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


module: RenderCore

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


className: ShaderTypeRegistration

code: static [FShaderTypeRegistration](API\Runtime\RenderCore\FShaderTypeRegistration) ShaderTypeRegistration {TFunctionRef<::FShaderType&()>{ FClearReplacementVS ::GetStaticType}};


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


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


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


className: TClearReplacementVS

code: template<bool bEnableDepth, typename BaseType> class TClearReplacementVS : public BaseType


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


code: bool operator() ( const [TShaderTypePermutation](API\Runtime\RenderCore\TShaderTypePermutation)< MetaShaderType > & A, const [TShaderTypePermutation](API\Runtime\RenderCore\TShaderTypePermutation)< MetaShaderType > & B ) const


className: TCompareShaderTypePermutation

description: Used to compare order shader types permutation deterministically.

code: template<typename MetaShaderType> class TCompareShaderTypePermutation


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void GetDispatchContext ( [CopyTextureCS::DispatchContext](API\Runtime\RenderCore\DispatchContext) & OutContext )


code: static const TCHAR * GetFunctionName()


code: static const TCHAR * GetSourceFilename()


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


code: static [FShaderTypeRegistration](API\Runtime\RenderCore\FShaderTypeRegistration) ShaderTypeRegistration {TFunctionRef<::FShaderType&()>{ FCopyTextureCS_Texture2D_Texture2D_Float4 ::GetStaticType}};


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


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


className: ThreadGroupSizeX

code: static constexpr uint32 ThreadGroupSizeX = CopyTextureCS::TThreadGroupSize<DstType>::X;


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


className: ThreadGroupSizeZ

code: static constexpr uint32 ThreadGroupSizeZ = CopyTextureCS::TThreadGroupSize<DstType>::Z;


className: ThreadGroupSizeY

code: static constexpr uint32 ThreadGroupSizeY = CopyTextureCS::TThreadGroupSize<DstType>::Y;


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


className: TCopyResourceCS

code: template<ECopyTextureResourceType SrcType, ECopyTextureResourceType DstType, ECopyTextureValueType ValueType, uint32 NumChannels> class TCopyResourceCS : public [FCopyTextureCS](API\Runtime\RenderCore\FCopyTextureCS)


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


className: TEnqueueUniqueRenderCommandType

code: template<typename TSTR, typename LAMBDA> class TEnqueueUniqueRenderCommandType : public [FRenderCommand](API\Runtime\RenderCore\FRenderCommand)


code: TEnqueueUniqueRenderCommandType ( LAMBDA && InLambda )


code: template<> struct TGetTypeLayoutHelper< EShaderParameterType >


className: TGetTypeLayoutHelper<                          EShaderParameterType >::Do

code: static const FTypeLayoutDesc & Do &40; const EShaderParameterType & &41;


className: TGetTypeLayoutHelper<                          FPackedNormal >::Do

code: static const FTypeLayoutDesc & Do &40; const FPackedNormal & &41;


className: TGetTypeLayoutHelper<                          FPackedNormal >

code: template<> struct TGetTypeLayoutHelper< FPackedNormal >


className: TGetTypeLayoutHelper<                          FPackedRGBA16N >::Do

code: static const FTypeLayoutDesc & Do &40; const FPackedRGBA16N & &41;


className: TGetTypeLayoutHelper<                          FPackedRGBA16N >

code: template<> struct TGetTypeLayoutHelper< FPackedRGBA16N >


className: TGetTypeLayoutHelper<                          FShaderTarget >::Do

code: static const FTypeLayoutDesc & Do &40; const FShaderTarget & &41;


description: Default constructor.

code: TGlobalResource()


description: Initialization constructor: 1 parameter.

code: template<typename... Args> TGlobalResource ( Args... InArgs )


className: TGetTypeLayoutHelper<                          FShaderTarget >

code: template<> struct TGetTypeLayoutHelper< FShaderTarget >


description: Destructor.

code: virtual ~TGlobalResource()


className: TGlobalResource

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

code: template<class ResourceType, [FRenderResource::EInitPhase](API\Runtime\RenderCore\FRenderResource\EInitPhase) InInitPhase> class TGlobalResource : public ResourceType


className: THasTypeLayout<                          EShaderParameterType >

code: template<> struct THasTypeLayout< EShaderParameterType >


className: THasTypeLayout<                          FPackedNormal >

code: template<> struct THasTypeLayout< FPackedNormal >


className: THasTypeLayout<                          FPackedRGBA16N >

code: template<> struct THasTypeLayout< FPackedRGBA16N >


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


className: TLambdaHandler

description: Lambda persistent handler which calls the provided lambda when a message is received.

code: template<typename LambdaType> class TLambdaHandler : public [GPUMessage::FHandler](API\Runtime\RenderCore\FHandler)


className: kInlineAllocatedBudgets

code: static constexpr int32 kInlineAllocatedBudgets = 16;


code: TLambdaHandler ( const TCHAR * InDebugId, LambdaType && InLambda )


code: Type & operator[] ( const [FBudget](API\Runtime\RenderCore\FBudget) & Budget )


className: THasTypeLayout<                          FShaderTarget >

code: template<> struct THasTypeLayout< FShaderTarget >


code: const Type & operator[] ( const int32 BudgetId ) const


code: Type & operator[] ( const int32 BudgetId )


code: const Type & operator[] ( const [FBudget](API\Runtime\RenderCore\FBudget) & Budget ) const


code: void SetAll ( const Type & Value )


code: TMap ( const [TMap](API\Runtime\RenderCore\TMap)< Type > & Map )


className: TMap

description: Map ofFBudget->.

code: template<typename Type> class TMap


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: DefineName

code: static DefineName = TEXT( "b128BITRENDERTARGET" );


code: class TOneColorPixelShader128bitRT : public [FShaderPermutationBool](API\Runtime\RenderCore\FShaderPermutationBool)


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

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


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


className: TOneColorPixelShaderNumOutputs

code: class TOneColorPixelShaderNumOutputs : public [TShaderPermutationInt< int32, 8, 1 >](API\Runtime\RenderCore\TShaderPermutationInt)


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


className: TOneColorPixelShaderMRT

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

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


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


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


code: static constexpr int CounterBase = __COUNTER__;


code: static const TCHAR * GetFunctionName()


code: static const TCHAR * GetSourceFilename()


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


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, float Depth )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetDepthParameter ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, float Depth )


className: ShaderTypeRegistration

code: static [FShaderTypeRegistration](API\Runtime\RenderCore\FShaderTypeRegistration) ShaderTypeRegistration {TFunctionRef<::FShaderType&()>{ TOneColorVSfalsefalse ::GetStaticType}};


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


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


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


description: Default constructor.

code: TOneColorVS()


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


className: TOneColorVS

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

code: template<bool bUsingNDCPositions, bool bUsingVertexLayers> class TOneColorVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: TOptionalShaderMapRef ( const typename ShaderType::ShaderMapType * ShaderIndex )


className: TOptionalShaderMapRef

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

code: template<typename ShaderType> class TOptionalShaderMapRef : public [TShaderRefBase< ShaderType >](API\Runtime\RenderCore\TShaderRefBase)


code: SizeType CalculateSlackGrow &40; SizeType NumElements, SizeType NumAllocatedElements, SIZE_T NumBytesPerElement &41; const


code: SizeType CalculateSlackReserve &40; SizeType NumElements, SIZE_T NumBytesPerElement &41; const


code: SizeType CalculateSlackShrink &40; SizeType NumElements, SizeType NumAllocatedElements, SIZE_T NumBytesPerElement &41; const


code: SIZE_T GetAllocatedSize &40; SizeType NumAllocatedElements, SIZE_T NumBytesPerElement &41; const


code: ElementType &42; GetAllocation&40;&41; const


code: bool HasAllocation&40;&41; const


code: void MoveToEmpty &40; ForElementType & Other &41;


className: NeedsElementType

code: enum { NeedsElementType = true }


className: ForElementType

code: template<typename ElementType> class ForElementType


className: RequireRangeCheck

code: enum { RequireRangeCheck = true }


className: SizeType

code: typedef int32 SizeType


className: TRDGArrayAllocator

description: A container allocator that allocates from a global RDG allocator instance.

code: template<uint32 Alignment> class TRDGArrayAllocator


className: TRDGBufferAccess

code: template<ERHIAccess InAccess> class TRDGBufferAccess : public [FRDGBufferAccess](API\Runtime\RenderCore\FRDGBufferAccess)


className: TRDGEmptyLambdaPass

code: template<typename ExecuteLambdaType> class TRDGEmptyLambdaPass : public [TRDGLambdaPass< FEmptyShaderParameters, ExecuteLambdaType >](API\Runtime\RenderCore\TRDGLambdaPass)


code: void ResizeAllocation &40; SizeType PreviousNumElements, SizeType NumElements, SIZE_T NumBytesPerElement &41;


code: TRDGEmptyLambdaPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && InName, ERDGPassFlags InPassFlags, ExecuteLambdaType && InExecuteLambda )


className: IndexType

code: typedef LocalIndexType IndexType


code: TRDGBufferAccess ( [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * InBuffer )


className: kNullIndex

code: static const [IndexType](API\Runtime\RenderCore\TRDGHandle\IndexType) kNullIndex = TNumericLimits<IndexType>::Max();


description: Returns the max of two pass handles. Returns null if both are null; returns the valid handle if one is null.

code: static [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Max ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) A, [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) B )


description: Returns the min of two pass handles. Returns null if both are null; returns the valid handle if one is null.

code: static [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Min ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) A, [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) B )


code: static const [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Null;


className: ObjectType

code: typedef LocalObjectType ObjectType


className: TRDGHandle::operator bool

code: operator bool() const


code: [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) operator+ ( int32 Add ) const


code: [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) & operator+= ( int32 Increment )


code: bool operator== ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Other ) const


code: bool operator> ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Other ) const


code: bool operator>= ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Other ) const


code: bool operator< ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Other ) const


code: bool operator<= ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Other ) const


code: bool operator!= ( [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) Other ) const


code: [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) operator- ( int32 Subtract ) const


code: [TRDGHandle](API\Runtime\RenderCore\TRDGHandle) & operator-= ( int32 Decrement )


className: TRDGHandle

description: HANDLE UTILITIES Handle helper class for internal tracking of RDG types.

