> void FComputeShaderUtils::Private::PrepareDispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const typename TShaderClass::FParameters & Parameters ) } }


code: namespace FComputeShaderUtils { namespace Private { template<typename TShaderClass> void FComputeShaderUtils::Private::AfterDispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader ) } }


code: namespace FComputeShaderUtils { namespace Private { template<typename TShaderClass> void FComputeShaderUtils::Private::PrepareDispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * ParametersMetadata, const typename TShaderClass::FParameters & Parameters ) } }


code: namespace FComputeShaderUtils { void FComputeShaderUtils::ValidateGroupCount ( const FIntVector & GroupCount ) }


code: namespace FComputeShaderUtils { void FComputeShaderUtils::ValidateIndirectArgsBuffer ( const FRDGBufferRef IndirectArgsBuffer, uint32 IndirectArgOffset ) }


description: Constant stride used when wrapping too large 1D dispatches using GetGroupCountWrapped, selected as 128 appears to be the lowest common denominator for mobile (GLES 3.1). For PC (with ~64k groups / dimension) this yields ~8M groups (500M threads @ group size 64) before even wrapping into Z. NOTE: this value must match WRAPPED_GROUP_STRIDE in ComputeShaderUtils.ush

code: namespace FComputeShaderUtils { static constexpr int32 FComputeShaderUtils::WrappedGroupStride = 128; }


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: namespace FComputeShaderUtils { void FComputeShaderUtils::ValidateIndirectArgsBuffer ( uint32 IndirectArgsBufferSize, uint32 IndirectArgOffset ) }


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: Alignment

code: static Alignment = 16;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: TAlignedType

code: typedef FParameters TAlignedType


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

InputSampler

type: TShaderResource...

RenderTargets

type: FRenderTargetBi...


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FCopyRectPS\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FCopyRectPS](API\Runtime\RenderCore\FCopyRectPS) >::Type InternalBaseType


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FCopyRectPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FCopyRectPS

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

code: class FCopyRectPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void Dispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const [CopyTextureCS::DispatchContext](API\Runtime\RenderCore\DispatchContext) & Context, FIntVector const & SrcOffset, FIntVector const & DstOffset, FIntVector const & Dimensions )


code: const [FShaderResourceParameter](API\Runtime\RenderCore\FShaderResourceParameter) & GetDstResourceParam()


code: const [FShaderResourceParameter](API\Runtime\RenderCore\FShaderResourceParameter) & GetSrcResourceParam()


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FCopyTextureCS](API\Runtime\RenderCore\FCopyTextureCS) >::Type InternalBaseType


description: InternalLinkType<COUNTER-CounterBase >


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: template<typename ShaderType> static TShaderRef< [FCopyTextureCS](API\Runtime\RenderCore\FCopyTextureCS) > SelectShader ( [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, [CopyTextureCS::DispatchContext](API\Runtime\RenderCore\DispatchContext) & OutContext )


code: template<ECopyTextureResourceType SrcType, ECopyTextureResourceType DstType> static TShaderRef< [FCopyTextureCS](API\Runtime\RenderCore\FCopyTextureCS) > SelectShader ( [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, ECopyTextureValueType ValueType, [CopyTextureCS::DispatchContext](API\Runtime\RenderCore\DispatchContext) & OutContext )


code: template<ECopyTextureResourceType SrcType> static TShaderRef< [FCopyTextureCS](API\Runtime\RenderCore\FCopyTextureCS) > SelectShader ( [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, ECopyTextureResourceType DstType, ECopyTextureValueType ValueType, [CopyTextureCS::DispatchContext](API\Runtime\RenderCore\DispatchContext) & OutContext )


code: static TShaderRef< [FCopyTextureCS](API\Runtime\RenderCore\FCopyTextureCS) > SelectShader ( [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, ECopyTextureResourceType SrcType, ECopyTextureResourceType DstType, ECopyTextureValueType ValueType, [CopyTextureCS::DispatchContext](API\Runtime\RenderCore\DispatchContext) & OutContext )


code: FCopyTextureCS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FCopyTextureCS

code: class FCopyTextureCS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)

DimensionsParam

type: FShaderParamete...

DstResourceParam

type: FShaderResource...


className: FOnFlushRenderingCommandsEnd

code: typedef TMulticastDelegate_NoParams< void > FOnFlushRenderingCommandsEnd


className: FOnFlushRenderingCommandsStart

code: typedef TMulticastDelegate_NoParams< void > FOnFlushRenderingCommandsStart


className: FCoreRenderDelegates

code: class FCoreRenderDelegates


description: Initialize the RHI for this rendering resource

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FCubeIndexBuffer

code: class FCubeIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)


code: virtual ~FDeferredCleanupInterface()


className: FDeferredCleanupInterface

description: The base class of objects that need to defer deletion until the render command queue has been flushed.

code: class FDeferredCleanupInterface


className: FDeprecatedSerializedPackedNormal

code: class FDeprecatedSerializedPackedNormal


description: Whether we can merge a render pass using Other into a render pass using this depth stencil binding.

code: bool CanMergeBefore ( const [FDepthStencilBinding](API\Runtime\RenderCore\FDepthStencilBinding) & Other ) const


code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * GetTexture() const


code: void SetDepthLoadAction ( ERenderTargetLoadAction InAction )


code: void SetDepthStencilAccess ( [FExclusiveDepthStencil](API\Runtime\RHI\FExclusiveDepthStencil) InAccess )


code: void SetTexture ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture )


code: void SetStencilLoadAction ( ERenderTargetLoadAction InAction )


code: FDepthStencilBinding ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture, ERenderTargetLoadAction InDepthLoadAction, [FExclusiveDepthStencil](API\Runtime\RHI\FExclusiveDepthStencil) InDepthStencilAccess )


description: Notes: Load and store action are on explicit without default values, to force the user to not forget one of these.

code: FDepthStencilBinding ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture, ERenderTargetLoadAction InDepthLoadAction, ERenderTargetLoadAction InStencilLoadAction, [FExclusiveDepthStencil](API\Runtime\RHI\FExclusiveDepthStencil) InDepthStencilAccess )


className: FDepthStencilBinding

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

code: struct FDepthStencilBinding


className: FDisplayInformation

code: struct FDisplayInformation

bHDRSupported

type: bool

DesktopCoordinates

type: FIntRect


className: FDummyResolveParameter

code: struct FDummyResolveParameter


description: Deprecated* Lock now requires a command list.

code: void Lock()


code: void Lock ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: void Unlock()


description: Unocks the buffer so the GPU may read from it.

code: void Unlock ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FDynamicAllocReadBuffer

code: struct FDynamicAllocReadBuffer : public [FDynamicReadBuffer](API\Runtime\RHI\FDynamicReadBuffer)

NumFramesUnused

description: Number of successive frames for which AllocatedByteCount == 0.

