code: void AddEvent ( const uint32 TimeInMS, const [FString](API\Runtime\Core\Containers\FString) & Group, const [FString](API\Runtime\Core\Containers\FString) & Meta, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


module: NetworkReplayStreaming

code: void AddOrUpdateEvent ( const [FString](API\Runtime\Core\Containers\FString) & Name, const uint32 TimeInMS, const [FString](API\Runtime\Core\Containers\FString) & Group, const [FString](API\Runtime\Core\Containers\FString) & Meta, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Adds a join-in-progress user to the set of users associated with the currently recording replay (if any)

code: void AddUserToReplay ( const [FString](API\Runtime\Core\Containers\FString) & UserString )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > AppendCommonReplayAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > && Attrs ) const


code: void DeleteFinishedStream ( const [FString](API\Runtime\Core\Containers\FString) & StreamName, const int32 UserIndex, const FDeleteFinishedStreamCallback & Delegate )


description: Attempts to delete the stream with the specified name. May execute asynchronously.

code: void DeleteFinishedStream ( const [FString](API\Runtime\Core\Containers\FString) & StreamName, const FDeleteFinishedStreamCallback & Delegate )


code: void DownloadHeader ( const FDownloadHeaderCallback & Delegate )


code: void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FEnumerateEventsCallback & Delegate )


code: void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const int32 UserIndex, const FEnumerateEventsCallback & Delegate )


code: void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const FEnumerateEventsCallback & Delegate )


description: Retrieves the streams that have been recently viewed. May execute asynchronously.

code: void EnumerateRecentStreams ( const [FNetworkReplayVersion](API\Runtime\Core\Misc\FNetworkReplayVersion) & ReplayVersion, const int32 UserIndex, const FEnumerateStreamsCallback & Delegate )


code: virtual void Exec ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Retrieves the streams that are available for viewing. May execute asynchronously. Allows the caller to pass in a custom list of query parameters

code: void EnumerateStreams ( const [FNetworkReplayVersion](API\Runtime\Core\Misc\FNetworkReplayVersion) & ReplayVersion, const int32 UserIndex, const [FString](API\Runtime\Core\Containers\FString) & MetaString, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ExtraParms, const FEnumerateStreamsCallback & Delegate )


code: void FlushCheckpoint ( const uint32 TimeInMS )


description: Gets the current base directory where Demos are stored. Note, this will always fail for streamers that don't support replays stored on disk.

code: EStreamingOperationResult GetDemoPath ( [FString](API\Runtime\Core\Containers\FString) & DemoPath ) const


description: Returns the last error that occurred while streaming replays

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS ENetworkReplayError::Type GetLastError() const


description: Returns the maximum size of the friendly name text for this streamer, or 0 for unlimited.

code: uint32 GetMaxFriendlyNameSize() const


description: Return current recording/playback state

code: virtual EReplayStreamerState GetReplayStreamerState() const


description: Time in milliseconds

code: uint32 GetTotalDemoTime() const


code: void GotoCheckpointIndex ( const int32 CheckpointIndex, const FGotoCallback & Delegate, EReplayCheckpointType CheckpointType )


description: Returns the active replay name


code: void GotoTimeInMS ( const uint32 TimeInMS, const FGotoCallback & Delegate, EReplayCheckpointType CheckpointType )


code: virtual bool HasError() const


code: bool IsCheckpointTypeSupported ( EReplayCheckpointType CheckpointType ) const


code: virtual [UE::Net::EHandleNetResult](API\Runtime\NetCore\Net\Core\Connection\UE__Net__EHandleNetResult) HandleLastError ( [UE::Net::FNetResultManager](API\Runtime\NetCore\Net\Core\Connection\FNetResultManager) & ResultManager )


code: bool IsDataAvailable() const


code: bool IsDataAvailableForTimeRange ( const uint32 StartTimeInMS, const uint32 EndTimeInMS )


description: Returns true if the playing stream is currently in progress

code: bool IsLive() const


code: bool IsLoadingCheckpoint() const


description: Used to commit a replay to permanent storage.

code: void KeepReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const bool bKeep, const FKeepReplayCallback & Delegate )


className: OnReplayGetAnalyticsAttributes

description: Called from base streamer interface AppendCommonReplayAttributes to set common attributes


code: void KeepReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const bool bKeep, const int32 UserIndex, const FKeepReplayCallback & Delegate )


code: void RefreshHeader()


description: Used to change the name of a replay. Note, thiswillchange the name used to refer to the replay (if successful).

code: void RenameReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewName, const FRenameReplayCallback & Delegate )


code: void RenameReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewName, const int32 UserIndex, const FRenameReplayCallback & Delegate )


description: Used to change the friendly name of a replay. Note, changing the friendly namedoes notchange the name used to refer to replay.

code: void RenameReplayFriendlyName ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewFriendlyName, const FRenameReplayCallback & Delegate )


code: void RenameReplayFriendlyName ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewFriendlyName, const int32 UserIndex, const FRenameReplayCallback & Delegate )


code: void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & EventID, const FRequestEventDataCallback & Delegate )


code: void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & EventID, const FRequestEventDataCallback & Delegate )


code: void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & EventID, const int32 UserIndex, const FRequestEventDataCallback & Delegate )


code: void RequestEventGroupData ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FRequestEventGroupDataCallback & Delegate )


code: void RequestEventGroupData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const FRequestEventGroupDataCallback & Delegate )


code: void RequestEventGroupData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const int32 UserIndex, const FRequestEventGroupDataCallback & Delegate )


code: void SearchEvents ( const [FString](API\Runtime\Core\Containers\FString) & EventGroup, const FSearchEventsCallback & Delegate )


code: virtual void SetAnalyticsProvider ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProvider](API\Runtime\Analytics\Interfaces\IAnalyticsProvider) > & InProvider )


description: Changes the base directory where Demos are stored. Note, this will always fail for streamers that don't support replays stored on disk. This method should not be called after StartStreaming, or while async operations are pending on a streamer.

code: EStreamingOperationResult SetDemoPath ( const [FString](API\Runtime\Core\Containers\FString) & DemoPath )


code: virtual void SetExtendedError ( [UE::Net::FNetResult](API\Runtime\NetCore\Net\Core\Connection\FNetResult) && Result )


code: void SetHighPriorityTimeRange ( const uint32 StartTimeInMS, const uint32 EndTimeInMS )


description: Sets a hint for how much data needs to be kept in memory. If set to a value greater than zero, a streamer implementation may free any in-memory data that would be required to go to a time before the beginning of the buffer.

code: void SetTimeBufferHintSeconds ( const float InTimeBufferHintSeconds )


code: void StopStreaming()


code: void StartStreaming ( const [FStartStreamingParameters](API\Runtime\NetworkReplayStreaming\FStartStreamingParameters) & Params, const FStartStreamingCallback & Delegate )


code: void UpdatePlaybackTime ( uint32 TimeInMS )


code: void UpdateTotalDemoTime ( uint32 TimeInMS )


code: virtual ~INetworkReplayStreamer()


className: INetworkReplayStreamer

description: When a delegate is provided as an argument, it is expected that the implementation calls that delegate upon completion, and indicates success / failure through an appropriate result type passed into the delegate.

code: class INetworkReplayStreamer


code: virtual void Flush()


className: INetworkReplayStreamingFactory

description: Replay streamer factory

code: class INetworkReplayStreamingFactory : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Check if audio device changed if applicable. Return true if audio device changed.

module: NonRealtimeAudioRenderer

code: virtual bool CheckAudioDeviceChange()


description: Closes the audio stream (if it's open).

code: virtual bool CloseAudioStream()


description: Whether or not the platform disables caching of decompressed PCM data (i.e. to save memory on fixed memory platforms)

code: virtual bool DisablePCMAudioCaching() const


code: void CloseFile()


description: Creates a Compressed audio info class suitable for decompressing this SoundWave. OVerride to create platform-specific decoders.

code: virtual [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CreateCompressedAudioInfo ( const [FName](API\Runtime\Core\UObject\FName) & InRuntimeFormat ) const


description: Reset the fade state (use if reusing audio platform interface, e.g. in main audio device.

code: virtual void FadeIn()


description: Start a fadeout. Prevents pops during shutdown.

code: virtual void FadeOut()


description: Returns the default device index.

code: virtual bool GetDefaultOutputDeviceIndex ( uint32 & OutDefaultDeviceIndex ) const


description: Return any optional device name defined in platform configuratio.


description: Returns the number of output devices.

code: virtual bool GetNumOutputDevices ( uint32 & OutNumOutputDevices )


description: Returns the platform API name.

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


description: Returns the platform device info of the currently open audio stream.

code: virtual [FAudioPlatformDeviceInfo](API\Runtime\AudioMixerCore\FAudioPlatformDeviceInfo) GetPlatformDeviceInfo() const


description: Gets the device information of the given device index.

code: virtual bool GetOutputDeviceInfo ( const uint32 InDeviceIndex, [FAudioPlatformDeviceInfo](API\Runtime\AudioMixerCore\FAudioPlatformDeviceInfo) & OutInfo )


description: Returns theFNameversion of a given sound wave's format. Override to provide a runtime format (codec) that is platform specific.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetRuntimeFormat ( const [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave ) const


description: Is the hardware initialized.

code: virtual bool IsInitialized() const


description: Initialize the hardware.

code: virtual bool InitializeHardware()


description: Whether this is an interface for a non-realtime renderer. If true, synch events will behave differently to avoid deadlocks.

code: virtual bool IsNonRealtime() const


description: Function called at the beginning of every call of UpdateHardware on the audio thread.

code: virtual void OnHardwareUpdate()


description: Opens up a new audio stream with the given parameters.

code: virtual bool OpenAudioStream ( const [FAudioMixerOpenStreamParams](API\Runtime\AudioMixerCore\FAudioMixerOpenStreamParams) & Params )


code: void OpenFileToWriteAudioTo ( const [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Resumes playback on new audio device after device change.


code: void RenderAudio ( double NumSecondsToRender )


description: Wrapper around the thread Run. This is virtualized so a platform can fundamentally override the render function.

code: virtual uint32 RunInternal()


description: Starts the audio stream processing and generating audio.

code: virtual bool StartAudioStream()


description: Gets the platform specific audio settings.

code: virtual [FAudioPlatformSettings](API\Runtime\AudioMixerCore\FAudioPlatformSettings) GetPlatformSettings() const


description: Stops the audio stream (but keeps the audio stream open).

code: virtual bool StopAudioStream()


description: Submit the given buffer to the platform's output audio device.

code: virtual void SubmitBuffer ( const uint8 * Buffer )


description: Teardown the hardware.

code: virtual bool TeardownHardware()


description: Resets the audio stream to use a new audio device with the given device ID (empty string means default).

code: virtual bool MoveAudioStreamToNewAudioDevice ( const [FString](API\Runtime\Core\Containers\FString) & InNewDeviceId )


code: FMixerPlatformNonRealtime ( float InSampleRate, float InNumChannels )


code: ~FMixerPlatformNonRealtime()


className: FMixerPlatformNonRealtime

code: class FMixerPlatformNonRealtime : public [Audio::IAudioMixerPlatformInterface](API\Runtime\AudioMixerCore\IAudioMixerPlatformInterface)


module: NullDrv

code: FNullTexture &40; const FRHITextureCreateDesc & InDesc &41;


className: FNullTexture

code: class FNullTexture : public [FRHITexture](API\Runtime\RHI\FRHITexture)


code: virtual ERHIInterfaceType GetInterfaceType() const


description: Initializes the RHI; separate fromIDynamicRHIModule::CreateRHIso that GDynamicRHI is set when it is called.

code: virtual void Init()


description: Buffer Lock/Unlock.

