className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

module: RenderCore

code: typedef void &42; zzFuncPtr


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


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

description: zzGetMembers()

code: class FParameters


className: DefineName

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


className: FPermutationDomain

code: typedef TShaderPermutationDomain< FRectUV > FPermutationDomain


className: FRectUV

code: class FRectUV : public FShaderPermutationBool


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


code: static RENDERCORE_API ShaderMetaType & GetStaticType&40;&41;


code: RENDERCORE_API const FTypeLayoutDesc & GetTypeLayout&40;&41; const


className: InterfaceType

code: static InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename TGetBaseTypeHelper< FRasterizeToRectsVS >::Type InternalBaseType


className: InternalLinkType

description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl &40; const FShaderPermutationParameters & Parameters, FShaderCompilerEnvironment & OutEnvironment &41;


className: ShaderMapType

code: typedef FGlobalShaderMap ShaderMapType


className: ShaderTypeRegistration

code: static ShaderTypeRegistration;


code: static bool ShouldCompilePermutationImpl &40; const FShaderPermutationParameters & Parameters &41;


code: static bool ShouldCompilePermutation &40; const FGlobalShaderPermutationParameters & Parameters &41;


code: static RENDERCORE_API FTypeLayoutDesc & StaticGetTypeLayout&40;&41;


code: FRasterizeToRectsVS &40; const ShaderMetaType::CompiledShaderInitializerType & Initializer &41;


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


className: FRasterizeToRectsVS

description: Utility vertex shader for rect array based operations. For example for clearing specified parts of an atlas.

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


description: Initialize a pipeline state object initializer with almost all the basics required to do a full multi-viewport pass.

code: static void InitFullscreenMultiviewportPipelineState ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, const TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > & PixelShader, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit )


description: Initialize a pipeline state object initializer with almost all the basics required to do a full viewport pass.

code: static void InitFullscreenPipelineState ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, const TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > & PixelShader, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit )


className: FPixelShaderUtils

description: All utils for pixel shaders.

code: struct FPixelShaderUtils


description: Refcounting.

code: virtual uint32 AddRef() const


description:
Only for debugging purpose
in bytes

code: virtual uint32 ComputeMemorySize() const


description: Get all the data that is needed to create the render target.

code: virtual const [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) & GetDesc() const


code: virtual uint32 GetRefCount() const


code: uint32 GetUnusedForNFrames() const


description: Checks if the reference count indicated that the rendertarget is unused and can be reused.

code: virtual bool IsFree() const


description: Returns if the render target is tracked by a pool.

code: virtual bool IsTracked() const


code: FPooledRenderTarget ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture, const [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) & InDesc, [FRenderTargetPool](API\Runtime\RenderCore\FRenderTargetPool) * InRenderTargetPool )


className: FPooledRenderTarget

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

code: struct FPooledRenderTarget : public [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget)


description: Comparison operator to test if a render target can be reused

code: bool Compare ( const [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) & rhs, bool bExact ) const


description: Factory function to create 2D array texture description

code: static [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) Create2DArrayDesc ( FIntPoint InExtent, EPixelFormat InFormat, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & InClearValue, ETextureCreateFlags InFlags, ETextureCreateFlags InTargetableFlags, bool bInForceSeparateTargetAndShaderResource, uint16 InArraySize, uint8 InNumMips, bool InAutowritable, bool InCreateRTWriteMask, bool InCreateFmask )


description: Factory function to create cube map array texture description

code: static [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) CreateCubemapArrayDesc ( uint32 InExtent, EPixelFormat InFormat, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & InClearValue, ETextureCreateFlags InFlags, ETextureCreateFlags InTargetableFlags, bool bInForceSeparateTargetAndShaderResource, uint16 InArraySize, uint8 InNumMips, bool InAutowritable )


description: Factory function to create 2D texture description

code: static [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) Create2DDesc ( FIntPoint InExtent, EPixelFormat InFormat, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & InClearValue, ETextureCreateFlags InFlags, ETextureCreateFlags InTargetableFlags, bool bInForceSeparateTargetAndShaderResource, uint8 InNumMips, bool InAutowritable, bool InCreateRTWriteMask, bool InCreateFmask )


description: Factory function to create cube map texture description

code: static [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) CreateCubemapDesc ( uint32 InExtent, EPixelFormat InFormat, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & InClearValue, ETextureCreateFlags InFlags, ETextureCreateFlags InTargetableFlags, bool bInForceSeparateTargetAndShaderResource, uint16 InArraySize, uint8 InNumMips, bool InAutowritable )


description:
For debugging purpose
e.g. (2D 128x64 PF_R8)


description: Factory function to create 3D texture description

code: static [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) CreateVolumeDesc ( uint32 InSizeX, uint32 InSizeY, uint16 InSizeZ, EPixelFormat InFormat, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & InClearValue, ETextureCreateFlags InFlags, ETextureCreateFlags InTargetableFlags, bool bInForceSeparateTargetAndShaderResource, uint8 InNumMips, bool InAutowritable )


description: true if this texture is a texture array

code: bool IsArray() const


description: Useful when compositing graph takes an input as output format

code: void Reset()


description: Default constructor, use one of the factory functions below to make a valid description

code: FPooledRenderTargetDesc()


className: FPooledRenderTargetDesc

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

code: struct FPooledRenderTargetDesc

type: union FPooledRe...

ArraySize

description: >1 if a texture array should be used (not supported on DX9)

bIsArray

type: uint8:  1

description: True if an array texture. Note that ArraySize still can be 1

bIsCubemap

description: True if a cubemap texture

type: uint8:  6

description: Unused flags.

ClearValue

type: FClearValueBind...

description: Value allowed for fast clears for this target.

DebugName

type: const TCHAR ...

description: Only set a pointer to memory that never gets released

Depth

description: 0, unless it's texture array or volume texture

Extent

type: FIntPoint

description: In pixels, (0,0) if not set, (x,0) for cube maps, todo: make 3d int vector for volume textures

FastVRAMPercentage

description: Resource memory percentage which should be allocated onto fast VRAM (hint-only).

Flags

type: ETextureCreateF...

description: The flags that must be set on both the shader-resource and the targetable texture.

Format

type: EPixelFormat

description: Texture format e.g. PF_B8G8R8A8

NumMips

description: Number of mips

NumSamples

description: Number of MSAA samples, default: 1

UAVFormat

description: Texture format used when creating the UAV (if TexCreate_UAV is also passed in TargetableFlags, ignored otherwise).


className: FPostOpaqueRenderParameters

code: class FPostOpaqueRenderParameters

ColorTexture

type: FRDGTexture...

GlobalDistanceFieldParams

type: constFGlobalDi...

GraphBuilder

type: FRDGBuilder...

MobileSceneTexturesUniformParams

type: TRDGUniformBuff...

ProjMatrix

type: FMatrix

Uid

type: void *

View

type: const FViewInfo...

ViewportRect

type: FIntRect

ViewUniformBuffer

type: FRHIUniformBuff...