SubAllocations

type: TArray< FShader...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FEmptyShaderParameters](API\Runtime\RenderCore\FEmptyShaderParameters) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzLastMemberId

code: typedef zzFirstMemberId zzLastMemberId


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FEmptyShaderParameters

description: An empty shader parameter structure ready to be used anywhere.

code: class FEmptyShaderParameters


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


className: FEmptyVertexDeclaration

description: The empty vertex declaration resource type.

code: class FEmptyVertexDeclaration : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

VertexDeclarationRHI

type: FVertexDeclarat...


description: Destructor.

code: virtual ~FEmptyVertexDeclaration()


className: FExtraShaderCompilerSettings

description: Additional compilation settings that can be configured by eachFMaterialinstance before compilation

code: struct FExtraShaderCompilerSettings

OfflineCompilerPath

type: FString


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FFillTextureCS](API\Runtime\RenderCore\FFillTextureCS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FFillTextureCS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FFillTextureCS

description: Compute shader for writing values

code: class FFillTextureCS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


className: FFilterVertex

description: The vertex data used to filter a texture.

code: struct FFilterVertex


code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: virtual void ReleaseRHI()


description: Destructor.

code: virtual ~FFilterVertexDeclaration()


className: FFilterVertexDeclaration

description: The filter vertex declaration resource type.

code: class FFilterVertexDeclaration : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


className: FGBufferBinding

code: struct FGBufferBinding

Flags

type: ETextureCreateF...

Format

type: EPixelFormat


className: FGBufferCompressionInfo

code: struct FGBufferCompressionInfo

DecodeFuncName

type: const TCHAR ...

Type

type: EGBufferCompres...


className: FGBufferBindings

description: Describes the bindings of the GBuffer for a given layout.

code: struct FGBufferBindings

GBufferA

type: FGBufferBinding


className: MaxTargets

code: static const int MaxTargets = 8;


className: MaxPacking

code: static const int MaxPacking = 8;


className: FGBufferInfo

code: struct FGBufferInfo

Slots

type: FGBufferItem[GB...

Targets

type: FGBufferTarget[...


code: FGBufferItem ( EGBufferSlot InBufferSlot, EGBufferCompression InCompression, EGBufferChecker InChecker )


className: FGBufferItem

description: The texture positions in the GBuffer

code: struct FGBufferItem

BufferSlot

type: EGBufferSlot

Checker

type: EGBufferChecker

Packing

type: FGBufferPacking...


description: If we pass in 2 values, it means we use the entire channel

code: FGBufferPacking ( int32 InTargetIndex, int32 InSrcChannelIndex, int32 InDstChannelIndex )


description: If we pass in 4 values, it means we also need to pack the bits

code: FGBufferPacking ( int32 InTargetIndex, int32 InSrcChannelIndex, int32 InDstChannelIndex, int32 InSrcBitStart, int32 InDstBitStart, int32 InBitNum )


className: FGBufferPacking

code: struct FGBufferPacking


code: bool operator== ( const [FGBufferParams](API\Runtime\RenderCore\FGBufferParams) & RHS ) const


code: bool operator!= ( const [FGBufferParams](API\Runtime\RenderCore\FGBufferParams) & RHS ) const


className: FGBufferParams

code: struct FGBufferParams

ShaderPlatform

type: EShaderPlatform


code: void Init ( EGBufferType InTargetType, [FString](API\Runtime\Core\Containers\FString) InTargetName, bool bInIsSrgb, bool bInIsRenderTargetable, bool bInIsShaderResource, bool bInIsUsingExtraFlags )


code: bool operator== ( const [FGBufferTarget](API\Runtime\RenderCore\FGBufferTarget) & Rhs ) const


className: FGBufferTarget

code: struct FGBufferTarget

TargetType

type: EGBufferType


description: Deprecated* This function now requires a ERHIFeatureLevel argument. You can obtain the correct Feature Level from a Scene or View.

code: static void Execute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef Texture, [FGenerateMipsParams](API\Runtime\RenderCore\FGenerateMipsParams) Params, EGenerateMipsPass Pass )


code: static void Execute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler, EGenerateMipsPass Pass )


description: (ES3.1+) Generates mips for the requested RHI texture using the feature-level appropriate means (Compute, Raster, or Fixed-Function).

code: static void Execute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, FRDGTextureRef Texture, [FGenerateMipsParams](API\Runtime\RenderCore\FGenerateMipsParams) Params, EGenerateMipsPass Pass )


description: (SM5+) Generates mips for the requested RDG texture using the requested compute / raster pass.

code: static void Execute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler, EGenerateMipsPass Pass )


code: static void ExecuteCompute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler )


code: static void ExecuteCompute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler )


code: static void ExecuteCompute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler, FRDGBufferRef ConditionBuffer, uint32 Offset )


description: (SM5+) Generate mips for the requested RDG texture using the compute pass conditionally. if( uint(ConditionBuffer[Offset]) > 0) Execute(...)

code: static void ExecuteCompute ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler, FRDGBufferRef ConditionBuffer, uint32 Offset )


code: static void ExecuteRaster ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler )


code: static void ExecuteRaster ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, FRDGTextureRef Texture, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * Sampler )


code: static bool WillFormatSupportCompute ( EPixelFormat InPixelFormat )


className: FGenerateMips

code: class FGenerateMips


className: FGenerateMipsParams

code: struct FGenerateMipsParams

AddressU

type: ESamplerAddress...