code: virtual void * LockBuffer_BottomOfPipe ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * Buffer, uint32 Offset, uint32 SizeRHI, EResourceLockMode LockMode )


description: Acquires or releases ownership of the platform-specific rendering context for the calling thread


description: Only relevant with an RHI thread, this advances the backbuffer for the purpose of GetViewportBackBuffer FlushType: Thread safe

code: virtual void RHIAdvanceFrameForGetViewportBackBuffer ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport )


code: virtual void RHIAliasTextureResources ( FTextureRHIRef & DestTexture, FTextureRHIRef & SrcTexture )


description:
Thread-safe function that can be used to create a texture outside of the rendering thread. This function can ONLY be called if GRHISupportsAsyncTextureCreation is true. Cannot create rendertargets with this method.
a reference to a 2D texture resource

code: virtual FTextureRHIRef RHIAsyncCreateTexture2D ( uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags Flags, ERHIAccess InResourceState, void ** InitialMipData, uint32 NumInitialMips, FGraphEventRef & OutCompletionEvent )


description: Returns a new reference to the texture, which will represent the new mip count when the reallocation is complete.RHIFinalizeAsyncReallocateTexture2D()must be called to complete the reallocation.

code: virtual FTexture2DRHIRef RHIAsyncReallocateTexture2D ( FRHITexture2D * Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, [FThreadSafeCounter](API\Runtime\Core\HAL\FThreadSafeCounter) * RequestStatus )


description: This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands.

code: virtual void RHIBeginDrawingViewport ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport, [FRHITexture](API\Runtime\RHI\FRHITexture) * RenderTargetRHI )


code: virtual void RHIBeginRenderPass ( const [FRHIRenderPassInfo](API\Runtime\RHI\FRHIRenderPassInfo) & InInfo, const TCHAR * InName )


code: virtual void RHIBeginFrame()


code: virtual void RHIBeginRenderQuery ( [FRHIRenderQuery](API\Runtime\RHI\FRHIRenderQuery) * RenderQuery )


description: Signals the beginning of scene rendering. The RHI makes certain caching assumptions between calls to BeginScene/EndScene. Currently the only restriction is that you can't update texture references.

code: virtual void RHIBeginScene()


code: virtual void RHIBeginTransitions ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FRHITransition](API\Runtime\RHI\FRHITransition) * > Transitions )


description: Blocks the CPU until the GPU catches up and goes idle. FlushType: Flush Immediate (seems wrong)

code: virtual void RHIBlockUntilGPUIdle()


description: Computes the total GPU memory a texture resource with the specified parameters will occupy on the current RHI platform. Also returns the required alignment for the resource.

code: virtual [FRHICalcTextureSizeResult](API\Runtime\RHI\FDynamicRHI\FRHICalcTextureSizeResult) RHICalcTexturePlatformSize ( [FRHITextureDesc](API\Runtime\RHI\FRHITextureDesc) const & Desc, uint32 FirstMipIndex )


description: FlushType: Thread safe.

code: virtual void RHIBindDebugLabelName ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, const TCHAR * Name )


description:
Cancels an async reallocation for the specified texture. This should be called for the new texture, not the original.
Reallocation status

code: virtual ETextureReallocationStatus RHICancelAsyncReallocateTexture2D ( FRHITexture2D * Texture2D, bool bBlockUntilCompleted )


description: Tests the viewport to see if its HDR status has changed. This is usually tested after a window has been moved.

code: virtual void RHICheckViewportHDRStatus ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport )


description: Clears a UAV to the multi-component unsigned integer value provided. Should only be called on UAVs with an integer format, or on structured buffers. Structured buffers are treated as a regular R32_UINT buffer during the clear operation, and the Values.X component is copied directly into the buffer without any format conversion. (Y,Z,W) of Values is ignored. Typed integer buffers undergo standard format conversion during the write operation. The conversion is determined by the format of the UAV.

code: virtual void RHIClearUAVUint ( [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * UnorderedAccessViewRHI, const FUintVector4 & Values )


description: FlushType: Thread safe.

code: virtual FBlendStateRHIRef RHICreateBlendState ( const [FBlendStateInitializerRHI](API\Runtime\RHI\FBlendStateInitializerRHI) & Initializer )


description: Copies the contents of one buffer to another buffer. They must have identical sizes.

code: virtual void RHICopyBuffer ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * SourceBuffer, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * DestBuffer )


description: Computes the size in memory required by a given texture.

code: virtual uint32 RHIComputeMemorySize ( [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: virtual void RHICopyTexture ( [FRHITexture](API\Runtime\RHI\FRHITexture) * SourceTexture, [FRHITexture](API\Runtime\RHI\FRHITexture) * DestTexture, const [FRHICopyTextureInfo](API\Runtime\RHI\FRHICopyTextureInfo) & CopyInfo )


description: Creates a bound shader state instance which encapsulates a decl, vertex shader and pixel shader CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread or the RHI thread. It need not be threadsafe unless the RHI support parallel translation. CAUTION: Platforms that support RHIThread but don't actually have a threadsafe implementation must flush internally withFScopedRHIThreadStallerStallRHIThread(FRHICommandListExecutor::GetImmediateCommandList()); when the call is from the render thread

code: virtual FBoundShaderStateRHIRef RHICreateBoundShaderState ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * VertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * VertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * GeometryShader )


description: FlushType: Thread safe.

code: virtual FDepthStencilStateRHIRef RHICreateDepthStencilState ( const [FDepthStencilStateInitializerRHI](API\Runtime\RHI\FDepthStencilStateInitializerRHI) & Initializer )


code: virtual FBufferRHIRef RHICreateBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIBufferDesc](API\Runtime\RHI\FRHIBufferDesc) const & Desc, ERHIAccess ResourceState, [FRHIResourceCreateInfo](API\Runtime\RHI\FRHIResourceCreateInfo) & CreateInfo )


description: FlushType: Wait RHI Thread.

code: virtual FComputeShaderRHIRef RHICreateComputeShader ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Code, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


description: Clears a UAV to the multi-channel floating point value provided. Should only be called on UAVs with a floating point format, or on structured buffers. Structured buffers are treated as a regular R32_UINT buffer during the clear operation, and the Values.X component is copied directly into the buffer without any format conversion. (Y,Z,W) of Values is ignored. Typed floating point buffers undergo standard format conversion during the write operation. The conversion is determined by the format of the UAV.

code: virtual void RHIClearUAVFloat ( [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * UnorderedAccessViewRHI, const FVector4f & Values )


description: FlushType: Thread safe.

code: virtual FRasterizerStateRHIRef RHICreateRasterizerState ( const [FRasterizerStateInitializerRHI](API\Runtime\RHI\FRasterizerStateInitializerRHI) & Initializer )


description: FlushType: Wait RHI Thread.

code: virtual FPixelShaderRHIRef RHICreatePixelShader ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Code, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


description: FlushType: Wait RHI Thread.

code: virtual FRenderQueryRHIRef RHICreateRenderQuery ( ERenderQueryType QueryType )


description: FlushType: Thread safe.

code: virtual FSamplerStateRHIRef RHICreateSamplerState ( const [FSamplerStateInitializerRHI](API\Runtime\RHI\FSamplerStateInitializerRHI) & Initializer )


description: SRV / UAV creation functions.

code: virtual FShaderResourceViewRHIRef RHICreateShaderResourceView ( class [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIViewableResource](API\Runtime\RHI\FRHIViewableResource) * Resource, [FRHIViewDesc](API\Runtime\RHI\FRHIViewDesc) const & ViewDesc )


code: virtual void RHICreateTransition ( [FRHITransition](API\Runtime\RHI\FRHITransition) * Transition, const [FRHITransitionCreateInfo](API\Runtime\RHI\FRHITransitionCreateInfo) & CreateInfo )


description: FlushType: Wait RHI Thread.

code: virtual FGeometryShaderRHIRef RHICreateGeometryShader ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Code, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


description: Creates an RHI texture resource.

code: virtual FTextureRHIRef RHICreateTexture ( const [FRHITextureCreateDesc](API\Runtime\RHI\FRHITextureCreateDesc) & CreateDesc )


description:
Creates a uniform buffer. The contents of the uniform buffer are provided in a parameter, and are immutable. CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread or the RHI thread. Thus is need not be threadsafe on platforms that do not support or aren't using an RHIThread
The new uniform buffer.

code: virtual FUniformBufferRHIRef RHICreateUniformBuffer ( const void * Contents, const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * Layout, EUniformBufferUsage Usage, EUniformBufferValidation Validation )


code: virtual FUnorderedAccessViewRHIRef RHICreateUnorderedAccessView ( class [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIViewableResource](API\Runtime\RHI\FRHIViewableResource) * Resource, [FRHIViewDesc](API\Runtime\RHI\FRHIViewDesc) const & ViewDesc )


description: FlushType: Wait RHI Thread.

code: virtual FVertexDeclarationRHIRef RHICreateVertexDeclaration ( const FVertexDeclarationElementList & Elements )


description: FlushType: Wait RHI Thread.

code: virtual FVertexShaderRHIRef RHICreateVertexShader ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Code, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: virtual void RHIDispatchIndirectComputeShader ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ArgumentBuffer, uint32 ArgumentOffset )


description: Must be called from the main thread. FlushType: Thread safe

code: virtual FViewportRHIRef RHICreateViewport ( void * WindowHandle, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat )


code: virtual void RHIDrawIndexedIndirect ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndexBufferRHI, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ArgumentsBufferRHI, int32 DrawArgumentsIndex, uint32 NumInstances )


code: virtual void RHIDispatchComputeShader ( uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ )


code: virtual void RHIDrawIndexedPrimitiveIndirect ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndexBuffer, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ArgumentBuffer, uint32 ArgumentOffset )


code: virtual void RHIDrawPrimitive ( uint32 BaseVertexIndex, uint32 NumPrimitives, uint32 NumInstances )


code: virtual void RHIDrawPrimitiveIndirect ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ArgumentBuffer, uint32 ArgumentOffset )


code: virtual void RHIEnableDepthBoundsTest ( bool bEnable )


code: virtual void RHIEndDrawingViewport ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport, bool bPresent, bool bLockToVsync )


code: virtual void RHIEndFrame()


code: virtual void RHIDrawIndexedPrimitive ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndexBuffer, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances )


code: virtual void RHIEndTransitions ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FRHITransition](API\Runtime\RHI\FRHITransition) * > Transitions )


code: virtual void RHIEndRenderQuery ( [FRHIRenderQuery](API\Runtime\RHI\FRHIRenderQuery) * RenderQuery )


description: Signals the end of scene rendering. See RHIBeginScene.

code: virtual void RHIEndScene()


description: Finalizes an async reallocation request. If bBlockUntilCompleted is false, it will only poll the status and finalize if the reallocation has completed.

code: virtual ETextureReallocationStatus RHIFinalizeAsyncReallocateTexture2D ( FRHITexture2D * Texture2D, bool bBlockUntilCompleted )


description: Flush driver resources. Typically called when switching contexts/threads FlushType: Flush RHI Thread

code: virtual void RHIFlushResources()


description:
Retrieve available screen resolutions.
bool true if successfully filled the array

code: virtual bool RHIGetAvailableResolutions ( FScreenResolutionArray & Resolutions, bool bIgnoreRefreshRate )


description: Generates mip maps for a texture.

code: virtual void RHIGenerateMips ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture )


description: Called by parallel worker threads, and the RHI thread. Platform implementations must be thread safe.

code: virtual [IRHIPlatformCommandList](API\Runtime\RHI\IRHIPlatformCommandList) * RHIFinalizeContext ( [IRHIComputeContext](API\Runtime\RHI\IRHIComputeContext) * Context )


description: Called by parallel worker threads, and the render thread. Platform implementations must be thread safe.