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

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


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

code: virtual void ReleaseRHI()


className: FPrimitiveIdDummyBuffer

description: Default PrimitiveId vertex buffer. Contains a single index of 0. This is used when the VF is used for rendering outside normal mesh passes, where there is no valid scene.

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

VertexBufferSRV

type: FShaderResource...


className: BufferStride

description: Float4 * 5

code: static constexpr uint32 BufferStride = 16u * 5u;


className: FPrimitiveIdDummyBufferMobile

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


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

code: template<typename TShaderClass> static void AddRayTraceDispatchPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, const TShaderRef< TShaderClass > & RayGenerationShader, typename TShaderClass::FParameters * Parameters, FIntPoint Resolution )


className: FRayGenShaderUtils

description: All utils for ray generation shaders.

code: struct FRayGenShaderUtils


description: Destructor.

code: virtual ~FRayTracingGeometry()


className: FRayTracingGeometry

description: A ray tracing geometry resource

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

RawData

type: TResourceArray<...


description: Allocates and constructs an object and tracks it for destruction.

code: template<typename T, typename... TArgs> T * Alloc ( TArgs &&... Args )


description: Allocates raw memory.

code: void * Alloc ( uint64 SizeInBytes, uint32 AlignInBytes )


description: Allocates a C++ object with no destructor tracking (dangerous!).

code: template<typename T, typename... TArgs> T * AllocNoDestruct ( TArgs &&... Args )


description: Allocates an uninitialized type without destructor tracking.

code: template<typename PODType> PODType * AllocUninitialized ( uint64 Count )


code: static [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Get()


className: TObject

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

code: template<typename T> class TObject : private [FRDGAllocator::FObject](API\Runtime\RenderCore\FRDGAllocator\FObject)


className: FRDGAllocator

code: class FRDGAllocator


code: void BeginAsyncDelete ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> && InAsyncDeleteFunction )


className: FRDGAllocatorScope

description: Base class for RDG builder which scopes the allocations and releases them in the destructor.

code: class FRDGAllocatorScope

Allocator

type: FRDGAllocator&


code: FRDGAsyncComputeBudgetScopeGuard ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, EAsyncComputeBudget InAsyncComputeBudget )


code: ~FRDGAsyncComputeBudgetScopeGuard()


className: FRDGAsyncComputeBudgetScopeGuard

code: class FRDGAsyncComputeBudgetScopeGuard


code: [FRDGScatterUploader](API\Runtime\RenderCore\FRDGScatterUploader) * Begin ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * DstResource, uint32 NumElements, uint32 NumBytesPerElement, const TCHAR * Name )


code: [FRDGScatterUploader](API\Runtime\RenderCore\FRDGScatterUploader) * BeginPreSized ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * DstResource, uint32 NumElements, uint32 NumBytesPerElement, const TCHAR * Name )


code: void End ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRDGScatterUploader](API\Runtime\RenderCore\FRDGScatterUploader) * Uploader )


className: FRDGAsyncScatterUploadBuffer

code: class FRDGAsyncScatterUploadBuffer


code: void AddAlias ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, const [FRHITransientAliasingInfo](API\Runtime\RHI\FRHITransientAliasingInfo) & Info )


code: void AddTransition ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, const [FRHITransitionInfo](API\Runtime\RHI\FRHITransitionInfo) & Info )


code: bool IsTransitionNeeded() const


code: void Reserve ( uint32 TransitionCount )


code: void SetUseCrossPipelineFence()


code: void Submit ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, ERHIPipeline Pipeline )


code: void Submit ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, ERHIPipeline Pipeline, FRDGTransitionQueue & TransitionsToBegin )


code: FRDGBarrierBatchBegin ( ERHIPipeline PipelinesToBegin, ERHIPipeline PipelinesToEnd, const TCHAR * DebugName, [FRDGPass](API\Runtime\RenderCore\FRDGPass) * DebugPass )


code: FRDGBarrierBatchBegin ( ERHIPipeline PipelinesToBegin, ERHIPipeline PipelinesToEnd, const TCHAR * DebugName, FRDGPassesByPipeline DebugPasses )


className: FRDGBarrierBatchBegin

code: class FRDGBarrierBatchBegin


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


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


className: FRDGBarrierBatchBeginId

code: struct FRDGBarrierBatchBeginId

Passes

type: FRDGPassHandles...

PipelinesAfter

type: ERHIPipeline


description: Inserts a dependency on a begin batch. A begin batch can be inserted into more than one end batch.

code: void AddDependency ( [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) * BeginBatch )


code: bool IsPairedWith ( const [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & BeginBatch ) const


code: void Reserve ( uint32 TransitionBatchCount )


code: FRDGBarrierBatchEnd ( [FRDGPass](API\Runtime\RenderCore\FRDGPass) * InPass, ERDGBarrierLocation InBarrierLocation )


className: FRDGBarrierBatchEnd

code: class FRDGBarrierBatchEnd


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


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


code: FRDGBarrierBatchEndId ( FRDGPassHandle InPassHandle, ERDGBarrierLocation InBarrierLocation )


className: FRDGBarrierBatchEndId

code: struct FRDGBarrierBatchEndId

BarrierLocation

type: ERDGBarrierLoca...

PassHandle

type: FRDGPassHandle


className: FBarrierBatchMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< const [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) *, FResourceMap > FBarrierBatchMap


description: Validates an end barrier batch just prior to submission to the command list.

code: void ValidateBarrierBatchEnd ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, const [FRDGBarrierBatchEnd](API\Runtime\RenderCore\FRDGBarrierBatchEnd) & Batch )


description: Validates a begin barrier batch just prior to submission to the command list.

code: void ValidateBarrierBatchBegin ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, const [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & Batch )


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


code: FRDGBarrierValidation ( const FRDGPassRegistry * InPasses, const [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) & InGraphName )


className: FRDGBarrierValidation

description: This class validates and logs barriers submitted by the graph.

code: class FRDGBarrierValidation


description: Creates a new instance of a struct. Asserts if one already existed.

code: template<typename StructType, typename... ArgsType> StructType & Create ( ArgsType &&... Args )


description: Gets an immutable instance of the struct. Returns null if not present in the blackboard.

code: template<typename StructType> const StructType * Get() const


description: Gets an immutable instance of the struct. Asserts if not present in the blackboard.

code: template<typename StructType> const StructType & GetChecked() const


className: FRDGBlackboard

code: class FRDGBlackboard


code: FRDGBufferHandle GetHandle() const


description: Returns the buffer to use for indirect RHI calls.

code: [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * GetIndirectRHICallBuffer() const


description: Returns the underlying RHI buffer resource

code: [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * GetRHI() const


className: StaticType

code: static const ERDGViewableResourceType StaticType = ERDGViewableResourceType::Buffer;


className: FRDGBuffer

code: class FRDGBuffer : public [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource)

Desc

type: FRDGBufferDesc

Flags

type: const ERDGBuffe...

PooledBuffer

type: FRDGPooledBuffe...

description: Assigned pooled buffer pointer. Never reset once assigned.