Filter

type: ESamplerFilter


code: [FGlobalBoundShaderStateWorkArea](API\Runtime\RenderCore\FGlobalBoundShaderStateWorkArea) ** GetPtr ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: [FGlobalBoundShaderStateWorkArea](API\Runtime\RenderCore\FGlobalBoundShaderStateWorkArea) * Get ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FGlobalBoundShaderState

code: struct FGlobalBoundShaderState


className: FGlobalBoundShaderStateArgs

code: struct FGlobalBoundShaderStateArgs

GeometryShader

type: FShader*

VertexDeclarationRHI

type: FRHIVertexDecla...


description: The list of global bound shader states.

code: static [TLinkedList](API\Runtime\Core\Containers\TLinkedList)< [FGlobalBoundShaderStateResource](API\Runtime\RenderCore\FGlobalBoundShaderStateResource) * > *& GetGlobalBoundShaderStateList()


description: Initialization constructor.

code: FGlobalBoundShaderStateResource()


description: Destructor.


className: FGlobalBoundShaderStateResource

description: Encapsulates a global bound shader state resource.

code: class FGlobalBoundShaderStateResource : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


className: FGlobalBoundShaderStateWorkArea

code: struct FGlobalBoundShaderStateWorkArea

Args

type: FGlobalBoundSha...


code: FGlobalBoundShaderStateWorkArea()


description:
Helper function to allocate.
an FAllocation with information regarding the allocated memory.

code: template<typename IndexType> [FAllocationEx](API\Runtime\RenderCore\FGlobalDynamicIndexBuffer\FAllocationEx) Allocate ( uint32 NumIndices )


description:
Allocates space in the global index buffer.
An FAllocation with information regarding the allocated memory.

code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicIndexBuffer\FAllocation) Allocate ( uint32 NumIndices, uint32 IndexStride )


description: Commits allocated memory to the GPU. WARNING: Once this buffer has been committed to the GPU, allocations remain valid only until the next call to Allocate!

code: void Commit()


description: Default constructor.

code: FGlobalDynamicIndexBuffer()


description: Destructor.

code: ~FGlobalDynamicIndexBuffer()


className: FGlobalDynamicIndexBuffer

description: A system for dynamically allocating GPU memory for indices.

code: class FGlobalDynamicIndexBuffer


description: Returns true if the allocation is valid.

code: bool IsValid() const


className: FGlobalDynamicIndexBufferAllocation

Buffer

type: uint8 *

description: The location of the buffer in main memory.

FirstIndex

description: The offset in to the index buffer.

IndexBuffer

type: FIndexBuffer&#...

description: The vertex buffer to bind for draw calls.


code: FGlobalDynamicIndexBufferAllocationEx ( const [FGlobalDynamicIndexBufferAllocation](API\Runtime\RenderCore\FGlobalDynamicIndexBufferAllocat-) & InRef, uint32 InNumIndices, uint32 InIndexStride )


className: FGlobalDynamicIndexBufferAllocationEx

code: struct FGlobalDynamicIndexBufferAllocationEx : public [FGlobalDynamicIndexBufferAllocation](API\Runtime\RenderCore\FGlobalDynamicIndexBufferAllocat-)

IndexStride

description: The allocation stride (2 or 4 bytes).

MaxUsedIndex

description: The maximum value of the indices used.

NumIndices

description: The number of indices allocated.


description: Deprecated* AllocateFloat now requires a command list.

code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateFloat ( uint32 Num )


code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateFloat ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 Num )


description: Deprecated* AllocateHalf now requires a command list.

code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateHalf ( uint32 Num )


code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateHalf ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 Num )


description: Deprecated* AllocateInt32 now requires a command list.

code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateInt32 ( uint32 Num )


code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateInt32 ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 Num )


description: Deprecated* AllocateUInt32 now requires a command list.

code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateUInt32 ( uint32 Num )


code: void Commit ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Deprecated* Commit now requires a command list.


code: bool IsValid&40;&41; const


description: Default constructor.


code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicReadBuffer\FAllocation) AllocateUInt32 ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 Num )


className: FAllocation

description: Information regarding an allocation from this buffer.

code: struct FAllocation

ReadBuffer

type: FDynamicAllocRe...

description: The read buffer to bind for draw calls.

SRV

type: FRHIShaderResou...


code: void IncrementTotalAllocations ( uint32 Num )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Returns true if log statements should be made because we exceeded GMaxVertexBytesAllocatedPerFrame


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


className: FGlobalDynamicReadBuffer

description: A system for dynamically allocating GPU memory for rendering. Note that this must derive fromFRenderResourceso that we can safely free the shader resource views for OpenGL and other platforms. If we wait until the module is shutdown, the renderer RHI will have already been destroyed and we can execute code on invalid data.Bymaking ourself a render resource, we clean up immediately before the renderer dies.

code: class FGlobalDynamicReadBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

FloatBufferPool

type: FDynamicReadBuf...

HalfBufferPool

description: The pools of read buffers from which allocations are made.

TotalAllocatedSinceLastCommit

description: A total of all allocations made since the last commit. Used to alert about spikes in memory usage.


description:
Allocates space in the global vertex buffer.
An FAllocation with information regarding the allocated memory.

code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicVertexBuffer\FAllocation) Allocate ( uint32 SizeInBytes )


code: [FAllocation](API\Runtime\RenderCore\FGlobalDynamicVertexBuffer\FAllocation) Allocate ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 SizeInBytes )


description: Commits allocated memory to the GPU. WARNING: Once this buffer has been committed to the GPU, allocations remain valid only until the next call to Allocate!

code: void Commit()


className: FGlobalDynamicVertexBuffer

description: A system for dynamically allocating GPU memory for vertices.

code: class FGlobalDynamicVertexBuffer


description: Returns true if the allocation is valid.

code: bool IsValid() const


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


className: FGlobalDynamicVertexBufferAllocation

Buffer

description: The location of the buffer in main memory.

VertexBuffer

type: FVertexBuffer&...

description: The vertex buffer to bind for draw calls.

VertexOffset

description: The offset in to the vertex buffer.


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FGlobalShader](API\Runtime\RenderCore\FGlobalShader) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment )


code: template<typename TViewUniformShaderParameters> void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * ViewUniformBuffer )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: template<typename TViewUniformShaderParameters, typename ShaderRHIParamRef, typename TRHICmdList> void SetParameters ( TRHICmdList & RHICmdList, const ShaderRHIParamRef ShaderRHI, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * ViewUniformBuffer )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FGlobalShader ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FGlobalShader

description: Global shaders derive from this class to set their default recompile group as a global one

code: class FGlobalShader : public [FShader](API\Runtime\RenderCore\FShader)


className: FGlobalShaderBackupData

description: Container for Backup/RestoreGlobalShaderMap functions. Includes shader data from any populated feature levels.

code: struct FGlobalShaderBackupData

FeatureLevelShaderData

type: TUniquePtr<TAr...