code: virtual [IRHIComputeContext](API\Runtime\RHI\IRHIComputeContext) * RHIGetCommandContext ( ERHIPipeline Pipeline, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GPUMask )


description: FlushType: Thread safe.

code: virtual [IRHICommandContext](API\Runtime\RHI\IRHICommandContext) * RHIGetDefaultContext()


description: Return what colour space the viewport is in. Used for HDR displays.

code: virtual EColorSpaceAndEOTF RHIGetColorSpace ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport )


description: Provides access to the native instance. Generally this should be avoided but is useful for third party plugins.

code: virtual void * RHIGetNativeInstance()


description: Returns the total GPU time taken to render the last frame. Same metric asFPlatformTime::Cycles().

code: virtual uint32 RHIGetGPUFrameCycles ( uint32 GPUIndex )


description: Provides access to the native device. Generally this should be avoided but is useful for third party plugins.

code: virtual void * RHIGetNativeDevice()


description: Returns a supported screen resolution that most closely matches input.

code: virtual void RHIGetSupportedResolution ( uint32 & Width, uint32 & Height )


description: CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread. It is need not be threadsafe on platforms that do not support or aren't using an RHIThread FlushType: Thread safe, but varies by RHI

code: virtual bool RHIGetRenderQueryResult ( [FRHIRenderQuery](API\Runtime\RHI\FRHIRenderQuery) * RenderQuery, uint64 & OutResult, bool bWait, uint32 GPUIndex )


description:
Fills a texture with to visualize the texture pool memory.
true if successful, false otherwise

code: virtual bool RHIGetTextureMemoryVisualizeData ( [FColor](API\Runtime\Core\Math\FColor) * TextureData, int32 SizeX, int32 SizeY, int32 Pitch, int32 PixelSize )


description: With RHI thread, this is the current backbuffer from the perspective of the render thread. FlushType: Thread safe

code: virtual FTexture2DRHIRef RHIGetViewportBackBuffer ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport )


description:
Locks an RHI texture's mip-map for read/write operations on the CPU
pointer to the CPU accessible resource data

code: virtual void * RHILockTexture2D ( FRHITexture2D * Texture, uint32 MipIndex, EResourceLockMode LockMode, uint32 & DestStride, bool bLockWithinMiptail, uint64 * OutLockedByteCount )


description: Retrieves texture memory stats. safe to call on the main thread

code: virtual void RHIGetTextureMemoryStats ( [FTextureMemoryStats](API\Runtime\RHI\FTextureMemoryStats) & OutStats )


code: virtual void * RHILockTextureCubeFace ( FRHITextureCube * Texture, uint32 FaceIndex, uint32 ArrayIndex, uint32 MipIndex, EResourceLockMode LockMode, uint32 & DestStride, bool bLockWithinMiptail )


description: Similar to RHIDrawIndexedPrimitiveIndirect, but allows many draw arguments to be provided at once. GRHIGlobals.SupportsDrawIndirect must be checked to detect support on the current machine. @ param IndexBuffer Buffer containing primitive indices @ param ArgumentsBuffer Buffer containingFRHIDrawIndexedIndirectParametersstructures @ param ArgumentOffset Offset in bytes of the first element in ArgumentsBuffer that will be used for drawing @ param CountBuffer Buffer containing uint32 count of valid draw arguments that should be consumed (may be nullptr, indicating that only MaxDrawArguments value should be used) @ param CountBuffeOffset Offset in bytes for the CountBuffer element that will be used to source the draw argument count @ param MaxDrawArguments How many draw arguments should be processed at most, i.e. NumDrawArguments = min(MaxDrawArguments, ValueFromCountBuffer)

code: virtual void RHIMultiDrawIndexedPrimitiveIndirect ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndexBuffer, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ArgumentBuffer, uint32 ArgumentOffset, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * CountBuffer, uint32 CountBuffeOffset, uint32 MaxDrawArguments )


description: Watch out for OutData to be 0 (can happen on DXGI_ERROR_DEVICE_REMOVED), don't call RHIUnmapStagingSurface in that case.

code: virtual void RHIMapStagingSurface ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, [FRHIGPUFence](API\Runtime\RHI\FRHIGPUFence) * Fence, void *& OutData, int32 & OutWidth, int32 & OutHeight, uint32 GPUIndex )


code: virtual void RHIPushEvent ( const TCHAR * Name, [FColor](API\Runtime\Core\Math\FColor) Color )


description: Reads the contents of a texture to an output buffer (non MSAA and MSAA) and returns it as aFColorarray. If the format or texture type is unsupported the OutData array will be size 0

code: virtual void RHIReadSurfaceData ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, FIntRect Rect, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutData, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags )


code: virtual void * RHILockTexture2DArray ( FRHITexture2DArray * Texture, uint32 TextureIndex, uint32 MipIndex, EResourceLockMode LockMode, uint32 & DestStride, bool bLockWithinMiptail )


description: FlushType: Flush Immediate (seems wrong)

code: virtual void RHIRead3DSurfaceFloatData ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, FIntRect Rect, FIntPoint ZMinMax, [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutData )


code: virtual void RHIReleaseTransition ( [FRHITransition](API\Runtime\RHI\FRHITransition) * Transition )


description: FlushType: Flush RHI Thread.


code: virtual void RHIReadSurfaceFloatData ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, FIntRect Rect, [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex )


code: virtual void RHISetBlendState ( [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * NewState, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & BlendFactor )


description: Must be called from the main thread. FlushType: Thread safe

code: virtual void RHIResizeViewport ( [FRHIViewport](API\Runtime\RHI\FRHIViewport) * Viewport, uint32 SizeX, uint32 SizeY, bool bIsFullscreen )


code: virtual void RHISetBoundShaderState ( [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * BoundShaderState )


description: Sets Depth Bounds range with the given min/max depth.

code: virtual void RHISetDepthBounds ( float MinDepth, float MaxDepth )


code: virtual void RHISetDepthStencilState ( [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * NewState, uint32 StencilRef )


description: Useful when used with geometry shader (emit polygons to different viewports), otherwise SetViewPort() is simpler

code: virtual void RHISetMultipleViewports ( uint32 Count, const [FViewportBounds](API\Runtime\RHI\FViewportBounds) * Data )


code: virtual void RHISetRasterizerState ( [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * NewState )


code: virtual void RHISetScissorRect ( bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY )


code: virtual void RHISetShaderParameter ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 BufferIndex, uint32 BaseIndex, uint32 NumBytes, const void * NewValue )


code: virtual void RHISetShaderParameter ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * Shader, uint32 BufferIndex, uint32 BaseIndex, uint32 NumBytes, const void * NewValue )


code: virtual void RHISetShaderParameters ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< [FRHIShaderParameter](API\Runtime\RHI\FRHIShaderParameter) > InParameters, TConstArrayView< [FRHIShaderParameterResource](API\Runtime\RHI\FRHIShaderParameterResource) > InResourceParameters, TConstArrayView< [FRHIShaderParameterResource](API\Runtime\RHI\FRHIShaderParameterResource) > InBindlessParameters )


code: virtual void RHISetComputeShader ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader )


code: virtual void RHISetShaderParameters ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< [FRHIShaderParameter](API\Runtime\RHI\FRHIShaderParameter) > InParameters, TConstArrayView< [FRHIShaderParameterResource](API\Runtime\RHI\FRHIShaderParameterResource) > InResourceParameters, TConstArrayView< [FRHIShaderParameterResource](API\Runtime\RHI\FRHIShaderParameterResource) > InBindlessParameters )


code: virtual void RHISetShaderResourceViewParameter ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * Shader, uint32 SamplerIndex, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * SRV )


code: virtual void RHISetShaderResourceViewParameter ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 SamplerIndex, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * SRV )


description: Sets sampler state.

code: virtual void RHISetShaderSampler ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 SamplerIndex, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * NewState )


description: Sets sampler state.

code: virtual void RHISetShaderSampler ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * Shader, uint32 SamplerIndex, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * NewState )


description: Set the shader resource view of a surface. This is used for binding TextureMS parameter types that need a multi sampled view.

code: virtual void RHISetShaderTexture ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 TextureIndex, [FRHITexture](API\Runtime\RHI\FRHITexture) * NewTexture )


description: Set the shader resource view of a surface.

code: virtual void RHISetShaderTexture ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * Shader, uint32 TextureIndex, [FRHITexture](API\Runtime\RHI\FRHITexture) * NewTexture )


code: virtual void RHISetShaderUnbinds ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, TConstArrayView< [FRHIShaderParameterUnbind](API\Runtime\RHI\FRHIShaderParameterUnbind) > InUnbinds )


code: virtual void RHISetShaderUnbinds ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * ComputeShader, TConstArrayView< [FRHIShaderParameterUnbind](API\Runtime\RHI\FRHIShaderParameterUnbind) > InUnbinds )


code: virtual void RHISetShaderUniformBuffer ( [FRHIGraphicsShader](API\Runtime\RHI\FRHIGraphicsShader) * Shader, uint32 BufferIndex, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * Buffer )


code: virtual void RHISetShaderUniformBuffer ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 BufferIndex, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * Buffer )


code: virtual void RHISetStreamSource ( uint32 StreamIndex, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * VertexBuffer, uint32 Offset )


code: virtual void RHISetShadingRate ( EVRSShadingRate ShadingRate, EVRSRateCombiner Combiner )


description: Sets a pixel shader UAV parameter.

code: virtual void RHISetUAVParameter ( [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, uint32 UAVIndex, [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * UAV )


description: Sets a compute shader UAV parameter.

code: virtual void RHISetUAVParameter ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 UAVIndex, [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * UAV )


description: Sets a compute shader counted UAV parameter and initial count

code: virtual void RHISetUAVParameter ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, uint32 UAVIndex, [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * UAV, uint32 InitialCount )


code: virtual void RHISetViewport ( float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ )


description: Transfer metadata and underlying resource from src to dest and release any resource owned by dest.

code: virtual void RHITransferBufferUnderlyingResource ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * DestBuffer, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * SrcBuffer )


code: virtual void RHITick ( float DeltaTime )


description: Submit the current command buffer to the GPU if possible.

code: virtual void RHISubmitCommandsHint()


description: Unlocks a previously locked RHI texture resource

code: virtual void RHIUnlockTextureCubeFace ( FRHITextureCube * Texture, uint32 FaceIndex, uint32 ArrayIndex, uint32 MipIndex, bool bLockWithinMiptail )


code: virtual void RHIUnlockTexture2D ( FRHITexture2D * Texture, uint32 MipIndex, bool bLockWithinMiptail )


code: virtual void RHIUnlockTexture2DArray ( FRHITexture2DArray * Texture, uint32 TextureIndex, uint32 MipIndex, bool bLockWithinMiptail )


description: Call after a succesfulRHIMapStagingSurface()call

code: virtual void RHIUnmapStagingSurface ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, uint32 GPUIndex )


description: Updates a region of a 2D texture from system memory

code: virtual void RHIUpdateTexture2D ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, FRHITexture2D * Texture, uint32 MipIndex, const struct [FUpdateTextureRegion2D](API\Runtime\RHI\FUpdateTextureRegion2D) & UpdateRegion, uint32 SourcePitch, const uint8 * SourceData )


description: Updates a region of a 3D texture from system memory

code: virtual void RHIUpdateTexture3D ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, FRHITexture3D * Texture, uint32 MipIndex, const struct [FUpdateTextureRegion3D](API\Runtime\RHI\FUpdateTextureRegion3D) & UpdateRegion, uint32 SourceRowPitch, uint32 SourceDepthPitch, const uint8 * SourceData )


description: Shutdown the RHI; handle shutdown and resource destruction before the RHI's actual destructor is called (so that all resources of the RHI are still available for shutdown).