TransientBuffer

type: FRHITransientBu...

description: Assigned transient buffer pointer. Never reset once assigned.


code: [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * GetBuffer() const


code: [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * operator->() const


className: FRDGBufferAccess::operator bool

code: operator bool() const


className: FRDGBufferAccess::operator FRDGBuffer *

code: operator FRDGBuffer *() const


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


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


code: FRDGBufferAccess ( [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * InBuffer, ERHIAccess InAccess )


className: FRDGBufferAccess

code: class FRDGBufferAccess


code: template<typename ParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateBufferDesc ( uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateBufferDesc ( uint32 BytesPerElement, uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateByteAddressDesc ( uint32 NumBytes )


code: template<typename ParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateByteAddressDesc ( uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateByteAddressUploadDesc ( uint32 NumBytes )


code: template<typename ParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateByteAddressUploadDesc ( uint32 NumElements )


description: Note, IndirectParameterStruct should be one of the: structFRHIDispatchIndirectParametersstructFRHIDrawIndirectParametersstructFRHIDrawIndexedIndirectParameters

code: template<typename IndirectParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateIndirectDesc ( uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateIndirectDesc ( uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateIndirectDesc ( uint32 BytesPerElement, uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateStructuredDesc ( uint32 BytesPerElement, uint32 NumElements )


code: template<typename ParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateStructuredDesc ( uint32 NumElements )


code: template<typename ParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateStructuredUploadDesc ( uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateStructuredUploadDesc ( uint32 BytesPerElement, uint32 NumElements )


code: template<typename ParameterStruct> static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateUploadDesc ( uint32 NumElements )


code: static [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) CreateUploadDesc ( uint32 BytesPerElement, uint32 NumElements )


description: Returns the total number of bytes allocated for a such buffer.

code: uint32 GetSize() const


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


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


className: FRDGBufferDesc

description: Descriptor for render graph tracked Buffer.

code: struct FRDGBufferDesc

BytesPerElement

description: Stride in bytes for index and structured buffers.

Metadata

type: constFShaderPa...

description: Meta data of the layout of the buffer for debugging purposes.

NumElements

description: Number of elements.

Usage

type: EBufferUsageFla...

description: Bitfields describing the uses of that buffer.


description: Returns the referenced parent render graph resource.

code: virtual FRDGBufferRef GetParent() const


code: static const ERDGViewType StaticType = ERDGViewType::BufferSRV;


className: FRDGBufferSRV

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

code: class FRDGBufferSRV : public [FRDGShaderResourceView](API\Runtime\RenderCore\FRDGShaderResourceView)

Desc

type: constFRDGBuffe...

description: Descriptor of the graph tracked SRV.


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


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


code: FRDGBufferSRVDesc ( FRDGBufferRef InBuffer )


code: FRDGBufferSRVDesc ( FRDGBufferRef InBuffer, EPixelFormat InFormat )


code: FRDGBufferSRVDesc ( FRDGBufferRef InBuffer, uint32 InStartOffsetBytes, uint32 InNumElements )


className: FRDGBufferSRVDesc

code: struct FRDGBufferSRVDesc : public [FRHIBufferSRVCreateInfo](API\Runtime\RHI\FRHIBufferSRVCreateInfo)

Buffer

type: FRDGBufferRef


code: static const ERDGViewType StaticType = ERDGViewType::BufferUAV;


className: FRDGBufferUAV

code: class FRDGBufferUAV : public [FRDGUnorderedAccessView](API\Runtime\RenderCore\FRDGUnorderedAccessView)

Desc

description: Descriptor of the graph tracked UAV.


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


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


code: FRDGBufferUAVDesc ( FRDGBufferRef InBuffer )


code: FRDGBufferUAVDesc ( FRDGBufferRef InBuffer, EPixelFormat InFormat )


className: FRDGBufferUAVDesc

code: struct FRDGBufferUAVDesc : public [FRHIBufferUAVCreateInfo](API\Runtime\RHI\FRHIBufferUAVCreateInfo)


description: Launches a task that is synced prior to graph execution. If parallel execution is not enabled, the lambda is run immediately.

code: template<typename TaskLambda> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambda && Task, bool bCondition )


code: template<typename TaskLambdaType, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambdaType && TaskLambda, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambdaType && TaskLambda, bool bCondition )


code: template<typename TaskLambda> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambda && Task, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambdaType && TaskLambda, UE::Tasks::ETaskPriority TaskPriority, bool bCondition )


code: template<typename TaskLambda> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambda && Task, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambda, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambda && Task, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambdaType && TaskLambda, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambdaType && TaskLambda, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambda, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddCommandListSetupTask ( TaskLambda && Task, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


description: A hint to the builder to flush work to the RHI thread after the last queued pass on the execution timeline.

code: void AddDispatchHint()


description: Adds a lambda pass to the graph without any parameters. This useful for deferring RHI work onto the graph timeline, or incrementally porting code to use the graph system. NeverCull and SkipRenderPass (if Raster) are implicitly added to Flags. AsyncCompute is not allowed. It is never permitted to access a created (i.e. not externally registered) RDG resource outside of passes it is registered with, as the RHI lifetime is not guaranteed.

code: template<typename ExecuteLambdaType> FRDGPassRef AddPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && Name, ERDGPassFlags Flags, ExecuteLambdaType && ExecuteLambda )


description: The pass name is used by debugging / profiling tools.

code: template<typename ParameterStructType, typename ExecuteLambdaType> FRDGPassRef AddPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && Name, const ParameterStructType * ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType && ExecuteLambda )


description: Adds a lambda pass to the graph with a runtime-generated parameter struct.

code: template<typename ExecuteLambdaType> FRDGPassRef AddPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && Name, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * ParametersMetadata, const void * ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType && ExecuteLambda )


description: Adds a user-defined dependency between two passes. This can be used to fine-tune async compute overlap by forcing a sync point.

code: void AddPassDependency ( [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Producer, [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Consumer )


code: template<typename TaskLambda> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambda && Task, bool bCondition )


code: template<typename TaskLambdaType, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambdaType && TaskLambda, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambdaType && TaskLambda, bool bCondition )


code: template<typename TaskLambda> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambda && Task, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambdaType && TaskLambda, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambda> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambda && Task, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambda, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambda && Task, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambdaType && TaskLambda, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambdaType, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambdaType && TaskLambda, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


code: template<typename TaskLambda, typename PrerequisitesCollectionType> [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AddSetupTask ( TaskLambda && Task, [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) * Pipe, PrerequisitesCollectionType && Prerequisites, UE::Tasks::ETaskPriority Priority, bool bCondition )


description: Allocates raw memory using an allocator tied to the lifetime of the graph.

code: void * Alloc ( uint64 SizeInBytes, uint32 AlignInBytes )


description: Allocates a C++ array where both the array and the data are tied to the lifetime of the graph. The array itself is safe to pass into an RDG lambda.