code: void AddSection ( [FGlobalShaderMapSection](API\Runtime\RenderCore\FGlobalShaderMapSection) * InSection )


code: [FGlobalShaderMapSection](API\Runtime\RenderCore\FGlobalShaderMapSection) * FindOrAddSection ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType )


code: [FShaderPipeline](API\Runtime\RenderCore\FShaderPipeline) * FindOrAddShaderPipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType, [FShaderPipeline](API\Runtime\RenderCore\FShaderPipeline) * ShaderPipeline )


code: [FShader](API\Runtime\RenderCore\FShader) * FindOrAddShader ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, int32 PermutationId, [FShader](API\Runtime\RenderCore\FShader) * Shader )


code: [FGlobalShaderMapSection](API\Runtime\RenderCore\FGlobalShaderMapSection) * FindSection ( const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & HashedShaderFilename )


code: const [FGlobalShaderMapSection](API\Runtime\RenderCore\FGlobalShaderMapSection) * GetFirstSection()


code: void GetOutdatedTypes ( [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderType](API\Runtime\RenderCore\FShaderType) * > & OutdatedShaderTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * > & OutdatedShaderPipelineTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & OutdatedFactoryTypes ) const


code: template<typename ShaderType> TShaderRef< ShaderType > GetShader() const


code: template<typename ShaderType> TShaderRef< ShaderType > GetShader ( int32 PermutationId ) const


code: TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > GetShader ( [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, int32 PermutationId ) const


description: Finds the shader with the given type. Asserts on failure.

code: template<typename ShaderType> TShaderRef< ShaderType > GetShader ( const typename ShaderType::FPermutationDomain & PermutationVector ) const


code: [FShaderPipelineRef](API\Runtime\RenderCore\FShaderPipelineRef) GetShaderPipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * PipelineType ) const


code: bool HasShader ( [FShaderType](API\Runtime\RenderCore\FShaderType) * Type, int32 PermutationId ) const


description: Whether the shadermap has all the shader types it needs (i.e. ones that returned ShouldCompilePermutation)

code: bool IsComplete ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: void LoadFromGlobalArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void RemoveShaderPipelineType ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType )


code: void RemoveShaderTypePermutaion ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * Type, int32 PermutationId )


code: void SaveShaderStableKeys ( EShaderPlatform TargetShaderPlatform )


code: void SaveToGlobalArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool HasShaderPipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType ) const


code: FGlobalShaderMap ( EShaderPlatform InPlatform )


className: FGlobalShaderMap

code: class FGlobalShaderMap


code: static constexpr int CounterBase = __COUNTER__;


code: const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & GetHashedSourceFilename() const


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FGlobalShaderMapContent](API\Runtime\RenderCore\FGlobalShaderMapContent) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


className: FGlobalShaderMapContent

description: No constructors are accessible with public or protected access.

code: class FGlobalShaderMapContent : public [FShaderMapContent](API\Runtime\RenderCore\FShaderMapContent)


description: Append to a string that will be used as a DDC key.

code: void AppendKeyString ( [FString](API\Runtime\Core\Containers\FString) & KeyString, const [TArray](API\Runtime\Core\Containers\TArray)< [FShaderTypeDependency](API\Runtime\RenderCore\FShaderTypeDependency) > & Dependencies ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FShaderTypeDependency](API\Runtime\RenderCore\FShaderTypeDependency) > > & GetShaderFilenameToDependeciesMap() const


description: Create a global shader map Id for the given platform.

code: FGlobalShaderMapId ( EShaderPlatform Platform, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


className: FGlobalShaderMapId

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

code: class FGlobalShaderMapId


code: static [FGlobalShaderMapSection](API\Runtime\RenderCore\FGlobalShaderMapSection) * CreateFromArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FGlobalShaderMapSection

code: class FGlobalShaderMapSection : public [TShaderMap< FGlobalShaderMapContent, FShaderMapPointerTable >](API\Runtime\RenderCore\TShaderMap)


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FGlobalShaderPermutationParameters ( [FName](API\Runtime\Core\UObject\FName) InGlobalShaderName, EShaderPlatform InShaderPlatform, int32 InPermutationId, EShaderPermutationFlags InFlags )


className: FGlobalShaderPermutationParameters

code: struct FGlobalShaderPermutationParameters : public [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters)

GlobalShaderName

type: constFName


description: Sets up the environment used to compile an instance of this shader type.

code: void SetupCompileEnvironment ( EShaderPlatform Platform, int32 PermutationId, EShaderPermutationFlags Flags, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment ) const


description:
Checks if the shader type should be cached for a particular platform.
True if this shader type should be cached.

code: bool ShouldCompilePermutation ( EShaderPlatform Platform, int32 PermutationId, EShaderPermutationFlags Flags ) const


code: static bool ShouldCompilePipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType, EShaderPlatform Platform, EShaderPermutationFlags Flags )


code: FGlobalShaderType ( [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & InTypeLayout, const TCHAR * InName, const TCHAR * InSourceFilename, const TCHAR * InFunctionName, uint32 InFrequency, int32 InTotalPermutationCount, [ConstructSerializedType](API\Runtime\RenderCore\FShaderType\ConstructSerializedType) InConstructSerializedRef, [ConstructCompiledType](API\Runtime\RenderCore\FShaderType\ConstructCompiledType) InConstructCompiledRef, [ShouldCompilePermutationType](API\Runtime\RenderCore\FShaderType\ShouldCompilePermutationType) InShouldCompilePermutationRef, [GetRayTracingPayloadTypeType](API\Runtime\RenderCore\FShaderType\GetRayTracingPayloadTypeType) InGetRayTracingPayloadTypeRef, [ModifyCompilationEnvironmentType](API\Runtime\RenderCore\FShaderType\ModifyCompilationEnvironmentType) InModifyCompilationEnvironmentRef, [ValidateCompiledResultType](API\Runtime\RenderCore\FShaderType\ValidateCompiledResultType) InValidateCompiledResultRef, uint32 InTypeSize, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * InRootParametersMetadata )


className: FGlobalShaderType

description: A shader meta type for the simplest shaders; shaders which are not material or vertex factory linked. There should only a single instance of each simple shader type.

code: class FGlobalShaderType : public [FShaderType](API\Runtime\RenderCore\FShaderType)


code: void Execute ( [FReader](API\Runtime\RenderCore\FReader) Message )


code: FHandler ( const TCHAR * InName )


className: FHandler

description: Base class persistent handler for receiving messages.

code: class FHandler


description: Corrects new resolution fraction to ensure it's within bounds, honor AmortizationFactor and FractionQuantization.

code: float CorrectNewResolutionFraction ( float CurrentResolutionFraction, float NewResolutionFraction, float ResolutionFractionScale ) const


description: Returns whether the ResolutionFraction is changing meaningfully enough.