code: template<typename LocalObjectType, typename LocalIndexType> class TRDGHandle


className: Base

code: typedef [TBitArray](API\Runtime\Core\Containers\TBitArray)< FRDGBitArrayAllocator > Base


code: [FBitReference](API\Runtime\Core\Containers\FBitReference) operator[] ( HandleType Handle )


code: const [FConstBitReference](API\Runtime\Core\Containers\FConstBitReference) operator[] ( HandleType Handle ) const


className: TRDGHandleBitArray

description: Specialization of bit array with compile-time type checking for handles and a pre-configured allocator.

code: template<typename HandleType> class TRDGHandleBitArray : public [TBitArray< FRDGBitArrayAllocator >](API\Runtime\Core\Containers\TBitArray)


code: template<typename DerivedType, class... TArgs> DerivedType * Allocate ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, TArgs &&... Args )


code: template<typename FunctionType> void Enumerate ( FunctionType Function )


code: template<typename FunctionType> void Enumerate ( FunctionType Function ) const


code: [ObjectType](API\Runtime\RenderCore\TRDGHandleRegistry\ObjectType) * Get ( [HandleType](API\Runtime\RenderCore\TRDGHandleRegistry\HandleType) Handle )


code: typedef typename HandleType::IndexType IndexType


className: HandleType

code: typedef LocalHandleType HandleType


code: const [ObjectType](API\Runtime\RenderCore\TRDGHandleRegistry\ObjectType) * Get ( [HandleType](API\Runtime\RenderCore\TRDGHandleRegistry\HandleType) Handle ) const


code: void Insert ( [ObjectType](API\Runtime\RenderCore\TRDGHandleRegistry\ObjectType) * Object )


code: typedef typename HandleType::ObjectType ObjectType


code: [TRDGHandleRegistry](API\Runtime\RenderCore\TRDGHandleRegistry) & operator= ( [TRDGHandleRegistry](API\Runtime\RenderCore\TRDGHandleRegistry) && )


code: [TRDGHandleRegistry](API\Runtime\RenderCore\TRDGHandleRegistry) & operator= ( const [TRDGHandleRegistry](API\Runtime\RenderCore\TRDGHandleRegistry) & )


code: const [ObjectType](API\Runtime\RenderCore\TRDGHandleRegistry\ObjectType) * operator[] ( [HandleType](API\Runtime\RenderCore\TRDGHandleRegistry\HandleType) Handle ) const


code: [ObjectType](API\Runtime\RenderCore\TRDGHandleRegistry\ObjectType) * operator[] ( [HandleType](API\Runtime\RenderCore\TRDGHandleRegistry\HandleType) Handle )


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


code: TRDGHandleRegistry ( [TRDGHandleRegistry](API\Runtime\RenderCore\TRDGHandleRegistry) && )


className: TRDGHandleRegistry

description: Helper handle registry class for internal tracking of RDG types.

code: template<typename LocalHandleType, ERDGHandleRegistryDestructPolicy DestructPolicy> class TRDGHandleRegistry


code: void AddHandle ( HandleType InHandle )


code: HandleType GetUniqueHandle() const


code: TRDGHandleUniqueFilter ( HandleType InHandle )


className: TRDGHandleUniqueFilter

description: Esoteric helper class which accumulates handles and will return a valid handle only if a single unique handle was added. Otherwise, it returns null until reset. This helper is chiefly used to track UAVs tagged as 'no UAV barrier'; such that a UAV barrier is issued only if a unique no-barrier UAV is used on a pass. Intended for internal use only.

code: template<typename HandleType> class TRDGHandleUniqueFilter


className: kMaximumLambdaCaptureSize

description: Verify that the amount of stuff captured by the pass lambda is reasonable.

code: static constexpr int32 kMaximumLambdaCaptureSize = 1024;


className: TRDGPass

code: typedef typename TLambdaTraits< ExecuteLambdaType >::TRDGPass TRDGPass


className: TRHICommandList

code: typedef typename TLambdaTraits< ExecuteLambdaType >::TRHICommandList TRHICommandList


code: TRDGLambdaPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && InName, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * InParameterMetadata, const ParameterStructType * InParameterStruct, ERDGPassFlags InPassFlags, ExecuteLambdaType && InExecuteLambda )


className: TRDGLambdaPass

description: Render graph pass with lambda execute function.

code: template<typename ParameterStructType, typename ExecuteLambdaType> class TRDGLambdaPass : public [FRDGPass](API\Runtime\RenderCore\FRDGPass)


description: Returns the contents of the struct.

code: const ParameterStructType * GetContents() const


code: const ParameterStructType * operator->() const


code: TRDGParameterStruct ( ParameterStructType * Parameters )


className: TRDGParameterStruct

code: template<typename ParameterStructType> class TRDGParameterStruct : public [FRDGParameterStruct](API\Runtime\RenderCore\FRDGParameterStruct)


className: Super

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< ResourceAccessType, FRDGArrayAllocator > Super


className: TRDGResourceAccessArray

code: template<typename ResourceAccessType> class TRDGResourceAccessArray : public [TArray< ResourceAccessType, FRDGArrayAllocator >](API\Runtime\Core\Containers\TArray)


className: Alignment

code: static constexpr int32 Alignment = sizeof(uint64);


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


className: bIsStoredInConstantBuffer

code: static constexpr bool bIsStoredInConstantBuffer = false;


className: NumColumns

code: static constexpr int32 NumColumns = 1;


className: NumElements

code: static constexpr int32 NumElements = 0;


className: NumRows

code: static constexpr int32 NumRows = 1;


className: TAlignedType

code: typedef ResourceAccessType TAlignedType


className: TRDGResourceAccessTypeInfo

code: template<typename ResourceAccessType> struct TRDGResourceAccessTypeInfo


code: static [TRDGScopeOp](API\Runtime\RenderCore\TRDGScopeOp) Pop ( const [ScopeType](API\Runtime\RenderCore\TRDGScopeOp\ScopeType) * Scope )


code: static [TRDGScopeOp](API\Runtime\RenderCore\TRDGScopeOp) Push ( const [ScopeType](API\Runtime\RenderCore\TRDGScopeOp\ScopeType) * Scope )


code: static [TRDGScopeOp](API\Runtime\RenderCore\TRDGScopeOp) Push ( const TCHAR * Name )


className: EType

code: enum EType { Scope, Name, }


className: ScopeType

code: typedef InScopeType ScopeType


className: TRDGScopeOp

code: template<typename InScopeType> class TRDGScopeOp

type: union TRDGScope...

Name

type: const TCHAR ...

Op

type: enumTRDGScopeO...

Scope

type: constScopeType...


code: const ScopeOpType & operator[] ( int32 Index ) const


code: ScopeOpType & operator[] ( int32 Index )


code: TRDGScopeOpArray ( [TArray](API\Runtime\Core\Containers\TArray)< ScopeOpType, FRDGArrayAllocator > & InArray, int32 InOffset, int32 InCount )


className: TRDGScopeOpArray

code: template<typename ScopeOpType> class TRDGScopeOpArray


code: template<typename... TScopeConstructArgs> void BeginScope ( TScopeConstructArgs &&... ScopeConstructArgs )


code: [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< ScopeOpType > CompilePassEpilogue()


code: [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< ScopeOpType > CompilePassPrologue ( const [ScopeType](API\Runtime\RenderCore\TRDGScopeStack\ScopeType) * ParentScope, const TCHAR * Name )


code: [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< ScopeOpType > EndCompile()


code: const [ScopeType](API\Runtime\RenderCore\TRDGScopeStack\ScopeType) * GetCurrentScope() const


code: void ReserveOps ( int32 NameCount )


code: typedef typename ScopeOpType::ScopeType ScopeType


code: TRDGScopeStack ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & InAllocator )


className: TRDGScopeStack

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

code: template<typename ScopeOpType> class TRDGScopeStack


code: void ReserveOps ( int32 OpCount )


code: [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< ScopeOpType > CompilePassPrologue ( const [ScopeType](API\Runtime\RenderCore\TRDGScopeStackHelper\ScopeType) * ParentScope, const TCHAR * PassName )


className: kScopeStackDepthMax

code: static constexpr uint32 kScopeStackDepthMax = 8;


className: TRDGScopeStackHelper

code: template<typename ScopeOpType> class TRDGScopeStackHelper


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


className: TRDGTextureAccess

code: template<ERHIAccess InAccess> class TRDGTextureAccess : public [FRDGTextureAccess](API\Runtime\RenderCore\FRDGTextureAccess)


code: const ParameterStructType * GetContents() const


code: const [TRDGParameterStruct](API\Runtime\RenderCore\TRDGParameterStruct)< ParameterStructType > & GetParameters() const


code: [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< ParameterStructType > GetRHIRef() const


code: const ParameterStructType * operator->() const


className: TRDGUniformBuffer

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

code: template<typename ParameterStructType> class TRDGUniformBuffer : public [FRDGUniformBuffer](API\Runtime\RenderCore\FRDGUniformBuffer)


code: [TRDGUniformBuffer](API\Runtime\RenderCore\TRDGUniformBuffer)< TBufferStruct > * GetUniformBuffer() const


code: [TRDGUniformBuffer](API\Runtime\RenderCore\TRDGUniformBuffer)< TBufferStruct > * operator->() const


code: TRDGUniformBufferBinding ( [TRDGUniformBuffer](API\Runtime\RenderCore\TRDGUniformBuffer)< TBufferStruct > * InUniformBuffer )


code: TRDGUniformBufferBinding ( [TRDGUniformBuffer](API\Runtime\RenderCore\TRDGUniformBuffer)< TBufferStruct > * InUniformBuffer, EUniformBufferBindingFlags InBindingFlags )


className: TRDGUniformBufferBinding

code: template<typename TBufferStruct> class TRDGUniformBufferBinding : public [FRDGUniformBufferBinding](API\Runtime\RenderCore\FRDGUniformBufferBinding)


code: const StructType * Get() const


code: const StructType * operator->() const


code: const StructType & operator*() const


code: template<typename... TArgs> TRenderThreadStruct ( TArgs &&... Args )