code: template<typename ObjectType> [TArray](API\Runtime\Core\Containers\TArray)< ObjectType, SceneRenderingAllocator > & AllocArray()


description: Allocates a C++ object using an allocator tied to the lifetime of the graph. Will destruct the object.

code: template<typename ObjectType, typename... TArgs> ObjectType * AllocObject ( TArgs &&... Args )


description: Allocates a parameter struct with a lifetime tied to graph execution.

code: template<typename ParameterStructType> ParameterStructType * AllocParameters()


description: Allocates a parameter struct with a lifetime tied to graph execution, and copies contents from an existing parameters struct.

code: template<typename ParameterStructType> ParameterStructType * AllocParameters ( ParameterStructType * StructToCopy )


description: Allocates a data-driven parameter struct with a lifetime tied to graph execution.

code: template<typename BaseParameterStructType> BaseParameterStructType * AllocParameters ( const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * ParametersMetadata )


description: Allocates an array of data-driven parameter structs with a lifetime tied to graph execution.

code: template<typename BaseParameterStructType> [TStridedView](API\Runtime\Core\Containers\TStridedView)< BaseParameterStructType > AllocParameters ( const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * ParametersMetadata, uint32 NumStructs )


description: Allocates POD memory using an allocator tied to the lifetime of the graph. Does not construct / destruct.

code: template<typename PODType> PODType * AllocPOD()


description: Manually begins a new GPU event scope.

code: void BeginEventScope ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && Name )


code: static [FString](API\Runtime\Core\Containers\FString) BeginResourceDump ( const TCHAR * Cmd )


code: const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > & ConvertToExternalBuffer ( FRDGBufferRef Buffer )


description: For graph-created resources, this forces immediate allocation of the underlying pooled resource, effectively promoting it to an external resource. This will increase memory pressure, but allows for querying the pooled resource with GetPooled{Texture, Buffer}. This is primarily used as an aid for porting code incrementally to RDG.

code: const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & ConvertToExternalTexture ( FRDGTextureRef Texture )


description: For a graph-created uniform buffer, this forces immediate allocation of the underlying resource, effectively promoting it to an external resource. This will increase memory pressure, but allows access to the RHI resource. Graph resources that are referenced in the buffer will be converted to external. This is primarily used as an aid for porting code incrementally to RDG.

code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * ConvertToExternalUniformBuffer ( FRDGUniformBufferRef UniformBuffer )


description: Create graph tracked buffer from a descriptor. The CPU memory is guaranteed to be valid through execution of the graph, at which point it is released. The underlying RHI buffer lifetime is only guaranteed for passes which declare the buffer in the pass parameter struct. The name is the name used for GPU debugging tools.

code: FRDGBufferRef CreateBuffer ( const [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) & Desc, const TCHAR * Name, ERDGBufferFlags Flags )


description: A variant of CreateBuffer where users supply NumElements through a callback. This allows creating buffers with sizes unknown at creation time. The callback is called before executing the most recent RDG pass that references the buffer so data must be ready before that.

code: FRDGBufferRef CreateBuffer ( const [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) & Desc, const TCHAR * Name, FRDGBufferNumElementsCallback && NumElementsCallback, ERDGBufferFlags Flags )


description: Create graph tracked SRV for a texture from a descriptor.

code: FRDGTextureSRVRef CreateSRV ( const [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) & Desc )


description: Create graph tracked SRV for a buffer from a descriptor.

code: FRDGBufferSRVRef CreateSRV ( const [FRDGBufferSRVDesc](API\Runtime\RenderCore\FRDGBufferSRVDesc) & Desc )


code: FRDGBufferSRVRef CreateSRV ( FRDGBufferRef Buffer, EPixelFormat Format )


code: template<typename PODType> PODType * AllocPODArray ( uint32 Count )


description: Create graph tracked texture from a descriptor. The CPU memory is guaranteed to be valid through execution of the graph, at which point it is released. The underlying RHI texture lifetime is only guaranteed for passes which declare the texture in the pass parameter struct. The name is the name used for GPU debugging tools and the the VisualizeTexture/Vis command.

code: FRDGTextureRef CreateTexture ( const [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) & Desc, const TCHAR * Name, ERDGTextureFlags Flags )


description: Create graph tracked UAV for a buffer from a descriptor.

code: FRDGBufferUAVRef CreateUAV ( const [FRDGBufferUAVDesc](API\Runtime\RenderCore\FRDGBufferUAVDesc) & Desc, ERDGUnorderedAccessViewFlags Flags )


description: Create graph tracked UAV for a texture from a descriptor.

code: FRDGTextureUAVRef CreateUAV ( const [FRDGTextureUAVDesc](API\Runtime\RenderCore\FRDGTextureUAVDesc) & Desc, ERDGUnorderedAccessViewFlags Flags )


code: FRDGTextureUAVRef CreateUAV ( FRDGTextureRef Texture, ERDGUnorderedAccessViewFlags Flags, EPixelFormat Format )


code: FRDGBufferUAVRef CreateUAV ( FRDGBufferRef Buffer, EPixelFormat Format, ERDGUnorderedAccessViewFlags Flags )


description: Creates a graph tracked uniform buffer which can be attached to passes. These uniform buffers require some care because they will bulk transition all resources. The graph will only transition resources which are not also bound for write access by the pass.

code: template<typename ParameterStructType> TRDGUniformBufferRef< ParameterStructType > CreateUniformBuffer ( const ParameterStructType * ParameterStruct )


code: static void DumpDraw ( const [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) & DrawEventName )


description: Manually ends the current GPU event scope.

code: void EndEventScope()


description: Executes the queued passes, managing setting of render targets (RHI RenderPasses), resource transitions and queued texture extraction.

code: void Execute()


description: Finds an RDG buffer associated with the external buffer, or returns null if none is found.

code: [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * FindExternalBuffer ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * Buffer ) const


code: [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * FindExternalBuffer ( [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) * ExternalPooledBuffer ) const


description: Finds an RDG texture associated with the external texture, or returns null if none is found.

code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * FindExternalTexture ( [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture ) const


code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * FindExternalTexture ( [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * ExternalPooledTexture ) const


description: Flushes all queued passes to an async task to perform setup work.

code: void FlushSetupQueue()


code: const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > & GetPooledBuffer ( FRDGBufferRef Buffer ) const


description: Performs an immediate query for the underlying pooled resource. This is only allowed for external or extracted resources.

code: const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & GetPooledTexture ( FRDGTextureRef Texture ) const


code: static void InitResourceDump()


description: Whether RDG is running in immediate mode.

code: static bool IsImmediateMode()


className: kDefaultUnaccountedCSVStat

code: static const char *const kDefaultUnaccountedCSVStat;


description: Queues a pooled buffer extraction to happen at the end of graph execution. For graph-created buffers, this extends the lifetime of the GPU resource until execution, at which point the pointer is filled. If specified, the buffer is transitioned to the AccessFinal state, or kDefaultAccessFinal otherwise.