code: bool DoesResolutionChangeEnough ( float CurrentResolutionFraction, float NewResolutionFraction, bool bCanChangeResolution ) const


description: Returns how much the GPU cost scales for a given ResolutionFraction.

code: float EstimateCostScale ( float ResolutionFraction ) const


description: Returns how much the ResolutionFraction should scale for a GPU timing to fit to target.

code: float EstimateResolutionFactor ( float TargetMs, float TimingMs ) const


description: Returns how much the GPU time should scale between two different resolution fraction.

code: float EstimateTimeFactor ( float CurrentResolutionFraction, float NewResolutionFraction ) const


description: Returns the desired GPU cost to be targeted to have head room left to not go over budget.

code: float GetTargetedMs ( float BudgetMs ) const


description: Returns whether the heuristic is enabled or not.

code: bool IsEnabled() const


className: kDefaultChangeThreshold

code: static constexpr float kDefaultChangeThreshold = 0.02f;


className: kBudgetMsDisabled

code: static constexpr float kBudgetMsDisabled = 0.0f;


className: kDefaultFractionQuantization

code: static constexpr int32 kDefaultFractionQuantization = 0;


className: kDefaultIncreaseAmortizationFactor

code: static constexpr float kDefaultIncreaseAmortizationFactor = 0.9f;


className: kDefaultMaxResolutionFraction

code: static constexpr float kDefaultMaxResolutionFraction = 1.0f;


className: kDefaultMinResolutionFraction

code: static constexpr float kDefaultMinResolutionFraction = 0.5f;


className: kDefaultThrottlingMaxResolutionFraction

code: static constexpr float kDefaultThrottlingMaxResolutionFraction = 0.0f;


className: kDefaultTargetedHeadRoom

code: static constexpr float kDefaultTargetedHeadRoom = 0.05f;


className: kDefaultUpperBoundQuantization

code: static constexpr int32 kDefaultUpperBoundQuantization = 0;


className: FHeuristicSettings

description: Represent an independent budget to dynamically scale by its own.

code: struct FHeuristicSettings

bModelScalesWithPrimaryScreenPercentage

type: bool

BudgetMs

type: float

Model

type: EHeuristicModel


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


className: FIndexBuffer

description: An index buffer resource.

code: class FIndexBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

IndexBufferRHI

type: FBufferRHIRef


code: void DoTask ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


code: FInitStaticResourceRenderThreadTask ( void(*)() InDoConstruct, [FScopedEvent](API\Runtime\Core\Misc\FScopedEvent) & InEvent )


className: FInitStaticResourceRenderThreadTask

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


description: Potentially starts the timer on the gamethread, based on the UpdateFrequency.

code: void GameThreadTick()


description: Constructor

code: FInputLatencyTimer ( float InUpdateFrequency )


description: The number of seconds of input latency.

code: float GetDeltaSeconds() const


className: FInputLatencyTimer

description: 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.

code: struct FInputLatencyTimer

bInitialized

description: Whether GInputLatencyTimer is initialized or not.

DeltaTime

description: Last delta time that was measured (inFPlatformTime::Cycles).

GameThreadTrigger

description: Whether a measurement has been triggered on the gamethread.

LastCaptureTime

type: double

description: Last time we did a measurement (in seconds).

RenderThreadTrigger

description: Whether a measurement has been triggered on the renderthread.

StartTime

description: Start time (inFPlatformTime::Cycles).

UpdateFrequency

description: How often we should do a measurement (in seconds).


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzLastMemberId

code: typedef zzFirstMemberId zzLastMemberId


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static [ShaderMetaType](API\Runtime\RenderCore\FScreenVertexShaderVS\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FInstancedScreenVertexShaderVS()


code: FInstancedScreenVertexShaderVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FInstancedScreenVertexShaderVS

description: Vertex shader to draw an instanced quad covering all the viewports (SV_ViewportArrayIndex is output for each SV_InstanceID). Does not have any shader parameters. The pixel shader should just use SV_Position.

code: class FInstancedScreenVertexShaderVS : public [FScreenVertexShaderVS](API\Runtime\RenderCore\FScreenVertexShaderVS)


code: static [FIoStoreShaderCodeArchive](API\Runtime\RenderCore\FIoStoreShaderCodeArchive) * Create ( EShaderPlatform InPlatform, const [FString](API\Runtime\Core\Containers\FString) & InLibraryName, [FIoDispatcher](API\Runtime\Core\IO\FIoDispatcher) & InIoDispatcher )


description: This function creates the archive header, including splitting shaders into groups.

code: static void CreateIoStoreShaderCodeArchiveHeader ( const [FName](API\Runtime\Core\UObject\FName) & Format, const [FSerializedShaderArchive](API\Runtime\RenderCore\FSerializedShaderArchive) & SerializedShaders, [FIoStoreShaderCodeArchiveHeader](API\Runtime\RenderCore\FIoStoreShaderCodeArchiveHeader) & OutHeader )


code: virtual [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRHIShader](API\Runtime\RHI\FRHIShader) > CreateShader ( int32 Index )


className: CurrentVersion

code: static constexpr uint32 CurrentVersion = 1;


code: virtual int32 FindShaderIndex ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: virtual int32 FindShaderMapIndex ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: virtual int32 GetNumShaderMaps() const


code: virtual int32 GetNumShaders() const


code: virtual int32 GetNumShadersForShaderMap ( int32 ShaderMapIndex ) const


code: static [FIoChunkId](API\Runtime\Core\IO\FIoChunkId) GetShaderCodeArchiveChunkId ( const [FString](API\Runtime\Core\Containers\FString) & LibraryName, [FName](API\Runtime\Core\UObject\FName) FormatName )


code: static [FIoChunkId](API\Runtime\Core\IO\FIoChunkId) GetShaderCodeChunkId ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & ShaderHash )


code: virtual [FSHAHash](API\Runtime\Core\Misc\FSHAHash) GetShaderHash ( int32 ShaderMapIndex, int32 ShaderIndex )


code: virtual int32 GetShaderIndex ( int32 ShaderMapIndex, int32 i ) const


code: virtual bool IsNativeLibrary() const


code: virtual bool PreloadShader ( int32 ShaderIndex, FGraphEventArray & OutCompletionEvents )


code: virtual bool PreloadShaderMap ( int32 ShaderMapIndex, FGraphEventArray & OutCompletionEvents )


code: virtual bool PreloadShaderMap ( int32 ShaderMapIndex, [FCoreDelegates::FAttachShaderReadRequestFunc](API\Runtime\Core\Misc\FCoreDelegates\FAttachShaderReadRequestFunc) AttachShaderReadRequestFunc )


code: virtual void ReleasePreloadedShader ( int32 ShaderIndex )


code: static void SaveIoStoreShaderCodeArchive ( const [FIoStoreShaderCodeArchiveHeader](API\Runtime\RenderCore\FIoStoreShaderCodeArchiveHeader) & Header, [FArchive](API\Runtime\Core\Serialization\FArchive) & OutLibraryAr )


code: virtual ~FIoStoreShaderCodeArchive()


className: FIoStoreShaderCodeArchive

description: No constructors are accessible with public or protected access.