code: virtual void Shutdown()


code: virtual void RHIUpdateUniformBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * UniformBufferRHI, const void * Contents )


code: virtual void UnlockBuffer_BottomOfPipe ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * Buffer )


className: FNullDynamicRHI

description: A null implementation of the dynamically bound RHI.

code: class FNullDynamicRHI : public [FDynamicRHIPSOFallback](API\Runtime\RHI\FDynamicRHIPSOFallback), public [IRHICommandContextPSOFallback](API\Runtime\RHI\IRHICommandContextPSOFallback)


description: Creates a new instance of the dynamic RHI implemented by the module.

code: virtual [FDynamicRHI](API\Runtime\RHI\FDynamicRHI) * CreateRHI ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) RequestedFeatureLevel )


description: Checks whether the RHI is supported by the current system.

code: virtual bool IsSupported()


description:
Override this to set whether your module is allowed to be unloaded on the fly
Whether the module supports shutdown separate from the rest of the engine.

code: virtual bool SupportsDynamicReloading()


className: FNullDynamicRHIModule

description: Implements the NullDrv module as a dynamic RHI providing module.

code: class FNullDynamicRHIModule : public [IDynamicRHIModule](API\Runtime\RHI\IDynamicRHIModule)


module: NullNetworkReplayStreaming

code: virtual void AddEvent ( const uint32 TimeInMS, const [FString](API\Runtime\Core\Containers\FString) & Group, const [FString](API\Runtime\Core\Containers\FString) & Meta, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Attempts to delete the stream with the specified name. May execute asynchronously.

code: virtual void DeleteFinishedStream ( const [FString](API\Runtime\Core\Containers\FString) & StreamName, const FDeleteFinishedStreamCallback & Delegate )


code: virtual void AddOrUpdateEvent ( const [FString](API\Runtime\Core\Containers\FString) & Name, const uint32 TimeInMS, const [FString](API\Runtime\Core\Containers\FString) & Group, const [FString](API\Runtime\Core\Containers\FString) & Meta, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Adds a join-in-progress user to the set of users associated with the currently recording replay (if any)

code: virtual void AddUserToReplay ( const [FString](API\Runtime\Core\Containers\FString) & UserString )


code: virtual void DeleteFinishedStream ( const [FString](API\Runtime\Core\Containers\FString) & StreamName, const int32 UserIndex, const FDeleteFinishedStreamCallback & Delegate )


code: virtual void DownloadHeader ( const FDownloadHeaderCallback & Delegate )


code: virtual void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FEnumerateEventsCallback & EnumerationCompleteDelegate )


code: virtual void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const FEnumerateEventsCallback & EnumerationCompleteDelegate )


description: Retrieves the streams that have been recently viewed. May execute asynchronously.

code: virtual void EnumerateRecentStreams ( const [FNetworkReplayVersion](API\Runtime\Core\Misc\FNetworkReplayVersion) & ReplayVersion, const int32 UserIndex, const FEnumerateStreamsCallback & Delegate )


code: virtual void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const int32 UserIndex, const FEnumerateEventsCallback & Delegate )


code: virtual void FlushCheckpoint ( const uint32 TimeInMS )


code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) * GetCheckpointArchive()


description: Retrieves the streams that are available for viewing. May execute asynchronously. Allows the caller to pass in a custom list of query parameters

code: virtual void EnumerateStreams ( const [FNetworkReplayVersion](API\Runtime\Core\Misc\FNetworkReplayVersion) & ReplayVersion, const int32 UserIndex, const [FString](API\Runtime\Core\Containers\FString) & MetaString, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ExtraParms, const FEnumerateStreamsCallback & Delegate )


description: Gets the current base directory where Demos are stored. Note, this will always fail for streamers that don't support replays stored on disk.

code: virtual EStreamingOperationResult GetDemoPath ( [FString](API\Runtime\Core\Containers\FString) & DemoPath ) const


code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) * GetHeaderArchive()


description: Returns the maximum size of the friendly name text for this streamer, or 0 for unlimited.

code: virtual uint32 GetMaxFriendlyNameSize() const


description: Returns the active replay name

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


code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) * GetStreamingArchive()


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Return current recording/playback state

code: virtual EReplayStreamerState GetReplayStreamerState() const


description: Time in milliseconds

code: virtual uint32 GetTotalDemoTime() const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


code: virtual void GotoTimeInMS ( const uint32 TimeInMS, const FGotoCallback & Delegate, EReplayCheckpointType CheckpointType )


code: virtual bool IsCheckpointTypeSupported ( EReplayCheckpointType CheckpointType ) const


description: Returns true if the playing stream is currently in progress

code: virtual bool IsLive() const


code: virtual bool IsDataAvailable() const


code: virtual void GotoCheckpointIndex ( const int32 CheckpointIndex, const FGotoCallback & Delegate, EReplayCheckpointType CheckpointType )


code: virtual bool IsDataAvailableForTimeRange ( const uint32 StartTimeInMS, const uint32 EndTimeInMS )


description: FTickableGameObjectimplementation

code: virtual bool IsTickableWhenPaused() const


code: virtual bool IsLoadingCheckpoint() const


description: Used to commit a replay to permanent storage.

code: virtual void KeepReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const bool bKeep, const FKeepReplayCallback & Delegate )


code: virtual void KeepReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const bool bKeep, const int32 UserIndex, const FKeepReplayCallback & Delegate )


code: virtual void RefreshHeader()


description: Used to change the name of a replay. Note, thiswillchange the name used to refer to the replay (if successful).

code: virtual void RenameReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewName, const FRenameReplayCallback & Delegate )


code: virtual void RenameReplay ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewName, const int32 UserIndex, const FRenameReplayCallback & Delegate )


description: Used to change the friendly name of a replay. Note, changing the friendly namedoes notchange the name used to refer to replay.

code: virtual void RenameReplayFriendlyName ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewFriendlyName, const FRenameReplayCallback & Delegate )


code: virtual void RenameReplayFriendlyName ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & NewFriendlyName, const int32 UserIndex, const FRenameReplayCallback & Delegate )


code: virtual void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & EventID, const FRequestEventDataCallback & Delegate )


code: virtual void RequestEventGroupData ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FRequestEventGroupDataCallback & Delegate )


code: virtual void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & EventId, const int32 UserIndex, const FRequestEventDataCallback & Delegate )


code: virtual void RequestEventGroupData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const FRequestEventGroupDataCallback & Delegate )


code: virtual void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & EventID, const FRequestEventDataCallback & Delegate )


code: virtual void RequestEventGroupData ( const [FString](API\Runtime\Core\Containers\FString) & ReplayName, const [FString](API\Runtime\Core\Containers\FString) & Group, const int32 UserIndex, const FRequestEventGroupDataCallback & Delegate )


code: virtual void SearchEvents ( const [FString](API\Runtime\Core\Containers\FString) & EventGroup, const FSearchEventsCallback & Delegate )


code: virtual void SetHighPriorityTimeRange ( const uint32 StartTimeInMS, const uint32 EndTimeInMS )


description: Changes the base directory where Demos are stored. Note, this will always fail for streamers that don't support replays stored on disk. This method should not be called after StartStreaming, or while async operations are pending on a streamer.

code: virtual EStreamingOperationResult SetDemoPath ( const [FString](API\Runtime\Core\Containers\FString) & DemoPath )


description: Sets a hint for how much data needs to be kept in memory. If set to a value greater than zero, a streamer implementation may free any in-memory data that would be required to go to a time before the beginning of the buffer.

code: virtual void SetTimeBufferHintSeconds ( const float InTimeBufferHintSeconds )


code: virtual void StopStreaming()


description: FTickableObjectBaseimplementation

code: virtual void Tick ( float DeltaSeconds )


description: INetworkReplayStreamerimplementation

code: virtual void StartStreaming ( const [FStartStreamingParameters](API\Runtime\NetworkReplayStreaming\FStartStreamingParameters) & Params, const FStartStreamingCallback & Delegate )


code: virtual void UpdatePlaybackTime ( uint32 TimeInMS )


code: virtual void UpdateTotalDemoTime ( uint32 TimeInMS )


code: FNullNetworkReplayStreamer()


className: FNullNetworkReplayStreamer

description: Default streamer that goes straight to the HD

code: class FNullNetworkReplayStreamer : public [INetworkReplayStreamer](API\Runtime\NetworkReplayStreaming\INetworkReplayStreamer), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


code: FNullReplayInfo()


className: FNullNetworkReplayStreamingFactory

code: class FNullNetworkReplayStreamingFactory : public [INetworkReplayStreamingFactory](API\Runtime\NetworkReplayStreaming\INetworkReplayStreamingFactory)


description: FJsonSerializable.

code: virtual void Serialize ( [FJsonSerializerBase](API\Runtime\Json\Serialization\FJsonSerializerBase) & Serializer, bool bFlatObject )


className: FNullReplayInfo

description: Class to hold metadata about an entire replay

code: class FNullReplayInfo : public [FJsonSerializable](API\Runtime\Json\Serialization\FJsonSerializable)

bIsValid

type: bool

FriendlyName

type: FString


module: OpenGLDrv

code: static void BeginQuery ( GLenum QueryType, GLuint QueryId )


className: bDebugContext

code: static bool bDebugContext;


code: static void BindBufferBase ( GLenum Target, GLuint Index, GLuint Buffer )


code: static void BindFragDataLocation ( GLuint Program, GLuint Color, const GLchar * Name )


code: static void BindBufferRange ( GLenum Target, GLuint Index, GLuint Buffer, GLintptr Offset, GLsizeiptr Size )


code: static void BlitFramebuffer ( GLint SrcX0, GLint SrcY0, GLint SrcX1, GLint SrcY1, GLint DstX0, GLint DstY0, GLint DstX1, GLint DstY1, GLbitfield Mask, GLenum Filter )


code: static void BindSampler ( GLuint Unit, GLuint Sampler )


className: BufferNamesCache

code: static GLuint BufferNamesCache;


code: static void ClearBufferiv ( GLenum Buffer, GLint DrawBufferIndex, const GLint * Value )


code: static void ClearBufferfv ( GLenum Buffer, GLint DrawBufferIndex, const GLfloat * Value )


code: static void CompressedTexImage3D ( GLenum Target, GLint Level, GLenum InternalFormat, GLsizei Width, GLsizei Height, GLsizei Depth, GLint Border, GLsizei ImageSize, const GLvoid * PixelData )


code: static [EFenceResult](API\Runtime\OpenGLDrv\FOpenGLBase\EFenceResult) ClientWaitSync ( UGLsync Sync, GLbitfield Flags, GLuint64 Timeout )


code: static void ClearBufferfi ( GLenum Buffer, GLint DrawBufferIndex, GLfloat Depth, GLint Stencil )


code: static void ColorMaskIndexed ( GLuint Index, GLboolean Red, GLboolean Green, GLboolean Blue, GLboolean Alpha )


code: static void ClearDepth ( GLdouble Depth )


code: static void CompressedTexSubImage2D ( GLenum Target, GLint Level, GLsizei Width, GLsizei Height, GLenum Format, GLsizei ImageSize, const GLvoid * PixelData )


code: static void CompressedTexSubImage3D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint ZOffset, GLsizei Width, GLsizei Height, GLsizei Depth, GLenum Format, GLsizei ImageSize, const GLvoid * PixelData )


code: static void CopyTexSubImage1D ( GLenum Target, GLint Level, GLint XOffset, GLint X, GLint Y, GLsizei Width )