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


className: TRenderThreadStruct

description: // MyStruct instance is automatically released and deleted on the render thread. }

code: template<typename StructType> class TRenderThreadStruct


code: virtual [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) * CreatePointerTable() const


code: const [ContentType](API\Plugins\MQTTCore\FMQTT5Property) * GetContent() const


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


code: const PointerTableType & GetPointerTable() const


className: TShaderMap

code: template<typename ContentType, typename PointerTableType> class TShaderMap : public [FShaderMapBase](API\Runtime\RenderCore\FShaderMapBase)


code: TShaderMapRef ( const typename ShaderType::ShaderMapType * ShaderIndex )


code: TShaderMapRef ( const typename ShaderType::ShaderMapType * ShaderIndex, const typename ShaderType::FPermutationDomain & PermutationVector )


className: TShaderMapRef

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

code: template<typename ShaderType> class TShaderMapRef : public [TShaderRefBase< ShaderType >](API\Runtime\RenderCore\TShaderRefBase)


className: TShaderParameterScalarArrayTypeInfo

code: template<typename TypeParameter> struct TShaderParameterScalarArrayTypeInfo


className: PackedArrayType

code: typedef void PackedArrayType


code: typedef FVector4f PackedArrayType


code: template<> struct TShaderParameterScalarArrayTypeInfo< float >


code: typedef FIntVector4 PackedArrayType


code: template<> struct TShaderParameterScalarArrayTypeInfo< int32 >


code: typedef FUintVector4 PackedArrayType


className: Alignment

code: static constexpr int32 Alignment = 16;


className: bIsStoredInConstantBuffer

code: static constexpr bool bIsStoredInConstantBuffer = true;


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


className: NumElements

code: static constexpr int32 NumElements = 0;


className: NumColumns

code: static constexpr int32 NumColumns = 1;


code: template<> struct TShaderParameterScalarArrayTypeInfo< uint32 >


className: NumRows

code: static constexpr int32 NumRows = 1;


className: TAlignedType

code: typedef StructType TAlignedType


code: static Alignment = 16;


code: static bIsStoredInConstantBuffer = true;


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


code: static NumColumns = 1;


code: static NumElements = InNumElements;


className: TShaderParameterStructTypeInfo

description: TShaderParameterStructTypeInfo< StructType[InNumElements]>

code: template<typename StructType> struct TShaderParameterStructTypeInfo


code: typedef TStaticArray< StructType, InNumElements > TAlignedType


description: Defines the alignment of the elements in bytes.

code: static constexpr int32 Alignment = alignof(TypeParameter);


code: template<typename StructType, size_t InNumElements> struct TShaderParameterStructTypeInfo< StructType[InNumElements]>


className: BaseType

description: Defines what the type actually is.

code: static constexpr EUniformBufferBaseType BaseType = UBMT_INVALID;


description: Defines whether this element is stored in constant buffer or not. This informations is usefull to ensure at compile time everything in the structure get defined at the end of the structure, to reduce as much as possible the size of the constant buffer.

code: static constexpr bool bIsStoredInConstantBuffer = true;


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


description: Defines the number of elements in an array fashion. 0 means this is not aTStaticArray, which therefor means there is 1 element.

code: static constexpr int32 NumElements = 0;


description: Defines the number rows and columns for vector or matrix based data typed.


description: Type that is actually alligned.

code: typedef TypeParameter TAlignedType


className: TInstancedType

description: Type that has a multiple of 4 components.

code: typedef TypeParameter TInstancedType


className: TShaderParameterTypeInfo

code: template<typename TypeParameter> struct TShaderParameterTypeInfo


code: static Alignment = 4;


code: static BaseType = UBMT_BOOL;


code: static bIsStoredInConstantBuffer = true;


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


code: static NumColumns = 1;


code: static NumElements = 0;


code: typedef TAlignedTypedef< bool, Alignment >::Type TAlignedType


code: typedef FUintVector4 TInstancedType


className: TShaderParameterTypeInfo< bool >

description: Compile SHADER_PARAMETER(bool, MyBool), just to give good error message to programmer why they shouldn't do that.

code: template<> struct TShaderParameterTypeInfo< bool >


code: static BaseType = UBMT_INT32;


code: static Alignment = 8;


code: static NumColumns = 2;


code: typedef TAlignedTypedef< FIntPoint, Alignment >::Type TAlignedType


code: typedef FIntVector4 TInstancedType


className: TShaderParameterTypeInfo< FIntPoint >

code: template<> struct TShaderParameterTypeInfo< FIntPoint >


code: static Alignment = 16;


code: static NumColumns = 4;


code: typedef TAlignedTypedef< FIntRect, Alignment >::Type TAlignedType


code: typedef FIntRect TInstancedType


className: TShaderParameterTypeInfo< FIntRect >

code: template<> struct TShaderParameterTypeInfo< FIntRect >


code: static bIsStoredInConstantBuffer = true;


code: static NumColumns = 3;


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


code: static NumElements = 0;


code: typedef TAlignedTypedef< FIntVector, Alignment >::Type TAlignedType


className: TShaderParameterTypeInfo< FIntVector >

code: template<> struct TShaderParameterTypeInfo< FIntVector >


code: static BaseType = UBMT_INT32;


code: typedef TAlignedTypedef< FIntVector4, Alignment >::Type TAlignedType


className: TShaderParameterTypeInfo< FIntVector4 >

code: template<> struct TShaderParameterTypeInfo< FIntVector4 >


code: static BaseType = UBMT_FLOAT32;


code: typedef TAlignedTypedef< FLinearColor, Alignment >::Type TAlignedType


code: template<> struct TShaderParameterTypeInfo< FLinearColor >


code: typedef FLinearColor TInstancedType


code: static Alignment = 4;


code: static NumColumns = 1;


code: typedef TAlignedTypedef< float, Alignment >::Type TAlignedType


code: typedef FVector4f TInstancedType


className: TShaderParameterTypeInfo< float >

code: template<> struct TShaderParameterTypeInfo< float >


code: static Alignment = 16;


code: static bIsStoredInConstantBuffer = true;


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


code: static NumColumns = 4;


code: static NumElements = 0;


code: typedef TAlignedTypedef< FMatrix44f, Alignment >::Type TAlignedType


code: typedef FMatrix44f TInstancedType


className: TShaderParameterTypeInfo< FMatrix44f >

code: template<> struct TShaderParameterTypeInfo< FMatrix44f >


code: static BaseType = UBMT_FLOAT32;


code: typedef TAlignedTypedef< FQuat4f, Alignment >::Type TAlignedType


code: typedef FQuat4f TInstancedType


className: TShaderParameterTypeInfo< FQuat4f >

code: template<> struct TShaderParameterTypeInfo< FQuat4f >


className: Alignment

code: static Alignment = 8;


code: static BaseType = UBMT_UINT32;


code: static NumColumns = 2;


code: typedef TAlignedTypedef< FUintVector2, Alignment >::Type TAlignedType


code: typedef FUintVector4 TInstancedType


code: template<> struct TShaderParameterTypeInfo< FUintVector2 >


code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


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


className: NumColumns

code: static NumColumns = 3;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef TAlignedTypedef< FUintVector3, Alignment >::Type TAlignedType


code: template<> struct TShaderParameterTypeInfo< FUintVector3 >


code: static NumColumns = 4;


code: typedef TAlignedTypedef< FUintVector4, Alignment >::Type TAlignedType


code: template<> struct TShaderParameterTypeInfo< FUintVector4 >


code: static BaseType = UBMT_FLOAT32;


code: typedef TAlignedTypedef< FVector2f, Alignment >::Type TAlignedType


code: typedef FVector4f TInstancedType


className: TShaderParameterTypeInfo< FVector2f >

code: template<> struct TShaderParameterTypeInfo< FVector2f >


code: typedef TAlignedTypedef< FVector3f, Alignment >::Type TAlignedType


className: TShaderParameterTypeInfo< FVector3f >

code: template<> struct TShaderParameterTypeInfo< FVector3f >


code: typedef TAlignedTypedef< FVector4f, Alignment >::Type TAlignedType


className: TShaderParameterTypeInfo< FVector4f >

code: template<> struct TShaderParameterTypeInfo< FVector4f >


code: static Alignment = 4;


className: BaseType

code: static BaseType = UBMT_INT32;


code: static bIsStoredInConstantBuffer = true;


code: static NumColumns = 1;


code: static NumElements = 0;


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


code: typedef TAlignedTypedef< int32, Alignment >::Type TAlignedType


className: TInstancedType

code: typedef FIntVector4 TInstancedType


className: TShaderParameterTypeInfo< int32 >

code: template<> struct TShaderParameterTypeInfo< int32 >


code: static Alignment = 16;


code: static BaseType = TShaderParameterTypeInfo<T>::BaseType;


code: static bIsStoredInConstantBuffer = TShaderParameterTypeInfo<T>::bIsStoredInConstantBuffer;


code: static NumColumns = TShaderParameterTypeInfo<T>::NumColumns;


code: static NumElements = InNumElements;


className: NumRows

code: static NumRows = TShaderParameterTypeInfo<T>::NumRows;


code: typedef TStaticArray< T, InNumElements, Alignment > TAlignedType


code: typedef T TInstancedType


code: template<typename T, size_t InNumElements> struct TShaderParameterTypeInfo< T[InNumElements]>


code: static BaseType = UBMT_UINT32;


code: static Alignment = 4;


code: static bIsStoredInConstantBuffer = true;


code: static NumColumns = 1;


code: static NumElements = 0;


code: typedef FUintVector4 TInstancedType


code: typedef TAlignedTypedef< uint32, Alignment >::Type TAlignedType


className: TShaderParameterTypeInfo< uint32 >

code: template<> struct TShaderParameterTypeInfo< uint32 >


description: Returns the permutation domain from the unique ID.