code: class FIoStoreShaderCodeArchive : public [FRHIShaderLibrary](API\Runtime\RHI\FRHIShaderLibrary)


code: uint64 GetAllocatedSize() const


code: uint64 GetShaderUncompressedSize ( int ShaderIndex )


className: FIoStoreShaderCodeArchiveHeader

code: struct FIoStoreShaderCodeArchiveHeader

ShaderEntries

type: TArray<FIoStor...

description: An array of all shaders descriptors, deduplicated

ShaderGroupEntries

description: An array of shader group descriptors

ShaderGroupIoHashes

type: TArray<FIoChun...

description: Chunk Ids (essentially hashes) of the shader groups - needed to be serialized as they are used for preloading.

ShaderHashes

type: TArray<FSHAHas...

description: Output hashes of all shaders in the library

ShaderIndices

type: TArray< uint32 ...

description: Flat array of shaders referenced by all shadermaps.

ShaderMapEntries

description: An array of a shadermap descriptors. Each shadermap can reference an arbitrary number of shaders

ShaderMapHashes

description: Hashes of all shadermaps in the library


code: EShaderFrequency GetFrequency() const


className: FIoStoreShaderCodeEntry

description: Descriptor of an individual shader.

code: struct FIoStoreShaderCodeEntry

type: union FIoStoreS...

Frequency

type: uint64:  SF_Num...

description: Shader type aka frequency (vertex, pixel, etc)

ShaderGroupIndex

description: Each shader belongs to a (one and only) shader group (even if it is the only one shader in that group) that is compressed and decompressed together.

UncompressedOffsetInGroup

description: Offset of the uncompressed shader in a group of shaders that are compressed / decompressed together.


description: Some groups can be stored uncompressed if their compression wasn't beneficial (this is very vell possible, for groups that contain only one small shader.

code: bool IsGroupCompressed() const


className: FIoStoreShaderGroupEntry

description: Descriptor of a group of shaders compressed together. This groups already deduplicated, and possibly unrelated, shaders, so this is a distinct concept from a shader map.

code: struct FIoStoreShaderGroupEntry

CompressedSize

description: Compressed size of the whole group.

NumShaders

description: Number of shaders in this group.

ShaderIndicesOffset

description: Offset to an the first shader index referenced by this group in the array of shader indices.

UncompressedSize

description: Uncompressed size of the whole group.


className: FIoStoreShaderMapEntry

description: Descriptor of a shader map. This concept exists in run time, so this class describes the information stored in the library for a particular FShaderMap

code: struct FIoStoreShaderMapEntry

NumShaders

description: Number of shaders in this shader map.

ShaderIndicesOffset

description: Offset to an the first shader index referenced by this shader map in the array of shader indices.


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FLongGPUTaskPS](API\Runtime\RenderCore\FLongGPUTaskPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FLongGPUTaskPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


className: FLongGPUTaskPS

code: class FLongGPUTaskPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: FMediaElementVertex ( const FVector4f & InPosition, const FVector2f & InTextureCoordinate )


className: FMediaElementVertex

description: Stores media drawing vertices.

code: struct FMediaElementVertex


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMediaShadersVS](API\Runtime\RenderCore\FMediaShadersVS) >::Type InternalBaseType


description: Default constructor.

code: FMediaShadersVS()


description: Initialization constructor.

code: FMediaShadersVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FMediaShadersVS

description: Media vertex shader (shared by all media shaders).

code: class FMediaShadersVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: virtual ~FMediaVertexDeclaration()


className: FMediaVertexDeclaration

description: The simple element vertex declaration resource type.

code: class FMediaVertexDeclaration : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

VertexDeclarationRHI

type: FVertexDeclarat...


className: FMemcpyResourceParams

code: struct FMemcpyResourceParams


className: FMemsetResourceParams

description: Can store arbitrary data so long as it follows alignment restrictions. Intended mostly for read only data uploaded from CPU. Allows sparse allocations and updates from CPU. Float4 versions exist for platforms that don't yet support byte address buffers.

code: struct FMemsetResourceParams


className: FMessageId

code: typedef [TRDGHandle](API\Runtime\RenderCore\TRDGHandle)< [FSocket](API\Runtime\RenderCore\FSocket), uint32 > FMessageId


description:
Calculates the interpolated mip-bias based on the current time.
Interpolated mip-bias value

code: float CalcMipBias() const


description:
Checks whether the mip-bias is still interpolating.
true if the mip-bias is still interpolating

code: bool IsFading() const


description: Sets up a new interpolation target for the mip-bias.

code: void SetNewMipCount ( float ActualMipCount, float TargetMipCount, double LastRenderTime, EMipFadeSettings FadeSetting )


description: Default constructor that sets all values to default (no mips).

code: FMipBiasFade()


className: FMipBiasFade

description: Functionality for fading in/out texture mip-levels.

code: struct FMipBiasFade

BiasOffset

description: Difference between total texture mipcount and the starting mipcount for the fade.

MipCountDelta

description: Number of mip-levels to fade (negative if fading out / decreasing the mipcount).

MipCountFadingRate

description: Number of seconds to interpolate through all MipCountDelta (inverted).

StartTime

description: Timestamp when the fade was started.

TotalMipCount

description: Number of mip-levels in the texture.


code: FMipFadeSettings ( float InFadeInSpeed, float InFadeOutSpeed )


className: FMipFadeSettings

description: Mip fade settings, selectable by chosing a different EMipFadeSettings.

code: struct FMipFadeSettings

FadeInSpeed

description: How many seconds to fade in one mip-level.

FadeOutSpeed

description: How many seconds to fade out one mip-level.


description: Allocates and setup shader parameter in the incoming graph builder

code: [FModifyAlphaSwizzleRgbaPS::FParameters](API\Runtime\RenderCore\FModifyAlphaSwizzleRgbaPS\FParameters) * AllocateAndSetParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef RGBATexture, FRDGTextureRef OutputTexture )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


className: DefineName

code: static DefineName = TEXT( "CONVERSION_OP" );


className: FConversionOp

code: class FConversionOp : public [TShaderPermutationInt< int32, 5 >](API\Runtime\RenderCore\TShaderPermutationInt)


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

InputSampler

type: TShaderResource...