code: static void CopyBufferSubData ( GLenum ReadTarget, GLenum WriteTarget, GLintptr ReadOffset, GLintptr WriteOffset, GLsizeiptr Size )


code: static FPlatformOpenGLContext * CreateContext ( FPlatformOpenGLDevice * Device, void * WindowHandle )


code: static void CopyTexSubImage2D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint X, GLint Y, GLsizei Width, GLsizei Height )


code: static FPlatformOpenGLDevice * CreateDevice()


code: static void CopyTexSubImage3D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint ZOffset, GLint X, GLint Y, GLsizei Width, GLsizei Height )


code: static GLuint CreateShader ( GLenum Type )


code: static void DeleteQueries ( GLsizei NumQueries, const GLuint * QueryIDs )


code: static void DeleteSamplers ( GLsizei Count, GLuint * Samplers )


code: static void DeleteSync ( UGLsync Sync )


code: static void DisableIndexed ( GLenum Parameter, GLuint Index )


code: static void DrawArraysInstanced ( GLenum Mode, GLint First, GLsizei Count, GLsizei InstanceCount )


code: static void DepthRange ( GLdouble Near, GLdouble Far )


code: static void DrawBuffers ( GLsizei NumBuffers, const GLenum * Buffers )


code: static void DrawElementsInstanced ( GLenum Mode, GLsizei Count, GLenum Type, const GLvoid * Indices, GLsizei InstanceCount )


code: static void EnableIndexed ( GLenum Parameter, GLuint Index )


code: static void DrawRangeElements ( GLenum Mode, GLuint Start, GLuint End, GLsizei Count, GLenum Type, const GLvoid * Indices )


code: static UGLsync FenceSync ( GLenum Condition, GLbitfield Flags )


code: static void EndQuery ( GLenum QueryType )


code: static void FramebufferTexture ( GLenum Target, GLenum Attachment, GLuint Texture, GLint Level )


code: static void FramebufferTextureLayer ( GLenum Target, GLenum Attachment, GLuint Texture, GLint Level, GLint Layer )


code: static void DrawBuffer ( GLenum Mode )


code: static void FramebufferTexture3D ( GLenum Target, GLenum Attachment, GLenum TexTarget, GLuint Texture, GLint Level, GLint ZOffset )


code: static void GenBuffers ( GLsizei n, GLuint * buffers )


code: static void GenerateMipmap ( GLenum Target )


code: static void GenSamplers ( GLsizei Count, GLuint * Samplers )


code: static void GenQueries ( GLsizei NumQueries, GLuint * QueryIDs )


code: static void GenTextures ( GLsizei n, GLuint * textures )


code: static void GetCompressedTexImage ( GLenum Target, GLint Level, GLvoid * OutImageData )


code: static GLuint GetMajorVersion()


code: static GLuint GetMinorVersion()


code: static GLenum GetPlatfrom5551Format()


code: static void GetProgramPipelineInfoLog ( GLuint Pipeline, GLsizei BufSize, GLsizei * Length, GLchar * InfoLog )


code: static void GetProgramPipelineiv ( GLuint Pipeline, GLenum Pname, GLint * Params )


code: static void GetQueryObject ( GLuint QueryId, [EQueryMode](API\Runtime\OpenGLDrv\FOpenGLBase\EQueryMode) QueryMode, GLuint64 * OutResult )


code: static void GetQueryObject ( GLuint QueryId, [EQueryMode](API\Runtime\OpenGLDrv\FOpenGLBase\EQueryMode) QueryMode, GLuint * OutResult )


code: static void GetTexImage ( GLenum Target, GLint Level, GLenum Format, GLenum Type, GLvoid * OutPixelData )


code: static const ANSICHAR * GetStringIndexed ( GLenum Name, GLuint Index )


code: static GLuint GetUniformBlockIndex ( GLuint Program, const GLchar * UniformBlockName )


code: static bool IsSync ( UGLsync Sync )


code: static bool IsProgramPipeline ( GLuint Pipeline )


description: Required.

code: static void * MapBufferRange ( GLenum Type, uint32 InOffset, uint32 InSize, [EResourceLockMode](API\Runtime\OpenGLDrv\FOpenGLBase\EResourceLockMode) LockMode )


className: NextBufferName

code: static GLsizei NextBufferName;


className: NextTextureName

code: static GLsizei NextTextureName;


className: NextPipelineName

code: static GLsizei NextPipelineName;


code: static void ProcessExtensions ( const [FString](API\Runtime\Core\Containers\FString) & ExtensionsString )


className: PipelineNamesCache

code: static GLuint PipelineNamesCache;


code: static void ProcessQueryGLInt()


code: static void PolygonMode ( GLenum Face, GLenum Mode )


code: static void ProgramParameter ( GLuint Program, GLenum PName, GLint Value )


code: static void ProgramUniform1i ( GLuint Program, GLint Location, GLint V0 )


code: static void ProgramUniform4fv ( GLuint Program, GLint Location, GLsizei Count, const GLfloat * Value )


code: static void ProgramUniform4iv ( GLuint Program, GLint Location, GLsizei Count, const GLint * Value )


code: static void ProgramUniform4uiv ( GLuint Program, GLint Location, GLsizei Count, const GLuint * Value )


code: static void ReadBuffer ( GLenum Mode )


code: static void SetSamplerParameter ( GLuint Sampler, GLenum Parameter, GLint Value )


code: static bool SupportsTimestampQueries()


code: static bool SupportsBufferStorage()


code: static bool SupportsGenerateMipmap()


code: static bool SupportsSeamlessCubeMap()


code: static void TexBuffer ( GLenum Target, GLenum InternalFormat, GLuint Buffer )


description: Optional.

code: static void QueryTimestampCounter ( GLuint QueryID )


code: static void TexImage2DMultisample ( GLenum Target, GLsizei Samples, GLint InternalFormat, GLsizei Width, GLsizei Height, GLboolean FixedSampleLocations )


code: static void TexImage3D ( GLenum Target, GLint Level, GLint InternalFormat, GLsizei Width, GLsizei Height, GLsizei Depth, GLint Border, GLenum Format, GLenum Type, const GLvoid * PixelData )


code: static void TexParameter ( GLenum Target, GLenum Parameter, GLint Value )


code: static void TexSubImage3D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint ZOffset, GLsizei Width, GLsizei Height, GLsizei Depth, GLenum Format, GLenum Type, const GLvoid * PixelData )


className: TextureNamesCache

code: static GLuint TextureNamesCache;


className: TimestampQueryBits

code: static GLint TimestampQueryBits;


code: static void Uniform4uiv ( GLint Location, GLsizei Count, const GLuint * Value )


code: static void UnmapBuffer ( GLenum Type )


code: static void UnmapBufferRange ( GLenum Type, uint32 InOffset, uint32 InSize )


code: static void ValidateProgramPipeline ( GLuint Pipeline )


code: static void VertexAttrib4dv ( GLuint AttributeIndex, const GLdouble * Values )


code: static void VertexAttrib4bv ( GLuint AttributeIndex, const GLbyte * Values )


code: static void VertexAttrib4Nbv ( GLuint AttributeIndex, const GLbyte * Values )


code: static void UniformBlockBinding ( GLuint Program, GLuint UniformBlockIndex, GLuint UniformBlockBinding )


code: static void VertexAttrib4Nsv ( GLuint AttributeIndex, const GLshort * Values )


code: static void VertexAttrib4sv ( GLuint AttributeIndex, const GLshort * Values )


code: static void VertexAttrib4ubv ( GLuint AttributeIndex, const GLubyte * Values )


code: static void VertexAttribDivisor ( GLuint Index, GLuint Divisor )


code: static void VertexAttribI4bv ( GLuint AttributeIndex, const GLbyte * Values )


code: static void VertexAttribI4sv ( GLuint AttributeIndex, const GLshort * Values )


code: static void VertexAttribI4ubv ( GLuint AttributeIndex, const GLubyte * Values )


code: static void VertexAttrib4Nubv ( GLuint AttributeIndex, const GLubyte * Values )


code: static void VertexAttribI4uiv ( GLuint AttributeIndex, const GLuint * Values )


code: static void VertexAttribI4usv ( GLuint AttributeIndex, const GLushort * Values )


code: static void VertexAttribI4iv ( GLuint AttributeIndex, const GLint * Values )


code: static void VertexAttribPointer ( GLuint Index, GLint Size, GLenum Type, GLboolean Normalized, GLsizei Stride, const GLvoid * Pointer )


code: struct FOpenGL3 : public [FOpenGLBase](API\Runtime\OpenGLDrv\FOpenGLBase)


code: static void BindImageTexture ( GLuint Unit, GLuint Texture, GLint Level, GLboolean Layered, GLint Layer, GLenum Access, GLenum Format )


code: static void BindVertexBuffer ( GLuint BindingIndex, GLuint Buffer, GLintptr Offset, GLsizei Stride )


code: static void BlendEquationi ( GLuint Buf, GLenum Mode )


code: static void BlendEquationSeparatei ( GLuint Buf, GLenum ModeRGB, GLenum ModeAlpha )


code: static void VertexAttribIPointer ( GLuint Index, GLint Size, GLenum Type, GLsizei Stride, const GLvoid * Pointer )


code: static void BlendFunci ( GLuint Buf, GLenum Src, GLenum Dst )


description: Required.

code: static void BlendFuncSeparatei ( GLuint Buf, GLenum SrcRGB, GLenum DstRGB, GLenum SrcAlpha, GLenum DstAlpha )


className: bSupportsGPUMemoryInfo

code: static bool bSupportsGPUMemoryInfo;


code: static void ClearBufferData ( GLenum Target, GLenum InternalFormat, GLenum Format, GLenum Type, const uint32 * Data )


code: static void DispatchCompute ( GLuint NumGroupsX, GLuint NumGroupsY, GLuint NumGroupsZ )


code: static void DispatchComputeIndirect ( GLintptr Offset )


code: static void DrawElementsIndirect ( GLenum Mode, GLenum Type, const void * Offset )


code: static GLint GetFirstComputeUAVUnit()


code: static void DrawArraysIndirect ( GLenum Mode, const void * Offset )


code: static GLint GetFirstPixelUAVUnit()


code: static GLint GetMaxCombinedUAVUnits()


code: static GLint GetMaxComputeUAVUnits()


code: static GLint GetMaxPixelUAVUnits()


code: static uint64 GetVideoMemorySize()


className: MaxCombinedUAVUnits

code: static GLint MaxCombinedUAVUnits;


code: static GLint GetFirstVertexUAVUnit()


className: MaxComputeUAVUnits

code: static GLint MaxComputeUAVUnits;


className: MaxPixelUAVUnits

code: static GLint MaxPixelUAVUnits;


code: static void MemoryBarrier ( GLbitfield Barriers )


code: static void PatchParameteri ( GLenum Pname, GLint Value )


code: static void ProcessExtensions ( const [FString](API\Runtime\Core\Containers\FString) & ExtensionsString )


code: static bool SupportsDrawIndirect()


code: static void TexBufferRange ( GLenum Target, GLenum InternalFormat, GLuint Buffer, GLintptr Offset, GLsizeiptr Size )


code: static void TextureView ( GLuint ViewName, GLenum ViewTarget, GLuint SrcName, GLenum InternalFormat, GLuint MinLevel, GLuint NumLevels, GLuint MinLayer, GLuint NumLayers )


code: static void ProcessQueryGLInt()


code: static void VertexAttribFormat ( GLuint AttribIndex, GLint Size, GLenum Type, GLboolean Normalized, GLuint RelativeOffset )


code: static void VertexBindingDivisor ( GLuint BindingIndex, GLuint Divisor )


code: struct FOpenGL4 : public [FOpenGL3](API\Runtime\OpenGLDrv\FOpenGL3)


code: static void BeginQuery ( GLenum QueryType, GLuint QueryId )


code: static void VertexAttribBinding ( GLuint AttribIndex, GLuint BindingIndex )


code: static void VertexAttribIFormat ( GLuint AttribIndex, GLint Size, GLenum Type, GLuint RelativeOffset )


code: static void BindBufferBase ( GLenum Target, GLuint Index, GLuint Buffer )


code: static void BindBufferRange ( GLenum Target, GLuint Index, GLuint Buffer, GLintptr Offset, GLsizeiptr Size )


code: static void BindFragDataLocation ( GLuint Program, GLuint Color, const GLchar * Name )


className: bAmdWorkaround

description: Workaround AMD driver issues.