code: static [Type](API\Runtime\RenderCore\TShaderPermutationDomain\Type) FromDimensionValueId ( const int32 PermutationId )


description: Get dimension's value, but in this case emit compile time error if could not find the dimension to get.

code: template<class DimensionToGet> const [DimensionToGet::Type](API\Plugins\StateTreeModule\Type) Get() const


className: IsMultiDimensional

description: Define a domain as a multidimensional dimension so thatModifyCompilationEnvironment()is getting used.

code: static constexpr bool IsMultiDimensional = true;


description: Modify compilation environment.

code: void ModifyCompilationEnvironment ( [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment ) const


description: Test if equal.

code: bool operator== ( const [Type](API\Runtime\RenderCore\TShaderPermutationDomain\Type) & Other ) const


className: PermutationCount

description: Total number of permutation within the domain is one if no dimension at all.

code: static constexpr int32 PermutationCount = 1;


description: Set dimension's value, but in this case emit compile time error if could not find the dimension to set.

code: template<class DimensionToSet> void Set ( typename [DimensionToSet::Type](API\Plugins\StateTreeModule\Type) )


code: int32 ToDimensionValueId() const


description: Converts domain permutation vector to domain's value id.

code: static int32 ToDimensionValueId ( const [Type](API\Runtime\RenderCore\TShaderPermutationDomain\Type) & PermutationVector )


className: Type

description: Setup the dimension's type in permutation domain as itself so that a permutation domain can be used as a dimension of another domain.

code: typedef [TShaderPermutationDomain](API\Runtime\RenderCore\TShaderPermutationDomain)< Ts... > Type


description: Constructors.

code: TShaderPermutationDomain()


code: TShaderPermutationDomain ( int32 PermutationId )


className: TShaderPermutationDomain

description: TShaderPermutationDomain< TDimension, Ts... >

code: template<typename... Ts> struct TShaderPermutationDomain


code: template<typename TPermutationVector, typename TDimensionToGet> static const [TDimensionToGet::Type](API\Plugins\StateTreeModule\Type) & GetDimension ( const TPermutationVector & PermutationVector )


code: template<typename TPermutationVector, typename TDimension> static void ModifyCompilationEnvironment ( const TPermutationVector & PermutationVector, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: template<typename TPermutationVector, typename TDimensionToSet> static void SetDimension ( TPermutationVector & PermutationVector, const typename [TDimensionToSet::Type](API\Plugins\StateTreeModule\Type) & Value )


code: template<typename TPermutationVector, typename TDimensionToGet> static const TDimensionToGet::Type & GetDimension &40; const TPermutationVector & PermutationVector &41;


className: TShaderPermutationDomainSpetialization

description: TShaderPermutationDomainSpetialization< true >

code: template<bool BooleanSpetialization> class TShaderPermutationDomainSpetialization


code: template<typename TPermutationVector, typename TDimension> static void ModifyCompilationEnvironment &40; const TPermutationVector & PermutationVector, FShaderCompilerEnvironment & OutEnvironment &41;


code: template<typename TPermutationVector, typename TDimensionToSet> static void SetDimension &40; TPermutationVector & PermutationVector, const typename TDimensionToSet::Type & Value &41;


code: template<> class TShaderPermutationDomainSpetialization< true >


className: TShaderPermutationDomain< TDimension, Ts... >::FromDimensionValueId

code: static Type FromDimensionValueId &40; const int32 PermutationId &41;


className: TShaderPermutationDomain< TDimension, Ts... >::Get

description: Get dimension's value.

code: template<class DimensionToGet> const DimensionToGet::Type & Get&40;&41; const


className: TShaderPermutationDomain< TDimension, Ts... >::ModifyCompilationEnvironment

description: Modify the shader's compilation environment.

code: void ModifyCompilationEnvironment &40; FShaderCompilerEnvironment & OutEnvironment &41; const


description: Define a domain as a multidimensional dimension so thatModifyCompilationEnvironment()is used.

code: static IsMultiDimensional = true;


className: TShaderPermutationDomain< TDimension, Ts... >::operator==

description: Test if equal.

code: bool operator&61;&61; &40; const Type & Other &41; const


className: TShaderPermutationDomain< TDimension, Ts... >::operator!=

description: Test if not equal.

code: bool operator&33;&61; &40; const Type & Other &41; const


description: Total number of permutation within the domain.

code: static PermutationCount = Super::PermutationCount TDimension::PermutationCount;


className: TShaderPermutationDomain< TDimension, Ts... >::Set

description: Set dimension's value.

code: template<class DimensionToSet> void Set &40; typename DimensionToSet::Type Value &41;


className: Super

description: Parent type in the variadic template to reduce code.

code: typedef TShaderPermutationDomain< Ts... > Super


className: TShaderPermutationDomain< TDimension, Ts... >::ToDimensionValueId

code: int32 ToDimensionValueId&40;&41; const


code: static int32 ToDimensionValueId &40; const Type & PermutationVector &41;


className: TShaderPermutationDomain< TDimension, Ts... >::TShaderPermutationDomain

description: Constructors.


code: TShaderPermutationDomain &40; int32 PermutationId &41;


code: template<typename TDimension, typename... Ts> struct TShaderPermutationDomain< TDimension, Ts... >


code: typedef TShaderPermutationDomain< TDimension, Ts... > Type


description: Converts dimension's value id to dimension's integer value (exact reciprocal of ToDimensionValueId).

code: static [Type](API\Runtime\RenderCore\TShaderPermutationInt\Type) FromDimensionValueId ( int32 PermutationId )


description: Setup the dimension as non multi-dimensional, so that the ModifyCompilationEnvironement's define can conventily be set up in SHADER_PERMUTATION_INT.

code: static constexpr bool IsMultiDimensional = false;


className: MaxValue

code: static constexpr [Type](API\Runtime\RenderCore\TShaderPermutationInt\Type) MaxValue = static_cast<Type>(TFirstValue + TDimensionSize - 1);


className: MinValue

description: Min and max values.

code: static constexpr [Type](API\Runtime\RenderCore\TShaderPermutationInt\Type) MinValue = static_cast<Type>(TFirstValue);


description: Setup the dimension's number of permutation.

code: static constexpr int32 PermutationCount = TDimensionSize;


description: Pass down a int32 toFShaderCompilerEnvironment::SetDefine()even for contiguous enum classes.

code: static int32 ToDefineValue ( [Type](API\Runtime\RenderCore\TShaderPermutationInt\Type) E )


description: Converts dimension's integer value to dimension's value id.

code: static int32 ToDimensionValueId ( [Type](API\Runtime\RenderCore\TShaderPermutationInt\Type) E )


description: Setup the dimension's type in permutation domain as integer.

code: typedef TType Type


className: TShaderPermutationInt

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

code: template<typename TType, int32 TDimensionSize, int32 TFirstValue> struct TShaderPermutationInt


code: static [Type](API\Runtime\RenderCore\TShaderPermutationSparseInt\Type) FromDimensionValueId ( int32 PermutationId )


className: IsMultiDimensional

description: Setup the dimension as non multi-dimensional, so that the ModifyCompilationEnvironement's define can conventily be set up in SHADER_PERMUTATION_SPARSE_INT.


className: PermutationCount

code: static constexpr int32 PermutationCount = 0;


description: Converts dimension's integer value to dimension's value id, bu in this case fail because the dimension value was wrong.

code: static int32 ToDimensionValueId ( [Type](API\Runtime\RenderCore\TShaderPermutationSparseInt\Type) E )


className: Type

code: typedef int32 Type


className: TShaderPermutationSparseInt

description: TShaderPermutationSparseInt< TUniqueValue, Ts... >

code: template<int32... Ts> struct TShaderPermutationSparseInt


className: TShaderPermutationSparseInt< TUniqueValue, Ts... >::FromDimensionValueId

code: static Type FromDimensionValueId &40; int32 PermutationId &41;


code: static IsMultiDimensional = false;


code: static PermutationCount = TShaderPermutationSparseInt<Ts...>::PermutationCount + 1;


className: TShaderPermutationSparseInt< TUniqueValue, Ts... >::ToDefineValue

description: Pass down a int32 toFShaderCompilerEnvironment::SetDefine().

code: static int32 ToDefineValue &40; Type E &41;


className: TShaderPermutationSparseInt< TUniqueValue, Ts... >::ToDimensionValueId

code: static int32 ToDimensionValueId &40; Type E &41;


code: template<int32 TUniqueValue, int32... Ts> struct TShaderPermutationSparseInt< TUniqueValue, Ts... >


code: template<typename OtherShaderType, typename OtherPointerTableType> static [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< ShaderType, PointerTableType > Cast ( const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< OtherShaderType, OtherPointerTableType > & Rhs )


description: the shader's aplification shader

code: [FRHIAmplificationShader](API\Runtime\RHI\FRHIAmplificationShader) * GetAmplificationShader() const


description: the shader's compute shader

code: [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * GetComputeShader() const


description: the shader's geometry shader

code: [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * GetGeometryShader() const


description: the shader's mesh shader

code: [FRHIMeshShader](API\Runtime\RHI\FRHIMeshShader) * GetMeshShader() const


description: the shader's pixel shader

code: [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * GetPixelShader() const


code: const PointerTableType & GetPointerTable() const


code: [FShaderMapResource](API\Runtime\RenderCore\FShaderMapResource) * GetResource() const


code: [FShaderMapResource](API\Runtime\RenderCore\FShaderMapResource) & GetResourceChecked() const


code: [FRHIShader](API\Runtime\RHI\FRHIShader) * GetRHIShaderBase ( EShaderFrequency Frequency ) const


code: ShaderType * GetShader() const


code: const [FShaderMapBase](API\Runtime\RenderCore\FShaderMapBase) & GetShaderMapChecked() const


code: const [FShaderMapBase](API\Runtime\RenderCore\FShaderMapBase) * GetShaderMap() const


code: [FShaderType](API\Runtime\RenderCore\FShaderType) * GetType() const


code: [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVertexFactoryType() const


description: the shader's vertex shader

code: [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * GetVertexShader() const


code: ShaderType * operator->() const


code: template<typename OtherShaderType, typename OtherPointerTableType> [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase) & operator= ( const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< OtherShaderType, OtherPointerTableType > & Rhs )


code: [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase) & operator= ( const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase) & )


code: template<typename OtherShaderType, typename OtherPointerTableType> static [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< ShaderType, PointerTableType > ReinterpretCast ( const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< OtherShaderType, OtherPointerTableType > & Rhs )