code: void QueueBufferExtraction ( FRDGBufferRef Buffer, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > * OutPooledBufferPtr )


code: void QueueBufferExtraction ( FRDGBufferRef Buffer, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > * OutPooledBufferPtr, ERHIAccess AccessFinal )


code: template<typename ElementType> void QueueBufferUpload ( FRDGBufferRef Buffer, [TArrayView](API\Runtime\Core\Containers\TArrayView)< ElementType, int32 > Container, ERDGInitialDataFlags InitialDataFlags )


code: template<typename ElementType> void QueueBufferUpload ( FRDGBufferRef Buffer, [TArrayView](API\Runtime\Core\Containers\TArrayView)< ElementType, int32 > Container, FRDGBufferInitialDataFreeCallback && InitialDataFreeCallback )


description: A variant where InitialData and InitialDataSize are supplied through callbacks. This allows queuing an upload with information unknown at creation time. The callbacks are called before RDG pass execution so data must be ready before that.

code: void QueueBufferUpload ( FRDGBufferRef Buffer, FRDGBufferInitialDataCallback && InitialDataCallback, FRDGBufferInitialDataSizeCallback && InitialDataSizeCallback )


description: Queues a buffer upload operation prior to execution. The resource lifetime is extended and the data is uploaded prior to executing passes.

code: void QueueBufferUpload ( FRDGBufferRef Buffer, const void * InitialData, uint64 InitialDataSize, ERDGInitialDataFlags InitialDataFlags )


code: void QueueBufferUpload ( FRDGBufferRef Buffer, const void * InitialData, uint64 InitialDataSize, FRDGBufferInitialDataFreeCallback && InitialDataFreeCallback )


code: void QueueBufferUpload ( FRDGBufferRef Buffer, FRDGBufferInitialDataCallback && InitialDataCallback, FRDGBufferInitialDataSizeCallback && InitialDataSizeCallback, FRDGBufferInitialDataFreeCallback && InitialDataFreeCallback )


description: Queues a pooled render target extraction to happen at the end of graph execution. For graph-created textures, this extends the lifetime of the GPU resource until execution, at which point the pointer is filled. If specified, the texture is transitioned to the AccessFinal state, or kDefaultAccessFinal otherwise.

code: void QueueTextureExtraction ( FRDGTextureRef Texture, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > * OutPooledTexturePtr, ERDGResourceExtractionFlags Flags )


code: void QueueTextureExtraction ( FRDGTextureRef Texture, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > * OutPooledTexturePtr, ERHIAccess AccessFinal, ERDGResourceExtractionFlags Flags )


description: Register a external buffer to be tracked by the render graph.

code: FRDGBufferRef RegisterExternalBuffer ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > & ExternalPooledBuffer, ERDGBufferFlags Flags )


code: FRDGBufferRef RegisterExternalBuffer ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > & ExternalPooledBuffer, ERDGBufferFlags Flags, ERHIAccess AccessFinal )


description: Register an external buffer with a custom name. The name is only used if the buffer has not already been registered.

code: FRDGBufferRef RegisterExternalBuffer ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > & ExternalPooledBuffer, const TCHAR * NameIfNotRegistered, ERDGBufferFlags Flags )


description: Registers a external pooled render target texture to be tracked by the render graph. The name of the registered RDG texture is pulled from the pooled render target.

code: FRDGTextureRef RegisterExternalTexture ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & ExternalPooledTexture, ERDGTextureFlags Flags )


description: Register an external texture with a custom name. The name is only used if the texture has not already been registered.

code: FRDGTextureRef RegisterExternalTexture ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & ExternalPooledTexture, const TCHAR * NameIfNotRegistered, ERDGTextureFlags Flags )


code: void RemoveUnusedBufferWarning ( FRDGBufferRef Buffer )


description: Flag a resource that is produced by a pass but never used or extracted to not emit an 'unused' warning.

code: void RemoveUnusedTextureWarning ( FRDGTextureRef Texture )


description: (External | Extracted only) Sets the access to transition to after execution at the end of the graph. Overwrites any previously set final access.

code: void SetBufferAccessFinal ( FRDGBufferRef Buffer, ERHIAccess Access )


description: Sets the current command list stat for all subsequent passes.

code: void SetCommandListStat ( [TStatId](API\Runtime\Core\Stats\TStatId) StatId )


description: Tells the builder to delete unused RHI resources. The behavior of this method depends on whether RDG immediate mode is enabled: Deferred: RHI resource flushes are performed prior to execution. Immediate: RHI resource flushes are performed immediately.

code: void SetFlushResourcesRHI()


description: Sets the expected workload of the pass execution lambda. The default workload is 1 and is more or less the 'average cost' of a pass. Recommended usage is to set a workload equal to the number of complex draw / dispatch calls (each with its own parameters, etc), and only as a performance tweak if a particular pass is very expensive relative to other passes.

code: void SetPassWorkload ( [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, uint32 Workload )


code: void SetTextureAccessFinal ( FRDGTextureRef Texture, ERHIAccess Access )


description: Per-frame update of the render graph resource pool.

code: static void TickPoolElements()


description: Configures the resource for external access for all subsequent passes, or until UseInternalAccessMode is called. Only read-only access states are allowed. When in external access mode, it is safe to access the underlying RHI resource directly in later RDG passes. This method is only allowed for registered or externally converted resources. The method effectively guarantees that RDG will transition the resource into the desired state for all subsequent passes so long as the resource remains externally accessible.

code: void UseExternalAccessMode ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines )


code: void UseExternalAccessMode ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) *const > Resources, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines )


description: Use this method to resume tracking of a resource after calling UseExternalAccessMode. It is safe to call this method even if external access mode was not enabled (it will simply no-op). It is not valid to access the underlying RHI resource in any pass added after calling this method.

code: void UseInternalAccessMode ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource )


code: void UseInternalAccessMode ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) *const > Resources )


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


code: FRDGBuilder ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) Name, ERDGBuilderFlags Flags )


className: FRDGBuilder

description: Use the render graph builder to build up a graph of passes and then callExecute()to process them. Resource barriers and lifetimes are derived fromRDGparameters in the pass parameter struct provided to each AddPass call. The resulting graph is compiled, culled, and executed inExecute(). The builder should be created on the stack and executed prior to destruction.

code: class FRDGBuilder : private [FRDGAllocatorScope](API\Runtime\RenderCore\FRDGAllocatorScope)

Blackboard

type: FRDGBlackboard

description: The blackboard used to hold common data tied to the graph lifetime.

RHICmdList

type: FRHICommandList...

description: The RHI command list used for the render graph.


className: FRDGDrawTextureInfo

code: struct FRDGDrawTextureInfo

DestPosition

type: FIntPoint

Size

description: Number of texels to copy.Bydefault it will copy the whole resource if no size is specified.

SourceMipIndex

description: Mips to copy and destination mips.

SourcePosition

description: Position of the copy from the source texture/to destination texture.


code: const TCHAR * GetTCHAR() const


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


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


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


code: FRDGEventName ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && Other )


code: FRDGEventName ( const TCHAR * EventFormat, ... )


className: FRDGEventName

description: GPU Events - Named hierarchical events emitted to external profiling tools.Stores a GPU event name for the render graph. Draw events can be compiled out entirely from a release build for performance.

code: class FRDGEventName


description: Returns a formatted path for debugging.

code: [FString](API\Runtime\Core\Containers\FString) GetPath ( const [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) & Event ) const


className: FRDGEventScope

code: class FRDGEventScope

Flags

type: const ERDGEvent...