code: static bool bAmdWorkaround = false;


code: static void BindImageTexture ( GLuint Unit, GLuint Texture, GLint Level, GLboolean Layered, GLint Layer, GLenum Access, GLenum Format )


code: static void BindProgramPipeline ( GLuint Pipeline )


code: static void BindSampler ( GLuint Unit, GLuint Sampler )


code: static void BindVertexBuffer ( GLuint BindingIndex, GLuint Nuffer, GLintptr Offset, GLsizei Stride )


code: static void BlendEquationi ( GLuint Buf, GLenum Mode )


code: static void BlendFunci ( GLuint Buf, GLenum Src, GLenum Dst )


code: static void BlendEquationSeparatei ( GLuint Buf, GLenum ModeRGB, GLenum ModeAlpha )


code: static void BlendFuncSeparatei ( GLuint Buf, GLenum SrcRGB, GLenum DstRGB, GLenum SrcAlpha, GLenum DstAlpha )


code: static void BlitFramebuffer ( GLint SrcX0, GLint SrcY0, GLint SrcX1, GLint SrcY1, GLint DstX0, GLint DstY0, GLint DstX1, GLint DstY1, GLbitfield Mask, GLenum Filter )


className: bSupportsASTCHDR

code: static bool bSupportsASTCHDR = false;


className: bSupportsASTC

code: static bool bSupportsASTC = false;


className: bSupportsClipControl

code: static bool bSupportsClipControl = false;


className: bSupportsSeamlessCubemap

code: static bool bSupportsSeamlessCubemap = false;


className: bSupportsDrawBuffersBlend

code: static bool bSupportsDrawBuffersBlend = false;


className: bSupportsTextureFilterAnisotropic

description: GL_EXT_texture_filter_anisotropic Can we use anisotropic filtering?

code: static bool bSupportsTextureFilterAnisotropic = false;


className: bSupportsVolumeTextureRendering

description: Can we render to texture 2D array or 3D

code: static bool bSupportsVolumeTextureRendering = false;


code: static void BufferStorage ( GLenum Target, GLsizeiptr Size, const void * Data, GLbitfield Flags )


code: static void BufferSubData ( GLenum Target, GLintptr Offset, GLsizeiptr Size, const GLvoid * Data )


code: static void ClearBufferData ( GLenum Target, GLenum InternalFormat, GLenum Format, GLenum Type, const uint32 * Data )


code: static void ClearBufferfi ( GLenum Buffer, GLint DrawBufferIndex, GLfloat Depth, GLint Stencil )


code: static void ClearBufferfv ( GLenum Buffer, GLint DrawBufferIndex, const GLfloat * Value )


code: static void ClearBufferiv ( GLenum Buffer, GLint DrawBufferIndex, const GLint * Value )


code: static [EFenceResult](API\Runtime\OpenGLDrv\FOpenGLBase\EFenceResult) ClientWaitSync ( UGLsync Sync, GLbitfield Flags, GLuint64 Timeout )


code: static void ColorMaskIndexed ( GLuint Index, GLboolean Red, GLboolean Green, GLboolean Blue, GLboolean Alpha )


code: static void CompressedTexImage3D ( GLenum Target, GLint Level, GLenum InternalFormat, GLsizei Width, GLsizei Height, GLsizei Depth, GLint Border, GLsizei ImageSize, const GLvoid * PixelData )


code: static void CompressedTexSubImage3D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint ZOffset, GLsizei Width, GLsizei Height, GLsizei Depth, GLenum Format, GLsizei ImageSize, const GLvoid * PixelData )


code: static void CopyTexSubImage2D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint X, GLint Y, GLsizei Width, GLsizei Height )


code: static void ClearDepth ( GLdouble Depth )


code: static void CopyBufferSubData ( GLenum ReadTarget, GLenum WriteTarget, GLintptr ReadOffset, GLintptr WriteOffset, GLsizeiptr Size )


code: static void CopyTexSubImage3D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint ZOffset, GLint X, GLint Y, GLsizei Width, GLsizei Height )


code: static FPlatformOpenGLDevice * CreateDevice()


code: static FPlatformOpenGLContext * CreateContext ( FPlatformOpenGLDevice * Device, void * WindowHandle )


code: static void DeleteBuffers ( GLsizei Number, const GLuint * Buffers )


code: static GLuint CreateShader ( GLenum Type )


code: static void DeleteProgramPipelines ( GLsizei Number, const GLuint * Pipelines )


code: static void CopyImageSubData ( GLuint SrcName, GLenum SrcTarget, GLint SrcLevel, GLint SrcX, GLint SrcY, GLint SrcZ, GLuint DstName, GLenum DstTarget, GLint DstLevel, GLint DstX, GLint DstY, GLint DstZ, GLsizei Width, GLsizei Height, GLsizei Depth )


code: static void DeleteQueries ( GLsizei NumQueries, const GLuint * QueryIDs )


code: static void DeleteShader ( GLuint Program )


code: static void DeleteSync ( UGLsync Sync )


code: static void DeleteSamplers ( GLsizei Count, GLuint * Samplers )


code: static void DeleteTextures ( GLsizei Number, const GLuint * Textures )


code: static void DepthBounds ( GLfloat Min, GLfloat Max )


code: static void DepthRange ( GLdouble Near, GLdouble Far )


code: static void DisableIndexed ( GLenum Parameter, GLuint Index )


description: Calling glBufferData() to discard-reupload is slower than calling glBufferSubData() on some platforms, because changing glBufferData() with a different size (from before) may incur extra validation. To use glBufferData() discard trick: set to this to true - otherwise, glBufferSubData() will used.


code: static void DrawArraysIndirect ( GLenum Mode, const void * Offset )


code: static void DispatchCompute ( GLuint NumGroupsX, GLuint NumGroupsY, GLuint NumGroupsZ )


code: static void DrawArraysInstanced ( GLenum Mode, GLint First, GLsizei Count, GLsizei InstanceCount )


code: static void DispatchComputeIndirect ( GLintptr Offset )


code: static void DrawBuffer ( GLenum Mode )


code: static void DrawBuffers ( GLsizei NumBuffers, const GLenum * Buffers )


code: static void DrawRangeElements ( GLenum Mode, GLuint Start, GLuint End, GLsizei Count, GLenum Type, const GLvoid * Indices )


code: static void DrawElementsIndirect ( GLenum Mode, GLenum Type, const void * Offset )


code: static void EnableIndexed ( GLenum Parameter, GLuint Index )


code: static void DrawElementsInstanced ( GLenum Mode, GLsizei Count, GLenum Type, const GLvoid * Indices, GLsizei InstanceCount )


className: EFenceResult

code: enum EFenceResult { FR_AlreadySignaled, FR_TimeoutExpired, FR_ConditionSatisfied, FR_WaitFailed, }


code: static void EnableSupportsClipControl()


code: static void EndQuery ( GLenum QueryType )


className: EQueryMode

code: enum EQueryMode { QM_Result, QM_ResultAvailable, }


className: EResourceLockMode

code: enum EResourceLockMode { RLM_ReadWrite, RLM_ReadOnly, RLM_WriteOnly, RLM_WriteOnlyUnsynchronized, RLM_WriteOnlyPersistent, RLM_ReadOnlyPersistent, }


code: static UGLsync FenceSync ( GLenum Condition, GLbitfield Flags )


code: static void FramebufferRenderbuffer ( GLenum Target, GLenum Attachment, GLenum RenderBufferTarget, GLuint RenderBuffer )


code: static void FrameBufferFetchBarrier()


code: static void FramebufferTexture ( GLenum Target, GLenum Attachment, GLuint Texture, GLint Level )


code: static void FramebufferTexture2D ( GLenum Target, GLenum Attachment, GLenum TexTarget, GLuint Texture, GLint Level )


code: static void FramebufferTexture3D ( GLenum Target, GLenum Attachment, GLenum TexTarget, GLuint Texture, GLint Level, GLint ZOffset )


code: static void FramebufferTexture2DMultisample ( GLenum Target, GLenum Attachment, GLenum TexTarget, GLuint Texture, GLint Level, GLint NumSamples )


code: static void FramebufferTextureLayer ( GLenum Target, GLenum Attachment, GLuint Texture, GLint Level, GLint Layer )


code: static void GenerateMipmap ( GLenum Target )


code: static void FramebufferTextureMultisampleMultiviewOVR ( GLenum Target, GLenum Attachment, GLuint Texture, GLint Level, GLsizei NumSamples, GLint BaseViewIndex, GLsizei NumViews )


code: static void GenProgramPipelines ( GLsizei Number, GLuint * Pipelines )


code: static void GenQueries ( GLsizei NumQueries, GLuint * QueryIDs )


code: static void GenSamplers ( GLsizei Count, GLuint * Samplers )


code: static void GetCompressedTexImage ( GLenum Target, GLint Level, GLvoid * OutImageData )


code: static void FramebufferTextureMultiviewOVR ( GLenum Target, GLenum Attachment, GLuint Texture, GLint Level, GLint BaseViewIndex, GLsizei NumViews )


description: Image load/store units.

code: static GLint GetFirstComputeUAVUnit()


description: Indices per unit are set in this order [Pixel, Vertex, Geometry].

code: static GLint GetFirstPixelTextureUnit()


code: static GLint GetFirstPixelUAVUnit()


code: static GLint GetFirstVertexUAVUnit()


code: static GLsizei GetLabelObject ( GLenum Type, GLuint Object, GLsizei BufferSize, ANSICHAR * OutName )


code: static GLuint GetMajorVersion()


code: static GLint GetMaxCombinedUAVUnits()


code: static GLint GetMaxComputeUAVUnits()


code: static GLint GetMaxPixelUAVUnits()


code: static GLint GetMaxMSAASamplesTileMem()


code: static GLint GetMaxTextureImageUnits()


code: static GLint GetMaxVaryingVectors()


code: static GLuint GetMinorVersion()


code: static void GetProgramBinary ( GLuint Program, GLsizei BufSize, GLsizei * Length, GLenum * BinaryFormat, void * Binary )


code: static void GetProgramPipelineInfoLog ( GLuint Pipeline, GLsizei BufSize, GLsizei * Length, GLchar * InfoLog )


code: static GLenum GetPlatfrom5551Format()


code: static void GetQueryObject ( GLuint QueryId, [EQueryMode](API\Runtime\OpenGLDrv\FOpenGLBase\EQueryMode) QueryMode, uint64 * OutResult )


code: static void GetQueryObject ( GLuint QueryId, [EQueryMode](API\Runtime\OpenGLDrv\FOpenGLBase\EQueryMode) QueryMode, GLuint * OutResult )


code: static void GetProgramPipelineiv ( GLuint Pipeline, GLenum Pname, GLint * Params )


code: static GLenum GetShadowDepthFormat()


code: static const ANSICHAR * GetStringIndexed ( GLenum Name, GLuint Index )


code: static void GetTexImage ( GLenum Target, GLint Level, GLenum Format, GLenum Type, GLvoid * OutPixelData )