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


code: template<typename OtherShaderType, typename OtherPointerTableType> TShaderRefBase ( const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< OtherShaderType, OtherPointerTableType > & Rhs )


className: Alignment

code: static Alignment = sizeof(uint64);


code: TShaderRefBase ( ShaderType * InShader, const [FShaderMapBase](API\Runtime\RenderCore\FShaderMapBase) & InShaderMap )


code: TShaderRefBase &40; ShaderType &42; InShader, const FShaderMapBase &42; InShaderMap &41;


className: TShaderRefBase

code: template<typename ShaderType, typename PointerTableType> class TShaderRefBase


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = false;


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


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = InNumElements;


className: TAlignedType

code: typedef TShaderResourceParameterArray< ShaderResourceType, InNumElements > TAlignedType


code: template<typename ShaderResourceType, size_t InNumElements> struct TShaderResourceParameterTypeInfo< ShaderResourceType[InNumElements]>


code: static constexpr bool bIsStoredInConstantBuffer = false;


className: TShaderResourceParameterArray

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

code: template<typename TElement, uint32 NumElements> class TShaderResourceParameterArray : public [TStaticArray< TElement, NumElements, sizeof(uint64) >](API\Runtime\Core\Containers\TStaticArray)


code: static constexpr int32 Alignment = sizeof(uint64);


code: TShaderResourceParameterArray()


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


code: static constexpr int32 NumElements = 0;


className: NumRows

code: static constexpr int32 NumRows = 1;


code: static constexpr int32 NumColumns = 1;


className: TShaderResourceParameterTypeInfo

description: TShaderResourceParameterTypeInfo< ShaderResourceType[InNumElements]>

code: template<typename ShaderResourceType> struct TShaderResourceParameterTypeInfo


code: typedef [TAlignedShaderParameterPtr](API\Runtime\RenderCore\TAlignedShaderParameterPtr)< ShaderResourceType > TAlignedType


code: bool operator== ( const [TShaderTypePermutation](API\Runtime\RenderCore\TShaderTypePermutation) & Other ) const


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


code: TShaderTypePermutation ( MetaShaderType * InType, int32 InPermutationId )


className: TShaderTypePermutation

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

code: template<typename MetaShaderType> struct TShaderTypePermutation

PermutationId

type: const int32

Type

type: MetaShaderType ...


code: static void ModifyCompilationEnvironment ( const TCHAR * ParameterName, EShaderPlatform Platform, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static FBlendStateRHIRef CreateRHI()


className: TShaderUniformBufferParameter

description: A shader uniform buffer binding with a specific structure.

code: template<typename TBufferStruct> class TShaderUniformBufferParameter : public [FShaderUniformBufferParameter](API\Runtime\RenderCore\FShaderUniformBufferParameter)


className: TStaticBlendState

description: So for example, TStaticBlendStateproduces: FinalColor.rgb = SourceColor * SourceAlpha + DestColor * (1 - SourceAlpha); FinalColor.a = SourceAlpha * 0 + DestAlpha * 1;

code: template<EColorWriteMask RT0ColorWriteMask, EBlendOperation RT0ColorBlendOp, EBlendFactor RT0ColorSrcBlend, EBlendFactor RT0ColorDestBlend, EBlendOperation RT0AlphaBlendOp, EBlendFactor RT0AlphaSrcBlend, EBlendFactor RT0AlphaDestBlend, EColorWriteMask RT1ColorWriteMask, EBlendOperation RT1ColorBlendOp, EBlendFactor RT1ColorSrcBlend, EBlendFactor RT1ColorDestBlend, EBlendOperation RT1AlphaBlendOp, EBlendFactor RT1AlphaSrcBlend, EBlendFactor RT1AlphaDestBlend, EColorWriteMask RT2ColorWriteMask, EBlendOperation RT2ColorBlendOp, EBlendFactor RT2ColorSrcBlend, EBlendFactor RT2ColorDestBlend, EBlendOperation RT2AlphaBlendOp, EBlendFactor RT2AlphaSrcBlend, EBlendFactor RT2AlphaDestBlend, EColorWriteMask RT3ColorWriteMask, EBlendOperation RT3ColorBlendOp, EBlendFactor RT3ColorSrcBlend, EBlendFactor RT3ColorDestBlend, EBlendOperation RT3AlphaBlendOp, EBlendFactor RT3AlphaSrcBlend, EBlendFactor RT3AlphaDestBlend, EColorWriteMask RT4ColorWriteMask, EBlendOperation RT4ColorBlendOp, EBlendFactor RT4ColorSrcBlend, EBlendFactor RT4ColorDestBlend, EBlendOperation RT4AlphaBlendOp, EBlendFactor RT4AlphaSrcBlend, EBlendFactor RT4AlphaDestBlend, EColorWriteMask RT5ColorWriteMask, EBlendOperation RT5ColorBlendOp, EBlendFactor RT5ColorSrcBlend, EBlendFactor RT5ColorDestBlend, EBlendOperation RT5AlphaBlendOp, EBlendFactor RT5AlphaSrcBlend, EBlendFactor RT5AlphaDestBlend, EColorWriteMask RT6ColorWriteMask, EBlendOperation RT6ColorBlendOp, EBlendFactor RT6ColorSrcBlend, EBlendFactor RT6ColorDestBlend, EBlendOperation RT6AlphaBlendOp, EBlendFactor RT6AlphaSrcBlend, EBlendFactor RT6AlphaDestBlend, EColorWriteMask RT7ColorWriteMask, EBlendOperation RT7ColorBlendOp, EBlendFactor RT7ColorSrcBlend, EBlendFactor RT7ColorDestBlend, EBlendOperation RT7AlphaBlendOp, EBlendFactor RT7AlphaSrcBlend, EBlendFactor RT7AlphaDestBlend, bool bUseAlphaToCoverage> class TStaticBlendState : public [TStaticStateRHI< TStaticBlendState< RT0ColorWriteMask, RT0ColorBlendOp, RT0ColorSrcBlend, RT0ColorDestBlend, RT0AlphaBlendOp, RT0AlphaSrcBlend, RT0AlphaDestBlend, RT1ColorWriteMask, RT1ColorBlendOp, RT1ColorSrcBlend, RT1ColorDestBlend, RT1AlphaBlendOp, RT1AlphaSrcBlend, RT1AlphaDestBlend, RT2ColorWriteMask, RT2ColorBlendOp, RT2ColorSrcBlend, RT2ColorDestBlend, RT2AlphaBlendOp, RT2AlphaSrcBlend, RT2AlphaDestBlend, RT3ColorWriteMask, RT3ColorBlendOp, RT3ColorSrcBlend, RT3ColorDestBlend, RT3AlphaBlendOp, RT3AlphaSrcBlend, RT3AlphaDestBlend, RT4ColorWriteMask, RT4ColorBlendOp, RT4ColorSrcBlend, RT4ColorDestBlend, RT4AlphaBlendOp, RT4AlphaSrcBlend, RT4AlphaDestBlend, RT5ColorWriteMask, RT5ColorBlendOp, RT5ColorSrcBlend, RT5ColorDestBlend, RT5AlphaBlendOp, RT5AlphaSrcBlend, RT5AlphaDestBlend, RT6ColorWriteMask, RT6ColorBlendOp, RT6ColorSrcBlend, RT6ColorDestBlend, RT6AlphaBlendOp, RT6AlphaSrcBlend, RT6AlphaDestBlend, RT7ColorWriteMask, RT7ColorBlendOp, RT7ColorSrcBlend, RT7ColorDestBlend, RT7AlphaBlendOp, RT7AlphaSrcBlend, RT7AlphaDestBlend, bUseAlphaToCoverage >, FBlendStateRHIRef, FRHIBlendState * >](API\Runtime\RenderCore\TStaticStateRHI)


className: TStaticBlendStateWriteMask

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

code: template<EColorWriteMask RT0ColorWriteMask, EColorWriteMask RT1ColorWriteMask, EColorWriteMask RT2ColorWriteMask, EColorWriteMask RT3ColorWriteMask, EColorWriteMask RT4ColorWriteMask, EColorWriteMask RT5ColorWriteMask, EColorWriteMask RT6ColorWriteMask, EColorWriteMask RT7ColorWriteMask, bool bUseAlphaToCoverage> class TStaticBlendStateWriteMask : public [TStaticBlendState< RT0ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT1ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT2ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT3ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT4ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT5ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT6ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, RT7ColorWriteMask, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero, bUseAlphaToCoverage >](API\Runtime\RenderCore\TStaticBlendState)


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::CallAppendHash

code: static uint32 CallAppendHash &40; const FTypeLayoutDesc & TypeDesc, const FPlatformTypeLayoutParameters & LayoutParams, FSHA1 & Hasher &41;


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::CallDestroy

code: static void CallDestroy &40; void &42; Object, const FTypeLayoutDesc &, const FPointerTableBase &42; PtrTable, bool bIsFrozen &41;


className: TStaticDepthStencilState

description: A static RHI stencil state resource. TStaticStencilStateRHI<...>::GetStaticState() will return a FDepthStencilStateRHIRef to a stencil state with the desired settings. Should only be used from the rendering thread.

code: template<bool bEnableDepthWrite, ECompareFunction DepthTest, bool bEnableFrontFaceStencil, ECompareFunction FrontFaceStencilTest, EStencilOp FrontFaceStencilFailStencilOp, EStencilOp FrontFaceDepthFailStencilOp, EStencilOp FrontFacePassStencilOp, bool bEnableBackFaceStencil, ECompareFunction BackFaceStencilTest, EStencilOp BackFaceStencilFailStencilOp, EStencilOp BackFaceDepthFailStencilOp, EStencilOp BackFacePassStencilOp, uint8 StencilReadMask, uint8 StencilWriteMask> class TStaticDepthStencilState : public [TStaticStateRHI< TStaticDepthStencilState< bEnableDepthWrite, DepthTest, bEnableFrontFaceStencil, FrontFaceStencilTest, FrontFaceStencilFailStencilOp, FrontFaceDepthFailStencilOp, FrontFacePassStencilOp, bEnableBackFaceStencil, BackFaceStencilTest, BackFaceStencilFailStencilOp, BackFaceDepthFailStencilOp, BackFacePassStencilOp, StencilReadMask, StencilWriteMask >, FDepthStencilStateRHIRef, FRHIDepthStencilState * >](API\Runtime\RenderCore\TStaticStateRHI)