RenderTargets

type: FRenderTargetBi...


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FModifyAlphaSwizzleRgbaPS](API\Runtime\RenderCore\FModifyAlphaSwizzleRgbaPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FModifyAlphaSwizzleRgbaPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FModifyAlphaSwizzleRgbaPS

description: General conversion shader that is only used to swizzle shaders that do not require any color conversion. RGB to BGR, RGB10A2 to RGBA8 etc

code: class FModifyAlphaSwizzleRgbaPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


className: FNullColorVertexBuffer

description: A vertex buffer with a single color component. This is used on meshes that don't have a color component to keep from needing a separate vertex factory to handle this case.

code: class FNullColorVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)

VertexBufferSRV

type: FShaderResource...


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FNULLPS](API\Runtime\RenderCore\FNULLPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FNULLPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FNULLPS

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

code: class FNULLPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


className: FNullVertexBuffer

description: A vertex buffer with a single zero float3 component.

code: class FNullVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FNV12ConvertPS](API\Runtime\RenderCore\FNV12ConvertPS) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > NV12Texture, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding, const FMatrix44f & CSTransform, bool bSwapChroma )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FNV12ConvertAsBytesPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FNV12ConvertAsBytesPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const FIntPoint & TexDim, FShaderResourceViewRHIRef SRV_Y, FShaderResourceViewRHIRef SRV_UV, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding, const FMatrix44f & CSTransform, bool bSwapChroma )


code: FNV12ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FNV12ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FNV21ConvertPS](API\Runtime\RenderCore\FNV21ConvertPS) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > NV21Texture, const FIntPoint & OutputDimensions, const FMatrix & ColorTransform, const FVector & YUVOffset, bool SrgbToLinear )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FNV21ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FNV21ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOculusAlphaInverseShader](API\Runtime\RenderCore\FOculusAlphaInverseShader) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


description: InternalLinkType<COUNTER-CounterBase >


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FOculusAlphaInverseShader ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOculusAlphaInverseShader

code: class FOculusAlphaInverseShader : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOculusBlackShader](API\Runtime\RenderCore\FOculusBlackShader) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FOculusBlackShader ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOculusBlackShader

code: class FOculusBlackShader : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOculusCubemapPS](API\Runtime\RenderCore\FOculusCubemapPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: InternalLinkType<COUNTER-CounterBase >


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, int FaceIndex )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, int FaceIndex )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FOculusCubemapPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOculusVertexShader](API\Runtime\RenderCore\FOculusVertexShader) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


className: FOculusCubemapPS

description: A pixel shader for rendering a textured screen element.

code: class FOculusCubemapPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FOculusVertexShader ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOculusVertexShader

code: class FOculusVertexShader : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOculusWhiteShader](API\Runtime\RenderCore\FOculusWhiteShader) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FOculusWhiteShader ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOculusWhiteShader

code: class FOculusWhiteShader : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: void FillParameters ( [FParameters](API\Runtime\RenderCore\FOneColorPS\FParameters) & Parameters, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) * Colors, int32 NumColors )


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

DrawColorMRT

type: TShaderParamete...


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOneColorPS](API\Runtime\RenderCore\FOneColorPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


description: Deprecated*FParametersand FillParameters should be used instead of this helper.

code: static void SetColors ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [TShaderMapRef](API\Runtime\RenderCore\TShaderMapRef)< [FOneColorPS](API\Runtime\RenderCore\FOneColorPS) > & Shader, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) * Colors, int32 NumColors )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FOneColorPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOneColorPS

description: Pixel shader for rendering a single, constant color.

code: class FOneColorPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FP010ConvertAsUINT16sPS](API\Runtime\RenderCore\FP010ConvertAsUINT16sPS) >::Type InternalBaseType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const FIntPoint & TexDim, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > NV12Texture, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, const FMatrix44f & CSTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding )


code: FP010ConvertAsUINT16sPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: Pixel shader to convert a P010 frame inside a G16 texture to RGBA.

code: class FP010ConvertAsUINT16sPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FP010ConvertPS](API\Runtime\RenderCore\FP010ConvertPS) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const FIntPoint & TexDim, FShaderResourceViewRHIRef SRV_Y, FShaderResourceViewRHIRef SRV_UV, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, const FMatrix44f & CSTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FP010ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: Pixel shader to convert a P010 frame to RGBA.

code: class FP010ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FP010_2101010ConvertPS](API\Runtime\RenderCore\FP010_2101010ConvertPS) >::Type InternalBaseType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const FIntPoint & TexDim, FShaderResourceViewRHIRef SRV_Y, FShaderResourceViewRHIRef SRV_U, FShaderResourceViewRHIRef SRV_V, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, const FMatrix44f & CSTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding )


code: FP010_2101010ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FPackedArrayInfo

code: struct FPackedArrayInfo


description: Pixel shader to convert a P010 frame stored as 3 plane RGB2101010 to RGBA.

code: class FP010_2101010ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: void operator= ( const FVector3f & InVector )


code: void operator= ( const FVector3d & InVector )


code: void operator= ( const FVector4f & InVector )


code: void operator= ( const FVector4d & InVector )


code: bool operator== ( const [FPackedNormal](API\Runtime\RenderCore\FPackedNormal) & B ) const


code: bool operator!= ( const [FPackedNormal](API\Runtime\RenderCore\FPackedNormal) & B ) const


description: Set functions.

code: void Set ( const FVector & InVector )


code: FPackedNormal ( const FVector3f & InVector )


code: FPackedNormal ( const FVector3d & InVector )


code: FPackedNormal ( const FVector4f & InVector )


code: FPackedNormal ( const FVector4d & InVector )


className: FPackedNormal

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

code: struct FPackedNormal

Vector

type: union FPackedNo...


className: FPackedPosition::operator FVector3f

description: Operator FVector - unpacked to -1 to 1

code: operator FVector3f() const


description: Operator VectorRegister


description: Conversion operators.

code: [FPackedPosition](API\Runtime\RenderCore\FPackedPosition) & operator= ( FVector3f Other )


code: [FPackedPosition](API\Runtime\RenderCore\FPackedPosition) & operator= ( FVector3d Other )


description: Pack this vector(-1 to 1 for XYZ) to 4 bytes XYZ(11:11:10)

code: void Set ( const FVector3f & InVector )


code: void Set ( const FVector3d & InVector )


description: Constructors.