Name

type: constFRDGEvent...


code: FRDGEventScope ( const [FRDGEventScope](API\Runtime\RenderCore\FRDGEventScope) * InParentScope, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && InName, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) InGPUMask, ERDGEventScopeFlags InFlags )


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


code: FRDGEventScopeGuard ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && ScopeName, bool bCondition, ERDGEventScopeFlags Flags )


className: FRDGEventScopeGuard

code: class FRDGEventScopeGuard


code: void Execute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList )


code: FRDGEventScopeOpArray ( bool bInRDGEvents )


code: FRDGEventScopeOpArray ( [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< FRDGEventScopeOp > InOps, bool bInRDGEvents )


className: FRDGEventScopeOpArray

code: class FRDGEventScopeOpArray

bRDGEvents

type: bool

Ops

type: TRDGScopeOpArra...


code: void BeginScope ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && EventName, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GPUMask, ERDGEventScopeFlags Flags )


code: [FRDGEventScopeOpArray](API\Runtime\RenderCore\FRDGEventScopeOpArray) CompilePassPrologue ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass )


code: void EndExecute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, ERHIPipeline Pipeline )


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


code: void ReserveOps ( int32 NameCount )


code: FRDGEventScopeStack ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


code: void Add ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, ERHIAccess Access, ERHIPipeline Pipelines )


className: FRDGEventScopeStack

description: Manages a stack of event scopes. Scopes are recorded ahead of time in a hierarchical fashion and later executed topologically during pass execution.

code: class FRDGEventScopeStack


code: void AddUnique ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, ERHIAccess Access, ERHIPipeline Pipelines )


code: bool Contains ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource )


code: void Reserve ( uint32 ResourceCount )


code: void Submit ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FRDGExternalAccessQueue

description: Batches up RDG external resource access mode requests and submits them all at once to RDG.

code: class FRDGExternalAccessQueue


code: void Execute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList )


className: FRDGGPUScopeOpArrays

code: struct FRDGGPUScopeOpArrays

Event

type: FRDGEventScopeO...

Stat

type: FRDGGPUStatScop...

Timing

type: FRDGTimingScope...


className: FRDGGPUScopes

description: General GPU scopes

code: struct FRDGGPUScopes

Stat

type: constFRDGGPUSt...

type: constFRDGTimin...


code: [FRDGGPUScopeOpArrays](API\Runtime\RenderCore\FRDGGPUScopeOpArrays) CompilePassPrologue ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GPUMask )


code: void ReserveOps ( int32 PassCount )


code: FRDGGPUScopeStacks ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


className: FRDGGPUScopeStacks

description: The complete set of scope stack implementations.

code: struct FRDGGPUScopeStacks

Event

type: FRDGEventScopeS...


code: void BeginEventScope ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && ScopeName, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GPUMask, ERDGEventScopeFlags Flags )


code: void BeginStatScope ( const [FName](API\Runtime\Core\UObject\FName) & Name, const [FName](API\Runtime\Core\UObject\FName) & StatName, const TCHAR * Description, [FDrawCallCategoryName](API\Runtime\RHI\FDrawCallCategoryName) & Category )


code: void BeginTimingScope ( const [DynamicRenderScaling::FBudget](API\Runtime\RenderCore\FBudget) & Budget )


code: [FRDGGPUScopeOpArrays](API\Runtime\RenderCore\FRDGGPUScopeOpArrays) CompilePassEpilogue ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass )


code: void EndTimingScope ( const [DynamicRenderScaling::FBudget](API\Runtime\RenderCore\FBudget) & Budget )


code: [FRDGGPUScopes](API\Runtime\RenderCore\FRDGGPUScopes) GetCurrentScopes ( ERHIPipeline Pipeline ) const


code: const [FRDGGPUScopeStacks](API\Runtime\RenderCore\FRDGGPUScopeStacks) & GetScopeStacks ( ERHIPipeline Pipeline ) const


code: [FRDGGPUScopeStacks](API\Runtime\RenderCore\FRDGGPUScopeStacks) & GetScopeStacks ( ERHIPipeline Pipeline )


code: bool IsTimingScopeAlreadyEnabled ( const [DynamicRenderScaling::FBudget](API\Runtime\RenderCore\FBudget) & Budget ) const


code: FRDGGPUScopeStacksByPipeline ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


className: FRDGGPUScopeStacksByPipeline

code: struct FRDGGPUScopeStacksByPipeline

AsyncCompute

type: FRDGGPUScopeSta...


className: FRDGGPUStatScope

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

code: class FRDGGPUStatScope

Category

type: FDrawCallCatego...

Description

type: FString

Name

type: constFName


code: FRDGGPUStatScope ( const [FRDGGPUStatScope](API\Runtime\RenderCore\FRDGGPUStatScope) * InParentScope, const [FName](API\Runtime\Core\UObject\FName) & InName, const [FName](API\Runtime\Core\UObject\FName) & InStatName, const TCHAR * InDescription, [FDrawCallCategoryName](API\Runtime\RHI\FDrawCallCategoryName) & InCategory )


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


code: FRDGGPUStatScopeGuard ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, const [FName](API\Runtime\Core\UObject\FName) & Name, const [FName](API\Runtime\Core\UObject\FName) & StatName, const TCHAR * Description, [FDrawCallCategoryName](API\Runtime\RHI\FDrawCallCategoryName) & InCategory )


className: FRDGGPUStatScopeGuard

code: class FRDGGPUStatScopeGuard


className: Base

code: typedef [TRDGScopeOp](API\Runtime\RenderCore\TRDGScopeOp)< [FRDGGPUStatScope](API\Runtime\RenderCore\FRDGGPUStatScope) > Base


code: FRDGGPUStatScopeOp ( const [Base](API\Runtime\RenderCore\TRDGScopeOp) & InBase )


className: FRDGGPUStatScopeOp

code: class FRDGGPUStatScopeOp : public [TRDGScopeOp< FRDGGPUStatScope >](API\Runtime\RenderCore\TRDGScopeOp)


code: void Execute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList )


className: EType

code: enum EType { Prologue, Epilogue, }


className: kInvalidEventIndex

code: static const int32 kInvalidEventIndex = -1;


code: FRDGGPUStatScopeOpArray ( [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< [FRDGGPUStatScopeOp](API\Runtime\RenderCore\FRDGGPUStatScopeOp) > InOps, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GPUMask )


className: FRDGGPUStatScopeOpArray

code: class FRDGGPUStatScopeOpArray

Type

type: EType


code: void BeginScope ( const [FName](API\Runtime\Core\UObject\FName) & Name, const [FName](API\Runtime\Core\UObject\FName) & StatName, const TCHAR * Description, [FDrawCallCategoryName](API\Runtime\RHI\FDrawCallCategoryName) & Category )


code: [FRDGGPUStatScopeOpArray](API\Runtime\RenderCore\FRDGGPUStatScopeOpArray) CompilePassPrologue ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GPUMask )


code: void EndExecute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, ERHIPipeline Pipeline )