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::CallGetTargetAlignment

code: static uint32 CallGetTargetAlignment &40; const FTypeLayoutDesc & TypeDesc, const FPlatformTypeLayoutParameters & LayoutParams &41;


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::CallToString

code: static void CallToString &40; const void &42; Object, const FTypeLayoutDesc & TypeDesc, const FPlatformTypeLayoutParameters & LayoutParams, FMemoryToStringContext & OutContext &41;


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::CallUnfrozenCopy

code: static uint32 CallUnfrozenCopy &40; const FMemoryUnfreezeContent & Context, const void &42; Object, const FTypeLayoutDesc & TypeDesc, void &42; OutDst &41;


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::CallWriteMemoryImage

code: static void CallWriteMemoryImage &40; FMemoryImageWriter & Writer, const void &42; Object, const FTypeLayoutDesc & TypeDesc, const FTypeLayoutDesc & DerivedTypeDesc &41;


className: TStaticGetTypeLayoutHelper<                          EShaderParameterType >::Do

code: static const FTypeLayoutDesc & Do&40;&41;


code: template<> struct TStaticGetTypeLayoutHelper< EShaderParameterType >


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::CallAppendHash


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::CallDestroy


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::CallGetTargetAlignment


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::CallToString


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::CallUnfrozenCopy


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::CallWriteMemoryImage


className: TStaticGetTypeLayoutHelper<                          FPackedNormal >::Do


code: template<> struct TStaticGetTypeLayoutHelper< FPackedNormal >


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::CallAppendHash


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::CallDestroy


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::CallGetTargetAlignment


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::CallToString


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::CallWriteMemoryImage


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::Do


code: template<> struct TStaticGetTypeLayoutHelper< FPackedRGBA16N >


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::CallAppendHash


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::CallDestroy


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::CallGetTargetAlignment


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::CallToString


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::CallUnfrozenCopy


className: TStaticGetTypeLayoutHelper<                          FPackedRGBA16N >::CallUnfrozenCopy


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::CallWriteMemoryImage


className: TStaticGetTypeLayoutHelper<                          FShaderTarget >::Do


code: template<> struct TStaticGetTypeLayoutHelper< FShaderTarget >


className: TStaticRasterizerState

description: A static RHI rasterizer state resource. TStaticRasterizerStateRHI<...>::GetStaticState() will return a FRasterizerStateRHIRef to a rasterizer state with the desired settings. Should only be used from the rendering thread.

code: template<ERasterizerFillMode FillMode, ERasterizerCullMode CullMode, bool bEnableLineAA, bool bEnableMSAA, ERasterizerDepthClipMode DepthClipMode> class TStaticRasterizerState : public [TStaticStateRHI< TStaticRasterizerState< FillMode, CullMode, bEnableLineAA >, FRasterizerStateRHIRef, FRHIRasterizerState * >](API\Runtime\RenderCore\TStaticStateRHI)


code: static FSamplerStateRHIRef CreateRHI()


className: TStaticSamplerState

description: A static RHI sampler state resource. TStaticSamplerStateRHI<...>::GetStaticState() will return a FSamplerStateRHIRef to a sampler state with the desired settings. Should only be used from the rendering thread.

code: template<ESamplerFilter Filter, ESamplerAddressMode AddressU, ESamplerAddressMode AddressV, ESamplerAddressMode AddressW, int32 MipBias, int32 MaxAnisotropy, uint32 BorderColor, ESamplerCompareFunction SamplerComparisonFunction> class TStaticSamplerState : public [TStaticStateRHI< TStaticSamplerState< Filter, AddressU, AddressV, AddressW, MipBias, MaxAnisotropy, BorderColor, SamplerComparisonFunction >, FSamplerStateRHIRef, FRHISamplerState * >](API\Runtime\RenderCore\TStaticStateRHI)


code: static RHIParamRefType GetRHI()


className: StaticResource

code: static FStaticStateResource StaticResource = TStaticStateRHI<InitializerType, RHIRefType, RHIParamRefType>::FStaticStateResource();


className: TStaticStateRHI

description: The base class of the static RHI state classes.

code: template<typename InitializerType, typename RHIRefType, typename RHIParamRefType> class TStaticStateRHI


code: namespace TThreadGroupSize< EClearReplacementResourceType { template<> struct TThreadGroupSize< EClearReplacementResourceType::LargeBuffer > }


code: namespace TThreadGroupSize< EClearReplacementResourceType { template<> struct TThreadGroupSize< EClearReplacementResourceType::StructuredBuffer > }


code: namespace TThreadGroupSize< EClearReplacementResourceType { template<> struct TThreadGroupSize< EClearReplacementResourceType::Texture2DArray > }


className: X

code: static constexpr int32 X = 8;


className: Y

code: static constexpr int32 Y = 8;


className: Z

code: static constexpr int32 Z = 1;


code: namespace TThreadGroupSize< EClearReplacementResourceType { template<> struct TThreadGroupSize< EClearReplacementResourceType::Buffer > }


code: namespace TThreadGroupSize< EClearReplacementResourceType { template<> struct TThreadGroupSize< EClearReplacementResourceType::Texture2D > }


code: namespace TThreadGroupSize< EClearReplacementResourceType { template<> struct TThreadGroupSize< EClearReplacementResourceType::Texture3D > }


code: namespace TThreadGroupSize< ECopyTextureResourceType { template<> struct TThreadGroupSize< ECopyTextureResourceType::Texture3D > }


code: [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< TBufferStruct > GetUniformBufferRef() const


code: [TRDGUniformBuffer](API\Runtime\RenderCore\TRDGUniformBuffer)< TBufferStruct > * operator->() const


code: TUniformBufferBinding ( const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< TBufferStruct > & InUniformBuffer )


code: TUniformBufferBinding ( const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< TBufferStruct > & InUniformBuffer, EUniformBufferBindingFlags InBindingFlags )


className: TUniformBufferBinding

code: template<typename TBufferStruct> class TUniformBufferBinding : public [FUniformBufferBinding](API\Runtime\RenderCore\FUniformBufferBinding)


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


className: TUniformBufferMetadataHelper

description: Retrieve the metadata of a UB type

code: template<class UniformBufferStructType, typename> struct TUniformBufferMetadataHelper


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

code: static [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< TBufferStruct > CreateEmptyUniformBufferImmediate ( EUniformBufferUsage Usage )


code: static [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< TBufferStruct > CreateUniformBufferImmediate ( const TBufferStruct & Value, EUniformBufferUsage Usage, EUniformBufferValidation Validation )


description: Deprecated* UpdateUniformBufferImmediate requires a command list.

code: void UpdateUniformBufferImmediate ( const TBufferStruct & Value )


code: void UpdateUniformBufferImmediate ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const TBufferStruct & Value )


description: Initializes the reference to null.

code: TUniformBufferRef()


description: A private constructor used to coerce an arbitrary RHI uniform buffer reference to a structured reference.

code: TUniformBufferRef &40; FRHIUniformBuffer &42; InRHIRef &41;


className: TUniformBufferRef

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

code: template<typename TBufferStruct> class TUniformBufferRef : public [TRefCountPtr< FRHIUniformBuffer >](API\Runtime\Core\Templates\TRefCountPtr)


code: static [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters) * Create ( const class [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap )


code: static void GetElementShaderBindings ( const [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters) * Parameters, const class [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, const class [FSceneView](API\Runtime\Engine\FSceneView) * View, const class [FMeshMaterialShader](API\Runtime\Renderer\FMeshMaterialShader) * Shader, const EVertexInputStreamType InputStreamType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const struct [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, class [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams )


code: static const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) * GetLayout()


className: TVertexFactoryParameterTraits

code: template<EShaderFrequency ShaderFrequency, typename VertexFactoryType> struct TVertexFactoryParameterTraits


description: Note that it is assumed that all possible shader format of the target platform share the same subdivision into chunks (which is the current behavior of other code, too).

code: namespace UE { namespace PipelineCacheUtilities { void UE::PipelineCacheUtilities::FindAllChunkInfos ( const [FString](API\Runtime\Core\Containers\FString) & ShaderLibraryName, const [FString](API\Runtime\Core\Containers\FString) & TargetPlatformName, const [FString](API\Runtime\Core\Containers\FString) & PathToSearchIn, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutInfoFilenames ) } }


description:
Loads stable shader keys file (using a proprietary format). Stable key is a way to identify a shader independently of its output hash
true if successful

code: namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::LoadStableKeysFile ( const FStringView & Filename, [TArray](API\Runtime\Core\Containers\TArray)< [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) > & InOutArray ) } }


description: Loads stable pipeline cache file.

code: namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::LoadStablePipelineCacheFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue), [FSHAHash](API\Runtime\Core\Misc\FSHAHash) > & StableMap, [TSet](API\Runtime\Core\Containers\TSet)< [FPipelineCacheFileFormatPSO](API\Runtime\RHI\FPipelineCacheFileFormatPSO) > & OutPSOs, [FName](API\Runtime\Core\UObject\FName) & OutTargetPlatform, int32 & OutPSOsRejected, int32 & OutPSOsMerged ) } }


code: namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::LoadChunkInfo ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [FString](API\Runtime\Core\Containers\FString) & InShaderFormat, int32 & OutChunkId, [FString](API\Runtime\Core\Containers\FString) & OutChunkedCacheFilename, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutPackages ) } }


description:
Saves stable shader keys file (using a proprietary format). Stable key is a way to identify a shader independently of its output hash
true if successful

code: namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::SaveStableKeysFile ( const FStringView & Filename, const [TSet](API\Runtime\Core\Containers\TSet)< [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) > & Values ) } }


description: The cache file is saved together with the stable shader keys file that were used to map its hashes to the build-agnostic ("stable") shader identifier.