code: FPackedPosition()


code: FPackedPosition ( const FVector3f & Other )


code: FPackedPosition ( const FVector3d & Other )


className: FPackedPosition

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

code: struct FPackedPosition

type: union FPackedPo...

type: FPackedPosition...


code: void operator= ( const FVector3f & InVector )


code: void operator= ( const FVector4f & InVector )


code: void operator= ( const FVector3d & InVector )


code: bool operator== ( const [FPackedRGB10A2N](API\Runtime\RenderCore\FPackedRGB10A2N) & B ) const


code: bool operator!= ( const [FPackedRGB10A2N](API\Runtime\RenderCore\FPackedRGB10A2N) & B ) const


description: Set functions.


code: void Set ( const FVector4f & InVector )


code: FPackedRGB10A2N ( const FVector3f & InVector )


code: FPackedRGB10A2N ( const FVector4f & InVector )


code: FPackedRGB10A2N ( const FVector3d & InVector )


description: A vector, quantized and packed into 32-bits.

code: struct FPackedRGB10A2N

type: union FPackedRG...

W

type: uint32:  2


code: bool operator== ( const [FPackedRGBA16N](API\Runtime\RenderCore\FPackedRGBA16N) & B ) const


code: void operator= ( const FVector4d & InVector )


code: bool operator!= ( const [FPackedRGBA16N](API\Runtime\RenderCore\FPackedRGBA16N) & B ) const


description: Set functions.

code: void Set ( const FVector3d & InVector )


code: void Set ( const FVector3f & InVector )


code: FPackedRGBA16N ( const FVector3d & InVector )


code: FPackedRGBA16N ( const FVector3f & InVector )


code: FPackedRGBA16N ( const FVector4f & InVector )


code: struct FPackedRGBA16N


code: FParameterAllocation ( uint16 InBufferIndex, uint16 InBaseIndex, uint16 InSize, EShaderParameterType InType )


className: FParameterAllocation

code: struct FParameterAllocation

bBound

type: bool

Type

type: EShaderParamete...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FParameters](API\Runtime\RenderCore\FParameters) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdGPUMessageDataBuffer


className: zzMemberIdGPUMessageDataBufferSize


className: FParameters

description: Shader parameters used to write to write a GPU message.

code: class FParameters


className: FPendingCleanupObjects

description: A set of cleanup objects which are pending deletion.

code: class FPendingCleanupObjects


className: FPendingShaderMapCompileResults

code: struct FPendingShaderMapCompileResults : public [FShaderMapCompileResults](API\Runtime\RenderCore\FShaderMapCompileResults), public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)


className: FPermsPerPSO

description: Describes a PSO with an array of other stable shaders that could be used with it.

code: struct FPermsPerPSO

ActivePerSlot

description: Boolean table describing which frequencies are active (i.e. have valid shaders).

Permutations

type: TArray<FPermut...

description: Array of other stable shaders whose hashes were the same, so they could potentially be used in this PSO.

PSO

type: constFPipeline...

description: Original PSO (as recorded during the collection run).


className: FPermutation

description: Describes a particular combination of shaders.

code: struct FPermutation

Slots

description: Each frequency holds an index of shaders in StableArray.


code: void SetRequestData ( FVector2f SrcViewportUV, int32 TargetBufferIndex, int32 ViewUniqueId, int32 GBufferFormat, bool StaticLightingEnable, float InPreExposure )


className: FPixelInspectorRequest

description: Class use to add FScene pixel inspect request

code: class FPixelInspectorRequest

GBufferPrecision

description: GPU state at capture time.

PreExposure

type: float


code: void AddViewStatistics ( uint32 PixelRenderCount, uint32 PixelDisplayCount )


code: uint32 GetPixelDisplayCount() const


code: uint32 GetPixelRenderCount() const


className: FPixelRenderCounters

code: class FPixelRenderCounters


description: Dispatch a pixel shader to render graph builder with its parameters.

code: template<typename TShaderClass> static void AddFullscreenInstancedMultiViewportPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, const TShaderRef< TShaderClass > & PixelShader, typename TShaderClass::FParameters * Parameters, [TArray](API\Runtime\Core\Containers\TArray)< FIntRect > && Viewports, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * BlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * RasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * DepthStencilState, uint32 StencilRef )


code: template<typename TShaderClass> static void AddFullscreenPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, const TShaderRef< TShaderClass > & PixelShader, typename TShaderClass::FParameters * Parameters, const FIntRect & Viewport, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * BlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * RasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * DepthStencilState, uint32 StencilRef )


description: Rect based pixel shader pass.

code: template<typename TPixelShaderClass, typename TPassParameters> static void AddRasterizeToRectsPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, const TShaderRef< TPixelShaderClass > & PixelShader, TPassParameters * Parameters, FIntPoint ViewportSize, FRDGBufferSRVRef RectCoordBufferSRV, uint32 NumRects, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * BlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * RasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * DepthStencilState, uint32 StencilRef, FIntPoint TextureSize, FRDGBufferSRVRef RectUVBufferSRV, uint32 DownsampleFactor, const bool bSkipRenderPass )


description: Dispatch a full screen pixel shader to rhi command list with its parameters, covering several views at once.

code: template<typename TShaderClass> static void DrawFullscreenInstancedMultiViewportPixelShader ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, const TShaderRef< TShaderClass > & PixelShader, const typename TShaderClass::FParameters & Parameters, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntRect const > Viewports, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * BlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * RasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * DepthStencilState, uint32 StencilRef )


description: Dispatch a full screen pixel shader to rhi command list with its parameters.

code: template<typename TShaderClass> static void DrawFullscreenPixelShader ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, const TShaderRef< TShaderClass > & PixelShader, const typename TShaderClass::FParameters & Parameters, const FIntRect & Viewport, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * BlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * RasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * DepthStencilState, uint32 StencilRef )


description: Draw a two triangle on the entire viewport.

code: static void DrawFullscreenQuad ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, uint32 InstanceCount )


description: Draw a single triangle on the entire viewport.

code: static void DrawFullscreenTriangle ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, uint32 InstanceCount )


code: static FShader &42; ConstructCompiledInstance &40; const typename FShader::CompiledShaderInitializerType & Initializer &41;


code: static FShader &42; ConstructSerializedInstance&40;&41;


className: CounterBase

code: static CounterBase = COUNTER;


className: DerivedType

code: typedef FRasterizeToRectsVS DerivedType


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: TAlignedType

code: typedef FParameters TAlignedType