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


code: FRDGGPUStatScopeStack ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


className: FRDGGPUStatScopeStack

code: class FRDGGPUStatScopeStack


code: FRDGBufferRef GetAsBuffer() const


code: const FRDGBufferAccessArray & GetAsBufferAccessArray() const


code: FRDGBufferSRVRef GetAsBufferSRV() const


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


code: FRDGBufferUAVRef GetAsBufferUAV() const


code: FRDGResourceRef GetAsResource() const


code: FRDGTextureRef GetAsTexture() const


code: const FRDGTextureAccessArray & GetAsTextureAccessArray() const


code: [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * GetAsViewableResource() const


code: EUniformBufferBaseType GetType() const


code: bool IsBufferAccessArray() const


code: bool IsRenderTargetBindingSlots() const


code: bool IsResourceAccessArray() const


code: bool IsTextureAccessArray() const


code: bool IsViewableResource() const


code: FRDGParameter &40; EUniformBufferBaseType InMemberType, void &42; InMemberPtr &41;


className: FRDGParameter

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

code: class FRDGParameter


description: Clears out all uniform buffer references in the parameter struct.

code: static void ClearUniformBuffers ( void * Contents, const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * Layout )


description: Enumerates all graph parameters on the layout. Graph uniform buffers are traversed recursively but are also included in the enumeration. Expected function signature: void(FRDGParameter).

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


description: Same as Enumerate, but only buffer parameters are included.

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


description: Same as Enumerate, but only texture parameters are included.

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


description: Enumerates all non-null uniform buffers. Expected function signature: void(FRDGUniformBufferBinding).

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


description: Returns the number of buffer parameters present on the layout.

code: uint32 GetBufferParameterCount() const


description: Returns the contents of the struct.

code: const uint8 * GetContents() const


description: Returns the layout associated with this struct.

code: const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) & GetLayout() const


code: const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * GetLayoutPtr() const


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


description: Returns the render pass info generated from the render target binding slots.


description: Returns the render target binding slots. Asserts if they don't exist.

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


description: Returns the number of texture parameters present on the layout.

code: uint32 GetTextureParameterCount() const


description: Returns a set of static uniform buffer bindings for the parameter struct.


description: Returns the number of RDG uniform buffers present in the layout.


code: bool HasExternalOutputs() const


description: Helpful forwards from the layout.

code: bool HasRenderTargets() const


code: template<typename ParameterStructType> FRDGParameterStruct ( const ParameterStructType * Parameters, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * InParameterMetadata )


code: FRDGParameterStruct ( const void * InContents, const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * InLayout )


className: FRDGParameterStruct

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

code: class FRDGParameterStruct


code: virtual void Execute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList )


code: FBufferState &40; FRDGBufferRef InBuffer &41;


className: FBufferState

code: struct FBufferState

Buffer

type: FRDGBufferRef

MergeState

type: FRDGSubresource...


code: FExternalAccessOp &40; FRDGViewableResource &42; InResource, FRDGViewableResource::EAccessMode InMode &41;


className: FExternalAccessOp

code: struct FExternalAccessOp

Mode

type: FRDGViewableRes...


code: FTextureState &40; FRDGTextureRef InTexture &41;


className: FTextureState

code: struct FTextureState

MergeState

type: FRDGTextureSubr...

Texture

type: FRDGTextureRef


code: [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & GetEpilogueBarriersToBeginFor ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, FRDGTransitionCreateQueue & CreateQueue, ERHIPipeline PipelineForEnd )


code: [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & GetEpilogueBarriersToBeginForAll ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, FRDGTransitionCreateQueue & CreateQueue )


code: [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & GetEpilogueBarriersToBeginForAsyncCompute ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, FRDGTransitionCreateQueue & CreateQueue )


code: [FRDGBarrierBatchEnd](API\Runtime\RenderCore\FRDGBarrierBatchEnd) & GetEpilogueBarriersToEnd ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


code: [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & GetEpilogueBarriersToBeginForGraphics ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, FRDGTransitionCreateQueue & CreateQueue )


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


code: ERDGPassFlags GetFlags() const


description: Returns the graphics pass responsible for forking the async interval this pass is in.


description: Returns the graphics pass responsible for joining the async interval this pass is in.


code: FRDGPassHandle GetHandle() const


code: ERHIPipeline GetPipeline() const


code: const FRDGPassHandleArray & GetProducers() const


code: [FRDGBarrierBatchBegin](API\Runtime\RenderCore\FRDGBarrierBatchBegin) & GetPrologueBarriersToBegin ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, FRDGTransitionCreateQueue & CreateQueue )


code: [FRDGBarrierBatchEnd](API\Runtime\RenderCore\FRDGBarrierBatchEnd) & GetPrologueBarriersToEnd ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


code: bool IsAsyncComputeBegin() const


code: bool IsAsyncComputeEnd() const


code: bool IsMergedRenderPassBegin() const


code: bool IsMergedRenderPassEnd() const


code: bool IsParallelExecuteAllowed() const


code: bool SkipRenderPassBegin() const


code: bool SkipRenderPassEnd() const


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


code: FRDGPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && InName, [FRDGParameterStruct](API\Runtime\RenderCore\FRDGParameterStruct) InParameterStruct, ERDGPassFlags InFlags )


className: FRDGPass

description: Base class of a render graph pass.

code: class FRDGPass

type: union FRDGPass:...

AsyncComputeBudget

type: EAsyncComputeBu...

bAsyncComputeBegin

type: uint32:  1

description: (AsyncCompute only) Whether this is the first / last async compute pass in an async interval.

bCulled

description: Whether this pass has been culled.

bDispatchAfterExecute

description: If set, dispatches to the RHI thread after executing this pass.

bEmptyParameters

description: Whether this pass does not contain parameters.

bExternalAccessPass

description: Whether this pass is used for external access transitions.

bGraphicsFork

description: (Graphics only) Whether this is a graphics fork / join pass.

bHasExternalOutputs

description: Whether this pass has external UAVs that are not tracked by RDG.

bParallelExecute

description: If set, marks that a pass is executing in parallel.

bParallelExecuteAllowed

description: Whether the pass is allowed to execute in parallel.

bParallelExecuteBegin

description: If set, marks the begin / end of a span of passes executed in parallel in a task.

bRenderPassOnlyWrites

description: Whether the pass only writes to resources in its render pass.

bSentinel

description: Whether this pass is a sentinel (prologue / epilogue) pass.

bSetCommandListStat

description: If set, the pass should set its command list stat.

bSkipRenderPassBegin

description: Whether the render pass begin / end should be skipped.

BufferStates

type: TArray<FBuffer...

CrossPipelineConsumers

type: FRDGPassHandleA...

description: Lists of producer passes and the full list of cross-pipeline consumer passes.