code: namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::SaveStablePipelineCacheFile ( const [FString](API\Runtime\Core\Containers\FString) & OutputFilename, const [TArray](API\Runtime\Core\Containers\TArray)< [FPermsPerPSO](API\Runtime\RenderCore\FPermsPerPSO) > & StableResults, const [TArray](API\Runtime\Core\Containers\TArray)< [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) > & StableShaderKeyIndexTable ) } }


description:
This file is later used to split the cache into several files. Note that it is assumed that all possible shader format of the target platform share the same subdivision into chunks (which is the current behavior of other code, too).
true if successfully saved

code: namespace UE { namespace PipelineCacheUtilities { bool UE::PipelineCacheUtilities::SaveChunkInfo ( const [FString](API\Runtime\Core\Containers\FString) & ShaderLibraryName, const int32 InChunkId, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPackagesInChunk, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, const [FString](API\Runtime\Core\Containers\FString) & PathToSaveTo, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutChunkFilenames ) } }


code: namespace UE { namespace RenderCore { namespace Private { void UE::RenderCore::Private::OnInvalidRDGAllocatorNum ( int32 NewNum, SIZE_T NumBytesPerElement ) } } }


code: namespace UE { namespace ShaderCompiler { ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessResourcesConfiguration ( [FName](API\Runtime\Core\UObject\FName) ShaderFormat ) } }


code: namespace UE { namespace ShaderCompiler { ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessSamplersConfiguration ( [FName](API\Runtime\Core\UObject\FName) ShaderFormat ) } }


code: namespace UE { namespace ShaderParameters { void UE::ShaderParameters::AddUniformBufferIncludesToEnvironment ( [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment, const [TSet](API\Runtime\Core\Containers\TSet)< const TCHAR *, [TStringPointerSetKeyFuncs_DEPRECATED](API\Runtime\Core\Misc\TStringPointerSetKeyFuncs_DEPREC-)< const TCHAR * >> & InUniformBufferNames ) } }


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

code: namespace UE { namespace ShaderParameters { [FString](API\Runtime\Core\Containers\FString) UE::ShaderParameters::CreateUniformBufferShaderDeclaration ( const TCHAR * Name, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) & UniformBufferStruct ) } }


description: Mesh pass types supported.

module: Renderer

code: namespace EMeshPass { enum Type { DepthPass, SecondStageDepthPass, BasePass, AnisotropyPass, SkyPass, SingleLayerWaterPass, SingleLayerWaterDepthPrepass, CSMShadowDepth, VSMShadowDepth, Distortion, Velocity, TranslucentVelocity, TranslucencyStandard, TranslucencyStandardModulate, TranslucencyAfterDOF, TranslucencyAfterDOFModulate, TranslucencyAfterMotionBlur, TranslucencyAll, LightmapDensity, DebugViewMode, CustomDepth, MobileBasePassCSM, VirtualTexture, LumenCardCapture, LumenCardNanite, LumenTranslucencyRadianceCacheMark, LumenFrontLayerTranslucencyGBuffer, DitheredLODFadingOutMaskPass, NaniteMeshPass, MeshDecal, HitProxy, HitProxyOpaqueOnly, EditorLevelInstance, EditorSelection, Num, NumBits = 6, } }


code: [FAtlasTextureInvalidationScope](API\Runtime\Renderer\FAtlasTextureInvalidationScope) & operator= ( const [FAtlasTextureInvalidationScope](API\Runtime\Renderer\FAtlasTextureInvalidationScope) & )


description: Nanite mesh pass types.

code: namespace ENaniteMeshPass { enum Type { BasePass, LumenCardCapture, Num, } }


code: FAtlasTextureInvalidationScope ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * In )


code: FAtlasTextureInvalidationScope ( const [FAtlasTextureInvalidationScope](API\Runtime\Renderer\FAtlasTextureInvalidationScope) & )


code: ~FAtlasTextureInvalidationScope()


className: FAtlasTextureInvalidationScope

description: Scope for invalidating a particular texture This ensures the atlas contains the latest version of the texture and filter it

code: struct FAtlasTextureInvalidationScope

bLocked

type: bool


code: FCachedMeshDrawCommandInfo ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) InMeshPass )


className: FCachedMeshDrawCommandInfo

description: Stores information about a mesh draw command which is cached in the scene. This is stored separately from the cachedFMeshDrawCommandso that InitViews does not have to load theFMeshDrawCommandinto cache.

code: class FCachedMeshDrawCommandInfo

CommandIndex

description: Stores the index into FScene::CachedDrawLists of the correspondingFMeshDrawCommand, or -1 if not stored there.

Flags

type: EFVisibleMeshDr...

MeshCullMode

type: ERasterizerCull...

MeshFillMode

type: ERasterizerFill...

MeshPass

description: Needed for easier debugging and faster removal of cached mesh draw commands.

SortKey

type: FMeshDrawComman...

StateBucketId

description: Stores the index into FScene::CachedMeshDrawCommandStateBuckets of the correspondingFMeshDrawCommand, or -1 if not stored there.


className: FCachedPassMeshDrawList

code: class FCachedPassMeshDrawList

MeshDrawCommands

type: TSparseArray<F...

description: Indices held by FStaticMeshBatch::CachedMeshDrawCommands must be stable


code: virtual [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & AddCommand ( [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & Initializer, uint32 NumElements )


code: void BeginMesh ( int32 SceneInfoIndex, int32 MeshIndex )


code: void BeginMeshPass ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) MeshPass )


code: void FinalizeCommandCommon ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, int32 BatchElementIndex, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EFVisibleMeshDrawCommandFlags Flags, const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & PipelineState, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging, [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand )


code: FMeshPassScope &40; const FMeshPassScope & &41;


code: FMeshPassScope & operator&61; &40; const FMeshPassScope & &41;


code: FMeshPassScope &40; FCachedPassMeshDrawListContext & InContext, EMeshPass::Type MeshPass &41;


className: FMeshPassScope

code: struct FMeshPassScope


code: FCachedPassMeshDrawListContext ( FScene & InScene )


className: FCachedPassMeshDrawListContext

code: class FCachedPassMeshDrawListContext : public [FMeshPassDrawListContext](API\Runtime\Renderer\FMeshPassDrawListContext)

CommandInfo

type: FCachedMeshDraw...

Scene

type: FScene &


code: void DeferredFinalizeMeshDrawCommands ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * > & SceneInfos, int32 Start, int32 End )


code: virtual void FinalizeCommand ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, int32 BatchElementIndex, const [FMeshDrawCommandPrimitiveIdInfo](API\Runtime\Renderer\FMeshDrawCommandPrimitiveIdInfo) & IdInfo, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EFVisibleMeshDrawCommandFlags Flags, const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & PipelineState, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging, [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand )


code: FCachedPassMeshDrawListContextDeferred ( FScene & InScene )


className: FCachedPassMeshDrawListContextDeferred

code: class FCachedPassMeshDrawListContextDeferred : public [FCachedPassMeshDrawListContext](API\Runtime\Renderer\FCachedPassMeshDrawListContext)


className: FCachedPassMeshDrawListContextImmediate

code: class FCachedPassMeshDrawListContextImmediate : public [FCachedPassMeshDrawListContext](API\Runtime\Renderer\FCachedPassMeshDrawListContext)


code: virtual [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & AddCommand ( const [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & Initializer )


code: virtual void FinalizeCommand ( [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & RayTracingMeshCommand )


code: FCachedRayTracingMeshCommandContext ( T & InDrawListStorage )


className: FCachedRayTracingMeshCommandContext

code: template<class T> class FCachedRayTracingMeshCommandContext : public [FRayTracingMeshCommandContext](API\Runtime\Renderer\FRayTracingMeshCommandContext)


code: bool operator() ( const [FVisibleMeshDrawCommand](API\Runtime\Renderer\FVisibleMeshDrawCommand) & A, const [FVisibleMeshDrawCommand](API\Runtime\Renderer\FVisibleMeshDrawCommand) & B ) const


className: FCompareFMeshDrawCommands

code: struct FCompareFMeshDrawCommands


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


description: Initialize from a uniform expression set.

code: void InitFromExpressionSet ( const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & InUniformExpressionSet )


code: FCachedPassMeshDrawListContextImmediate ( FScene & InScene )


className: InterfaceType

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


className: InternalBaseType

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


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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Returns true if the number of uniform expressions matches those with which the debug set was initialized.

code: bool Matches ( const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & InUniformExpressionSet ) const


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


code: FDebugUniformExpressionSet ( const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & InUniformExpressionSet )


className: FDebugUniformExpressionSet

description: Debug information related to uniform expression sets.

code: class FDebugUniformExpressionSet

NumPreshaders

description: The number of each type of expression contained in the set.


className: FDefaultBuffer

code: struct FDefaultBuffer

Buffer

type: TRefCountPtr<F...

Key

type: FDefaultBufferK...


className: FDefaultBufferKey

code: struct FDefaultBufferKey

BufferType

type: EDefaultBufferT...


className: FDefaultTexture

code: struct FDefaultTexture

Key

type: FDefaultTexture...

Texture

type: TRefCountPtr<I...


className: FDefaultTextureKey

code: struct FDefaultTextureKey

Dimension

type: ETextureDimensi...