code: static GLuint64 GetTextureHandle ( GLuint Texture )


code: static GLuint64 GetTextureSamplerHandle ( GLuint Texture, GLuint Sampler )


code: static uint64 GetVideoMemorySize()


code: static GLuint GetUniformBlockIndex ( GLuint Program, const GLchar * UniformBlockName )


code: static void InvalidateFramebuffer ( GLenum Target, GLsizei NumAttachments, const GLenum * Attachments )


code: static bool IsProgramPipeline ( GLuint Pipeline )


code: static bool IsSync ( UGLsync Sync )


code: static void MakeTextureHandleNonResident ( GLuint64 TextureHandle )


code: static void LabelObject ( GLenum Type, GLuint Object, const ANSICHAR * Name )


code: static void MakeTextureHandleResident ( GLuint64 TextureHandle )


className: MaxCombinedTextureImageUnits

code: static GLint MaxCombinedTextureImageUnits = -1;


description: Will assert at run-time if not implemented:

code: static void * MapBufferRange ( GLenum Type, uint32 InOffset, uint32 InSize, [EResourceLockMode](API\Runtime\OpenGLDrv\FOpenGLBase\EResourceLockMode) LockMode )


className: MaxGeometryTextureImageUnits

code: static GLint MaxGeometryTextureImageUnits = -1;


className: MaxComputeTextureImageUnits

code: static GLint MaxComputeTextureImageUnits = -1;


className: MaxGeometryUniformComponents

code: static GLint MaxGeometryUniformComponents = -1;


className: MaxTextureImageUnits

code: static GLint MaxTextureImageUnits = -1;


className: MaxVaryingVectors

code: static GLint MaxVaryingVectors = -1;


className: MaxVertexTextureImageUnits

code: static GLint MaxVertexTextureImageUnits = -1;


code: static void PatchParameteri ( GLenum Pname, GLint Value )


className: MaxVertexUniformComponents

code: static GLint MaxVertexUniformComponents = -1;


code: static void MemoryBarrier ( GLbitfield Barriers )


description: For platform extensions

code: static void PE_GetCurrentOpenGLShaderDeviceCapabilities ( [FOpenGLShaderDeviceCapabilities](API\Runtime\OpenGLDrv\FOpenGLShaderDeviceCapabilities) & Capabilities )


className: MaxPixelUniformComponents

code: static GLint MaxPixelUniformComponents = -1;


code: static void PE_SetupTextureFormat ( void(*)(EPixelFormat, const FOpenGLTextureFormat &) SetupTextureFormat )


code: static bool PE_GLSLToDeviceCompatibleGLSL ( FAnsiCharArray & GlslCodeOriginal, const [FString](API\Runtime\Core\Containers\FString) & ShaderName, GLenum TypeEnum, const [FOpenGLShaderDeviceCapabilities](API\Runtime\OpenGLDrv\FOpenGLShaderDeviceCapabilities) & Capabilities, FAnsiCharArray & GlslCode )


code: static void PolygonMode ( GLenum Face, GLenum Mode )


code: static void ProcessExtensions ( const [FString](API\Runtime\Core\Containers\FString) & ExtensionsString )


code: static EPixelFormat PreferredPixelFormatHint ( EPixelFormat PreferredPixelFormat )


code: static void ProgramBinary ( GLuint Program, GLenum BinaryFormat, const void * Binary, GLsizei Length )


code: static void ProcessQueryGLInt()


code: static void ProgramUniform1i ( GLuint Program, GLint Location, GLint V0 )


code: static void ProgramUniform4fv ( GLuint Program, GLint Location, GLsizei Count, const GLfloat * Value )


code: static void ProgramParameter ( GLuint Program, GLenum PName, GLint Value )


code: static void ProgramUniform4iv ( GLuint Program, GLint Location, GLsizei Count, const GLint * Value )


code: static void ProgramUniform4uiv ( GLuint Program, GLint Location, GLsizei Count, const GLuint * Value )


code: static void PushGroupMarker ( const ANSICHAR * Name )


description: Silently ignored if not implemented:

code: static void QueryTimestampCounter ( GLuint QueryID )


code: static void ReadBuffer ( GLenum Mode )


code: static void RenderbufferStorageMultisample ( GLenum Target, GLsizei Samples, GLint InternalFormat, GLsizei Width, GLsizei Height )


code: static void SetupDefaultGLContextState ( const [FString](API\Runtime\Core\Containers\FString) & ExtensionsString )


code: static void SetSamplerParameter ( GLuint Sampler, GLenum Parameter, GLint Value )


code: static bool SupportsASTCDecodeMode()


code: static bool SupportsBindlessTexture()


code: static bool SupportsBufferStorage()


code: static bool SupportsClipControl()


code: static bool SupportsColorBufferFloat()


code: static bool SupportsDepthBoundsTest()


code: static bool SupportsDepthClamp()


code: static bool SupportsDrawIndexOffset()


code: static bool SupportsDrawIndirect()


code: static bool SupportsFastBufferData()


code: static bool SupportsFloatReadSurface()


code: static bool SupportsImageExternal()


code: static bool SupportsGenerateMipmap()


code: static bool SupportsIndexedExtensions()


code: static bool SupportsMobileMultiView()


code: static bool SupportsPixelLocalStorage()


code: static bool SupportsPolygonMode()


code: static bool SupportsProgramBinary()


code: static bool SupportsSeamlessCubeMap()


code: static bool SupportsTexture3D()


code: static bool SupportsStructuredBuffers()


code: static bool SupportsTextureCompare()


code: static bool SupportsTextureLODBias()


code: static bool SupportsTextureRange()


code: static bool SupportsTimestampQueries()


code: static bool SupportsUniformBuffers()


code: static bool SupportsVertexArrayBGRA()


code: static void TexBuffer ( GLenum Target, GLenum InternalFormat, GLuint Buffer )


code: static void TexBufferRange ( GLenum Target, GLenum InternalFormat, GLuint Buffer, GLintptr Offset, GLsizeiptr Size )


code: static void TexImage2DMultisample ( GLenum Target, GLsizei Samples, GLint InternalFormat, GLsizei Width, GLsizei Height, GLboolean FixedSampleLocations )


code: static void TexImage3D ( GLenum Target, GLint Level, GLint InternalFormat, GLsizei Width, GLsizei Height, GLsizei Depth, GLint Border, GLenum Format, GLenum Type, const GLvoid * PixelData )


code: static void TexParameter ( GLenum Target, GLenum Parameter, GLint Value )


code: static bool TexStorage2D ( GLenum Target, GLint Levels, GLint InternalFormat, GLsizei Width, GLsizei Height, GLenum Format, GLenum Type, ETextureCreateFlags Flags )


code: static bool TexStorage2DMultisample ( GLenum Target, GLsizei Samples, GLint InternalFormat, GLsizei Width, GLsizei Height, GLboolean FixedSampleLocations )


code: static void TexStorage3D ( GLenum Target, GLint Levels, GLint InternalFormat, GLsizei Width, GLsizei Height, GLsizei Depth, GLenum Format, GLenum Type )


code: static void TexSubImage3D ( GLenum Target, GLint Level, GLint XOffset, GLint YOffset, GLint ZOffset, GLsizei Width, GLsizei Height, GLsizei Depth, GLenum Format, GLenum Type, const GLvoid * PixelData )


className: TextureBufferAlignment

code: static GLint TextureBufferAlignment = -1;


code: static void TextureRange ( GLenum Target, GLsizei Length, const GLvoid * Pointer )


code: static void TextureView ( GLuint ViewName, GLenum ViewTarget, GLuint SrcName, GLenum InternalFormat, GLuint MinLevel, GLuint NumLevels, GLuint MinLayer, GLuint NumLayers )


code: static bool TimerQueryDisjoint()


code: static void Uniform4uiv ( GLint Location, GLsizei Count, const GLuint * Value )


code: static void UniformBlockBinding ( GLuint Program, GLuint UniformBlockIndex, GLuint UniformBlockBinding )


code: static void UniformHandleui64 ( GLint Location, GLuint64 Value )


code: static void UnmapBuffer ( GLenum Type )


code: static void UnmapBufferRange ( GLenum Type, uint32 InOffset, uint32 InSize )


code: static void ValidateProgramPipeline ( GLuint Pipeline )


code: static void UseProgramStages ( GLuint Pipeline, GLbitfield Stages, GLuint Program )


code: static void VertexAttrib4bv ( GLuint AttributeIndex, const GLbyte * Values )


code: static void VertexAttrib4dv ( GLuint AttributeIndex, const GLdouble * Values )


code: static void VertexAttrib4Nbv ( GLuint AttributeIndex, const GLbyte * Values )


code: static void VertexAttrib4Nsv ( GLuint AttributeIndex, const GLshort * Values )


code: static void VertexAttrib4Nubv ( GLuint AttributeIndex, const GLubyte * Values )


code: static void VertexAttrib4sv ( GLuint AttributeIndex, const GLshort * Values )


code: static void VertexAttribBinding ( GLuint AttribIndex, GLuint BindingIndex )


code: static void VertexAttrib4ubv ( GLuint AttributeIndex, const GLubyte * Values )


code: static void VertexAttribDivisor ( GLuint Index, GLuint Divisor )


code: static void VertexAttribFormat ( GLuint AttribIndex, GLint Size, GLenum Type, GLboolean Normalized, GLuint RelativeOffset )


code: static void VertexAttribI4bv ( GLuint AttributeIndex, const GLbyte * Values )


code: static void VertexAttribI4iv ( GLuint AttributeIndex, const GLint * Values )


code: static void VertexAttribI4sv ( GLuint AttributeIndex, const GLshort * Values )


code: static void VertexAttribI4ubv ( GLuint AttributeIndex, const GLubyte * Values )


code: static void VertexAttribI4uiv ( GLuint AttributeIndex, const GLuint * Values )


code: static void VertexAttribI4usv ( GLuint AttributeIndex, const GLushort * Values )


code: static void VertexAttribIFormat ( GLuint AttribIndex, GLint Size, GLenum Type, GLuint RelativeOffset )


code: static void VertexAttribIPointer ( GLuint Index, GLint Size, GLenum Type, GLsizei Stride, const GLvoid * Pointer )


code: static void VertexAttribPointer ( GLuint Index, GLint Size, GLenum Type, GLboolean Normalized, GLsizei Stride, const GLvoid * Pointer )


code: static void VertexBindingDivisor ( GLuint BindingIndex, GLuint Divisor )


code: static bool OnDelete ( GLuint Resource, uint32 Size, bool bStreamDraw, uint32 Offset )


className: FOpenGLBase

description: Base static class.

code: class FOpenGLBase


code: FOpenGLBaseBuffer ( [FRHIBufferDesc](API\Runtime\RHI\FRHIBufferDesc) const & BufferDesc )


code: const [FRHIBufferDesc](API\Runtime\RHI\FRHIBufferDesc) & GetDesc() const


className: FOpenGLBaseBuffer

code: class FOpenGLBaseBuffer : public [FRHIBuffer](API\Runtime\RHI\FRHIBuffer), public [FOpenGLViewableResource](API\Runtime\OpenGLDrv\FOpenGLViewableResource)


code: EBufferUsageFlags GetUsage() const


code: void TakeOwnership ( [FOpenGLBasePixelBuffer](API\Runtime\OpenGLDrv\FOpenGLBasePixelBuffer) & Other )


code: FOpenGLBasePixelBuffer ( [FRHIBufferDesc](API\Runtime\RHI\FRHIBufferDesc) const & BufferDesc )


className: FOpenGLBasePixelBuffer

code: class FOpenGLBasePixelBuffer : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)


className: FOpenGLBindlessSamplerInfo

code: struct FOpenGLBindlessSamplerInfo

Handle

type: GLuint


code: virtual bool GetInitializer ( [FBlendStateInitializerRHI](API\Runtime\RHI\FBlendStateInitializerRHI) & Init )


code: FOpenGLBlendState ( const [FBlendStateInitializerRHI](API\Runtime\RHI\FBlendStateInitializerRHI) & Initializer )


className: FOpenGLBlendState

code: class FOpenGLBlendState : public [FRHIBlendState](API\Runtime\RHI\FRHIBlendState)

Data

type: FOpenGLBlendSta...


className: FRenderTarget

code: struct FRenderTarget

AlphaBlendOperation

type: GLenum

ColorWriteMaskA

type: uint32:  1


className: FOpenGLBlendStateData

code: struct FOpenGLBlendStateData

RenderTargets

type: TStaticArray<F...


code: void GetNumUniformBuffers ( int32 NumVertexUniformBuffers )


code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetTextureNeeds ( int32 & OutMaxTextureStageUsed )


code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetUAVNeeds ( int32 & OutMaxUAVUnitUsed ) const


code: bool NeedsTextureStage ( int32 TextureStageIndex )


code: bool RequiresDriverInstantiation()


description: Initialization constructor.

code: FOpenGLBoundShaderState ( FOpenGLLinkedProgram * InLinkedProgram, [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * InVertexDeclarationRHI, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * InVertexShaderRHI, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * InPixelShaderRHI, [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * InGeometryShaderRHI )


code: virtual ~FOpenGLBoundShaderState()


className: FOpenGLBoundShaderState

description: Combined shader state and vertex definition for rendering geometry. Each unique instance consists of a vertex decl, vertex shader, and pixel shader.

code: class FOpenGLBoundShaderState : public [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState)

CacheLink

type: FCachedBoundSha...

GeometryShader

type: TRefCountPtr<F...

LinkedProgram

type: FOpenGLLinkedPr...


description: End a GPU timing measurement. The timing for this particular measurement will be resolved at a later time by the GPU.

code: void EndTiming()


description:
Retrieves the most recently resolved timing measurement. The unit is the same as forFPlatformTime::Cycles(). Returns 0 if there are no resolved measurements.
Value of the most recently resolved timing, or 0 if no measurements have been resolved by the GPU yet.

code: uint64 GetTiming ( bool bGetCurrentResultsAndBlock )


description: Releases all OpenGL resources.

code: void ReleaseResources()


description: Start a GPU timing measurement.

code: void StartTiming()


description: Constructor.

code: FOpenGLBufferedGPUTiming ( class [FOpenGLDynamicRHI](API\Runtime\OpenGLDrv\FOpenGLDynamicRHI) * InOpenGLRHI, int32 BufferSize )


className: FOpenGLBufferedGPUTiming

description: This class has multiple inheritance but reallyFGPUTimingis a static class.

code: class FOpenGLBufferedGPUTiming : public [FGPUTiming](API\Runtime\RHI\FGPUTiming)


className: FOpenGLCachedAttr

code: struct FOpenGLCachedAttr

bNormalized

type: GLboolean


className: FOpenGLCodeHeader

description: Code header information.

code: struct FOpenGLCodeHeader

Bindings

type: FOpenGLShaderBi...

UniformBuffersCopyInfo

type: TArray<CrossCo...


code: virtual void CleanupResources()


description: NumCombinedTextures must be greater than or equal to FOpenGL::GetMaxCombinedTextureImageUnits() NumCombinedUAVUnits must be greater than or equal to FOpenGL::GetMaxCombinedUAVUnits()

code: virtual void InitializeResources ( int32 NumCombinedTextures, int32 NumCombinedUAVUnits )


className: FOpenGLCommonState

code: struct FOpenGLCommonState

SamplerStates

type: TArray<FOpenGL...

Textures

type: TArray<FTextur...

UAVs

type: TArray<FUAVSta...


code: FOpenGLCompiledShaderKey ( GLenum InTypeEnum, uint32 InCodeSize, uint32 InCodeCRC )


className: FOpenGLCompiledShaderKey

code: class FOpenGLCompiledShaderKey


className: Frequency

code: static constexpr EShaderFrequency Frequency = SF_Compute;


code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetTextureNeeds ( int32 & OutMaxTextureStageUsed )


code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetUAVNeeds ( int32 & OutMaxUAVUnitUsed ) const


code: bool NeedsTextureStage ( int32 TextureStageIndex )


code: bool NeedsUAVStage ( int32 UAVStageIndex ) const


code: FOpenGLComputeShader ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > Code, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


className: FOpenGLComputeShader

code: class FOpenGLComputeShader : public [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader), public [FOpenGLShader](API\Runtime\OpenGLDrv\FOpenGLShader)


code: bool GetVertexAttrEnabled ( int32 Index ) const


code: void SetVertexAttrEnabled ( int32 Index, bool bEnable )


className: FOpenGLContextState

code: struct FOpenGLContextState : public [FOpenGLCommonState](API\Runtime\OpenGLDrv\FOpenGLCommonState)

ClearColor

type: FLinearColor

ClearDepth

type: float

DepthStencilState

type: FOpenGLDepthSte...

RasterizerState

type: FOpenGLRasteriz...

Scissor

type: FIntRect

UniformBufferOffsets

type: GLuint[CrossCom...

VertexAttrs

type: FOpenGLCachedAt...

VertexDecl

type: FOpenGLVertexDe...


code: virtual bool GetInitializer ( [FDepthStencilStateInitializerRHI](API\Runtime\RHI\FDepthStencilStateInitializerRHI) & Init )


className: FOpenGLDepthStencilState

code: class FOpenGLDepthStencilState : public [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState)


className: FOpenGLDepthStencilStateData

code: struct FOpenGLDepthStencilStateData

bStencilEnable

type: bool

CCWStencilFail

type: GLenum


code: bool GetResult ( uint64 * OutResult )


code: static uint64 GetTimingFrequency()


code: void Init ( class [FOpenGLDynamicRHI](API\Runtime\OpenGLDrv\FOpenGLDynamicRHI) * InOpenGLRHI )


code: FOpenGLDisjointTimeStampQuery ( class [FOpenGLDynamicRHI](API\Runtime\OpenGLDrv\FOpenGLDynamicRHI) * InOpenGLRHI )


className: FOpenGLDisjointTimeStampQuery

description: Used to track whether a period was disjoint on the GPU, which means GPU timings are invalid. OpenGL lacks this concept at present, so the class is just a placeholder Timings are all assumed to be non-disjoint

code: class FOpenGLDisjointTimeStampQuery


code: virtual FTexture2DRHIRef AsyncReallocateTexture2D_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, [FThreadSafeCounter](API\Runtime\Core\HAL\FThreadSafeCounter) * RequestStatus )


code: void BeginRenderQuery_OnThisThread ( [FOpenGLRenderQuery](API\Runtime\OpenGLDrv\FOpenGLRenderQuery) * Query )


code: void CachedBindArrayBuffer ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLuint Buffer )


code: void CachedBindElementArrayBuffer ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLuint Buffer )


code: void CachedBindPixelUnpackBuffer ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLuint Buffer )


code: void CachedBindStorageBuffer ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLuint Buffer )


code: void CachedSetupTextureStageInner ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLint TextureIndex, GLenum Target, GLuint Resource, GLint BaseMip, GLint NumMips )


code: void CachedBindUniformBuffer ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLuint Buffer )


description: Set a resource on texture target of a specific real OpenGL stage. Goes through cache to eliminate redundant calls.

code: void CachedSetupTextureStage ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLint TextureIndex, GLenum Target, GLuint Resource, GLint BaseMip, GLint NumMips )


code: virtual ETextureReallocationStatus CancelAsyncReallocateTexture2D_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * Texture2D, bool bBlockUntilCompleted )


code: void CachedSetupUAVStage ( [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & ContextState, GLint UAVIndex, GLenum Format, GLuint Resource, bool bLayered, GLint Layer, GLenum Access )


code: void EndRenderQuery_OnThisThread ( [FOpenGLRenderQuery](API\Runtime\OpenGLDrv\FOpenGLRenderQuery) * Query )


code: virtual ETextureReallocationStatus FinalizeAsyncReallocateTexture2D_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * Texture2D, bool bBlockUntilCompleted )


className: FLockParams

description:
FLockParams(
void* InRHIBuffer,void* InBuffer,uint32 InArrayIndex,uint32 InMipIndex,uint32 InStride,uint32 InBufferSize,EResourceLockMode InLockMode)

code: struct FLockParams


code: FLockParams &40; void &42; InRHIBuffer, void &42; InBuffer, uint32 InArrayIndex, uint32 InMipIndex, uint32 InStride, uint32 InBufferSize, EResourceLockMode InLockMode &41;


code: void Lock &40; void &42; RHIBuffer, void &42; Buffer, uint32 ArrayIndex, uint32 MipIndex, uint32 Stride, uint32 SizeRHI, EResourceLockMode LockMode &41;


code: FLockParams Unlock &40; void &42; RHIBuffer, uint32 ArrayIndex, uint32 MipIndex &41;


className: FTextureLockTracker

code: struct FTextureLockTracker

OutstandingLocks

type: TArray<FLockPa...


code: static [FOpenGLDynamicRHI](API\Runtime\OpenGLDrv\FOpenGLDynamicRHI) & Get()


code: [FOpenGLContextState](API\Runtime\OpenGLDrv\FOpenGLContextState) & GetContextStateForCurrentContext ( bool bAssertIfInvalid )


code: FOpenGLLinkedProgram * GetLinkedComputeProgram ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShaderRHI )


code: virtual const TCHAR * GetName()


code: GLuint GetOpenGLFramebuffer ( uint32 NumSimultaneousRenderTargets, [FOpenGLTexture](API\Runtime\OpenGLDrv\FOpenGLTexture) ** RenderTargets, const uint32 * ArrayIndices, const uint32 * MipmapLevels, [FOpenGLTexture](API\Runtime\OpenGLDrv\FOpenGLTexture) * DepthStencilTarget )


code: void * GetOpenGLCurrentContextHandle()


code: GLuint GetOpenGLFramebuffer ( uint32 NumSimultaneousRenderTargets, [FOpenGLTexture](API\Runtime\OpenGLDrv\FOpenGLTexture) ** RenderTargets, const uint32 * ArrayIndices, const uint32 * MipmapLevels, [FOpenGLTexture](API\Runtime\OpenGLDrv\FOpenGLTexture) * DepthStencilTarget, int32 NumRenderingSamples )


code: [FOpenGLSamplerState](API\Runtime\OpenGLDrv\FOpenGLSamplerState) * GetPointSamplerState() const


code: void GetRenderQueryResult_OnThisThread ( [FOpenGLRenderQuery](API\Runtime\OpenGLDrv\FOpenGLRenderQuery) * Query, bool bWait )


description: Initializes the RHI; separate fromIDynamicRHIModule::CreateRHIso that GDynamicRHI is set when it is called.

code: virtual void Init()


code: void InitializeGLTexture ( [FOpenGLTexture](API\Runtime\OpenGLDrv\FOpenGLTexture) * Texture, const void * BulkDataPtr, uint64 BulkDataSize )


code: void InitializeGLTextureInternal ( [FOpenGLTexture](API\Runtime\OpenGLDrv\FOpenGLTexture) * Texture, void const * BulkDataPtr, uint64 BulkDataSize )


code: void InternalSetSamplerStates ( GLint TextureIndex, [FOpenGLSamplerState](API\Runtime\OpenGLDrv\FOpenGLSamplerState) * SamplerState )


code: void InternalSetShaderBufferUAV ( GLint UAVIndex, GLuint Resource )