Format

type: EPixelFormat


className: FDenoisingArgumentsExt

code: struct FDenoisingArgumentsExt

DenoisingFrameId

type: int

FlowTex

type: FRHITexture...


className: FDepthBoundsValues

code: struct FDepthBoundsValues

MaxDepth

type: float


className: FDynamicMeshDrawCommandStorage

description: Storage for Mesh Draw Commands built every frame.

code: class FDynamicMeshDrawCommandStorage

MeshDrawCommands

type: TChunkedArray< ...

description: UsingTChunkedArrayto support growing without movingFMeshDrawCommand, sinceFVisibleMeshDrawCommandstores a pointer to these.


code: virtual [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & AddCommand ( [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & Initializer, uint32 NumElements )


description: Use to add pre-built (cached) draw commands to a dynamic context.

code: void AddVisibleMeshDrawCommand ( const [FVisibleMeshDrawCommand](API\Runtime\Renderer\FVisibleMeshDrawCommand) & VisibleMeshDrawCommand )


code: virtual void FinalizeCommand ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, int32 BatchElementIndex, const [FMeshDrawCommandPrimitiveIdInfo](API\Runtime\Renderer\FMeshDrawCommandPrimitiveIdInfo) & IdInfo, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EFVisibleMeshDrawCommandFlags Flags, const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & PipelineState, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging, [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand )


code: FDynamicPassMeshDrawListContext ( [FDynamicMeshDrawCommandStorage](API\Runtime\Renderer\FDynamicMeshDrawCommandStorage) & InDrawListStorage, FMeshCommandOneFrameArray & InDrawList, FGraphicsMinimalPipelineStateSet & InPipelineStateSet, bool & InNeedsShaderInitialisation )


className: FDynamicPassMeshDrawListContext

description: Context used when building FMeshDrawCommands for one frame only.

code: class FDynamicPassMeshDrawListContext : public [FMeshPassDrawListContext](API\Runtime\Renderer\FMeshPassDrawListContext)


code: virtual [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & AddCommand ( const [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & Initializer )


code: virtual void FinalizeCommand ( [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & RayTracingMeshCommand )


code: FDynamicRayTracingMeshCommandContext ( FDynamicRayTracingMeshCommandStorage & InDynamicCommandStorage, FRayTracingMeshCommandOneFrameArray & InVisibleCommands, uint32 InGeometrySegmentIndex, uint32 InRayTracingInstanceIndex, uint32 InRayTracingDecalInstanceIndex )


className: FDynamicRayTracingMeshCommandContext

code: class FDynamicRayTracingMeshCommandContext : public [FRayTracingMeshCommandContext](API\Runtime\Renderer\FRayTracingMeshCommandContext)


className: FFrozenShaderPrintData

description: Structure containing "frozen" shader print render data. This is in a state so that it: (i) Can be thawed by the client for continued gathering of shader print glyphs, or (ii) Can be submitted for later rendering using SubmitShaderPrintData().

code: struct FFrozenShaderPrintData


description: Utility to determine if a material might render before the FXSystem's PostRenderOpaque is called for the view family

code: static bool CanMaterialRenderBeforeFXPostOpaque ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) & SceneProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material )


code: [FFXRenderingUtils](API\Runtime\Renderer\FFXRenderingUtils) & operator= ( const [FFXRenderingUtils](API\Runtime\Renderer\FFXRenderingUtils) & )


code: FFXRenderingUtils ( const [FFXRenderingUtils](API\Runtime\Renderer\FFXRenderingUtils) & )


className: FFXRenderingUtils

description: This class exposes methods required by FX rendering that must access rendering internals.

code: class FFXRenderingUtils


code: FGlobalDistanceFieldParameterData()


className: FGlobalDistanceFieldParameterData

code: class FGlobalDistanceFieldParameterData

InvCoverageAtlasSize

type: FVector


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FGlobalDistanceFieldParameters2](API\Runtime\Renderer\FGlobalDistanceFieldParameters2) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


className: FileLine

code: static FileLine = builtin_LINE();


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


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdCoveredExpandSurfaceScale


className: zzMemberIdGlobalDistanceFieldMipTexture


className: zzMemberIdGlobalDistanceFieldMipFactor


className: zzMemberIdMaxGlobalDFAOConeDistance


className: zzMemberIdNotCoveredExpandSurfaceScale


className: zzMemberIdNotCoveredMinStepScale


code: class FGlobalDistanceFieldParameters2

CoveredExpandSurfaceScale

type: TShaderParamete...

GlobalDistanceFieldCoverageAtlasTexture

type: TShaderResource...


className: FCompleteDelegate

code: typedef TBaseDelegate_NoParams< void > FCompleteDelegate


className: FGlobalDistanceFieldReadback

code: class FGlobalDistanceFieldReadback

Bounds

type: FBox

ReadbackComplete

type: FCompleteDelega...

Size

type: FIntVector


className: bIsIdTableFrozen

code: static bool bIsIdTableFrozen = false;


code: static void AddSizeToLocalPipelineIdTableSize ( SIZE_T Size )


className: CurrentLocalPipelineIdTableSize

code: static std::atomic< int32 > CurrentLocalPipelineIdTableSize;


className: DebugSaltAllocationIndex

code: static std::atomic< int32 > DebugSaltAllocationIndex;


description: When ID table is frozen, items with a zero ref count aren't actually released, so if the same item gets used again, its ID doesn't change. Useful when re-creating draw commands in the middle of the frame, where you want to prevent existing pipeline state IDs from changing, which may be referenced by in flight tasks. Unfreezing the table will clean up anything with a zero ref count.

code: static void FreezeIdTable ( bool bEnable )


description: Get a ref counted persistent pipeline id, which needs to manually released.

code: static [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) GetPersistentId ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & InPipelineState )


code: static int32 GetPersistentIdNum()


code: const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & GetPipelineState ( const FGraphicsMinimalPipelineStateSet & InPipelineSet ) const


code: static void InitializePersistentIds()


description: Get a pipeline state id in this order: global persistent Id table. If not found, will lookup in PassSet argument. If not found in PassSet argument, create a blank pipeline set id and add it PassSet argument

code: static [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) GetPipelineStateId ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & InPipelineState, FGraphicsMinimalPipelineStateSet & InOutPassSet, bool & NeedsShaderInitialisation )


className: LocalPipelineIdTableSize

code: static std::atomic< int32 > LocalPipelineIdTableSize;


className: NeedsShaderInitialisation

code: static bool NeedsShaderInitialisation = true;


code: bool operator!= ( const [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) & rhs ) const


code: bool operator== ( const [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) & rhs ) const


className: PersistentIdTableLock

code: static FRWLock PersistentIdTableLock;


className: ReffedItemCount

code: static std::atomic< int32 > ReffedItemCount;


description: Removes a persistent pipeline Id from the global persistent Id table.

code: static void RemovePersistentId ( [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) Id )


className: FGraphicsMinimalPipelineStateId

description: Uniquely represents aFGraphicsMinimalPipelineStateInitializerfor fast compares.

code: class FGraphicsMinimalPipelineStateId

bComesFromLocalPipelineStateSet

type: uint32:  1


code: void ComputeStatePrecachePSOHash()


code: bool operator== ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & rhs ) const


code: bool operator> ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & rhs ) const


code: bool operator< ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & rhs ) const


code: bool operator!= ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & rhs ) const


code: void SetupBoundShaderState ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * VertexDeclaration, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) & Shaders )


className: TRenderTargetFlags

code: typedef [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< uint32, MaxSimultaneousRenderTargets > TRenderTargetFlags


className: TRenderTargetFormats

description: Can't use TEnumByteas it changes the struct to be non trivially constructible, breaking memset.

code: typedef [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< EPixelFormat, MaxSimultaneousRenderTargets > TRenderTargetFormats


code: FGraphicsMinimalPipelineStateInitializer ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & InMinimalState )


code: FGraphicsMinimalPipelineStateInitializer ( [FMinimalBoundShaderStateInput](API\Runtime\Renderer\FMinimalBoundShaderStateInput) InBoundShaderState, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * InBlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * InRasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * InDepthStencilState, [FImmutableSamplerState](API\Runtime\RHI\FImmutableSamplerState) InImmutableSamplerState, EPrimitiveType InPrimitiveType )


description: Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws. Note: the size of this class affects rendering mesh pass traversal performance.

bDepthBounds

type: bool

description: Note:FGraphicsMinimalPipelineStateInitializeris 8-byte aligned and can't have any implicit padding, as it is sometimes hashed and compared as raw bytes.

BlendState

type: FRHIBlendState...

BoundShaderState

type: FMinimalBoundSh...

description: TODO: [PSO API] - As we migrate reuse existing API objects, but eventually we can move to the direct initializers.

DepthStencilState

type: FRHIDepthStenci...

DrawShadingRate

type: EVRSShadingRate

ImmutableSamplerState

type: FImmutableSampl...

PrimitiveType

type: EPrimitiveType

PSOPrecacheState

type: EPSOPrecacheRes...

description: The PSO precache state - updated at draw time and can be used to skip draw when still precaching.

RasterizerState

type: FRHIRasterizerS...

StatePrecachePSOHash

description: Data hash of the minimal PSO which is used to optimize the computation of the full PSO.


code: bool DoesSupportVoxelization() const


className: FCulling

code: struct FCulling

ClusterAABBBuffer

type: FRDGExternalBuf...

description: Hair Cluster & Hair Group bounding box buffer

CulledCurveBuffer

description: Culling & LODing results for a hair group

DrawIndirectBuffer

description: Indirect draw buffer to draw everything or the result of the culling per pass


className: FVertexFactoryInput

code: struct FVertexFactoryInput

BindingType

type: EHairBindingTyp...

Cards

type: FHairGroupPubli...

GeometryType

type: EHairGeometryTy...

LocalToWorldTransform

type: FTransform


description: Return the number of active point/curve for strand geometry.


code: EHairBindingType GetBindingType ( int32 InLODIndex ) const


code: bool GetClusterAABBValid() const


code: const [FRDGExternalBuffer](API\Runtime\Renderer\FRDGExternalBuffer) & GetCulledCurveBuffer() const


code: const [FRDGExternalBuffer](API\Runtime\Renderer\FRDGExternalBuffer) & GetCulledVertexIdBuffer() const


code: const [FRDGExternalBuffer](API\Runtime\Renderer\FRDGExternalBuffer) & GetCulledVertexRadiusScaleBuffer() const


code: bool GetCullingResultAvailable() const


code: const [FRDGExternalBuffer](API\Runtime\Renderer\FRDGExternalBuffer) & GetDrawIndirectRasterComputeBuffer() const


code: EHairGeometryType GetGeometryType ( int32 InLODIndex ) const