CrossPipelineProducer

type: FRDGPassHandle

description: Handle of the latest cross-pipeline producer.

EpilogueBarriersToBeginForAll

type: FRDGBarrierBatc...

ExternalAccessOps

type: TArray<FExtern...

Flags

type: const ERDGPassF...

FRDGBuilder

type: friend

FullPathIfDebug

description: When r.RDG.Debug is enabled, this will include a full namespace path with event scopes included.

GPUScopeOpsEpilogue

type: FRDGGPUScopeOpA...

GPUScopes

type: FRDGGPUScopes

GraphicsForkPass

description: (AsyncCompute only) Graphics passes which are the fork / join for async compute interval this pass is in.

Name

type: constFRDGEvent...

ParameterStruct

type: constFRDGParam...

Pipeline

type: const ERHIPipel...

PrologueBarrierPass

description: The passes which are handling the epilogue / prologue barriers meant for this pass.

PrologueBarriersToBegin

description: Split-barrier batches at various points of execution of the pass.

ResourcesToBegin

type: TArray<FRDGPas...

description: Lists of pass parameters scheduled for begin during execution of this pass.

SharedEpilogueBarriersToBegin

type: TArray<FRDGBar...

TextureStates

type: TArray<FTextur...

description: Maps textures / buffers to information on how they are used in the pass.

UniformBuffers

type: TArray< FRDGUni...

Views

type: TArray< FRDGVie...


description: Finds a SRV matching the descriptor in the cache or creates a new one and updates the cache.

code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetOrCreateSRV ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FRHIBufferSRVCreateInfo](API\Runtime\RHI\FRHIBufferSRVCreateInfo) & SRVDesc )


description: Deprecated* GetOrCreateSRV now requires a command list.

code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetOrCreateSRV ( const [FRHIBufferSRVCreateInfo](API\Runtime\RHI\FRHIBufferSRVCreateInfo) & SRVDesc )


description: Deprecated* GetOrCreateUAV now requires a command list.

code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetOrCreateUAV ( const [FRHIBufferUAVCreateInfo](API\Runtime\RHI\FRHIBufferUAVCreateInfo) & UAVDesc )


description: Finds a UAV matching the descriptor in the cache or creates a new one and updates the cache.

code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetOrCreateUAV ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FRHIBufferUAVCreateInfo](API\Runtime\RHI\FRHIBufferUAVCreateInfo) & UAVDesc )


description: Returns the RHI buffer.

code: [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * GetRHI() const


description: Returns the default SRV.


description: Deprecated* GetSRV now requires a command list.

code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetSRV ( const [FRHIBufferSRVCreateInfo](API\Runtime\RHI\FRHIBufferSRVCreateInfo) & SRVDesc )


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetSRV ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FRHIBufferSRVCreateInfo](API\Runtime\RHI\FRHIBufferSRVCreateInfo) & SRVDesc )


code: FRDGPooledBuffer ( [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) > InBuffer, const [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) & InDesc, uint32 InNumAllocatedElements, const TCHAR * InName )


className: FRDGPooledBuffer

code: class FRDGPooledBuffer : public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)

Desc

type: constFRDGBuffe...


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetOrCreateSRV ( const [FRHITextureSRVCreateInfo](API\Runtime\RHI\FRHITextureSRVCreateInfo) & SRVDesc )


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetOrCreateSRV ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FRHITextureSRVCreateInfo](API\Runtime\RHI\FRHITextureSRVCreateInfo) & SRVDesc )


code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetOrCreateUAV ( const [FRHITextureUAVCreateInfo](API\Runtime\RHI\FRHITextureUAVCreateInfo) & UAVDesc )


code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetOrCreateUAV ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FRHITextureUAVCreateInfo](API\Runtime\RHI\FRHITextureUAVCreateInfo) & UAVDesc )


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetRHI() const


code: FRDGPooledBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) > InBuffer, const [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) & InDesc, uint32 InNumAllocatedElements, const TCHAR * InName )


code: FRDGPooledTexture ( [FRHITexture](API\Runtime\RHI\FRHITexture) * InTexture )


className: FRDGPooledTexture

code: class FRDGPooledTexture : public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)


className: FRDGProducerState

description: Used for tracking pass producer / consumer edges in the graph for culling and pipe fencing.

code: struct FRDGProducerState

Access

type: ERHIAccess

NoUAVBarrierHandle

type: FRDGViewHandle

Pass

type: FRDGPass*


code: [FRHIResource](API\Runtime\RHI\FRHIResource) * GetRHI() const


code: [FRHIResource](API\Runtime\RHI\FRHIResource) * GetRHIUnchecked() const


description: Marks this resource as actually used by a resource. This is to track what dependencies on pass was actually unnecessary.

code: virtual void MarkResourceAsUsed()


code: void SetOwnerName ( const [FName](API\Runtime\Core\UObject\FName) & InOwnerName )


code: void ValidateRHIAccess() const


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


code: FRDGResource ( const TCHAR * InName )


className: FRDGResource

description: Generic graph resource.

code: class FRDGResource

Name

type: const TCHAR ...

description: Name of the resource for debugging purpose.

ResourceRHI

type: FRHIResource&#...


code: void Add ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint32 > ElementScatterOffsets )


code: void Add ( uint32 Index, const void * Data, uint32 Num )


code: void * Add_GetRef ( uint32 Index, uint32 Num )


description: Get pointer to an element data area, given the index of the element (not the destination scatter offset).

code: void * GetRef ( uint32 ElementIndex )


code: void * Set_GetRef ( uint32 ElementIndex, uint32 ElementScatterOffset, uint32 Num )


className: FRDGScatterUploadBase

code: class FRDGScatterUploadBase

FRDGAsyncScatterUploadBuffer

type: friend

ScatterData

type: uint32 *

UploadData

type: uint8 *


description: Init with pre-existing destination index data, performs a bulk-copy.

code: void Init ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint32 > ElementScatterOffsets, uint32 InNumBytesPerElement, bool bInFloat4Buffer, const TCHAR * DebugName )


code: void Init ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumElements, uint32 NumBytesPerElement, bool bInFloat4Buffer, const TCHAR * Name )


description: Init with presized num scatters, expecting each to be set at a later point. Requires the user to keep track of the offsets to use.

code: void InitPreSized ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumElements, uint32 InNumBytesPerElement, bool bInFloat4Buffer, const TCHAR * DebugName )


code: enum { PrimitiveDataStrideInFloat4s = FScatterUploadBuffer::PrimitiveDataStrideInFloat4s }


description: Deprecated* Scattered uploads toFTextureRWBufferwill no longer supported in a future release. Use a supported destination buffer type instead.

code: void ResourceUploadTo ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * DstResource )


code: void ResourceUploadTo ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * DstResource )


className: FRDGScatterUploadBuffer

code: class FRDGScatterUploadBuffer : public [FRDGScatterUploadBase](API\Runtime\RenderCore\FRDGScatterUploadBase)


className: EState

code: enum EState { Empty, Locked, Unlocked, }


code: [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * GetDstResource() const


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


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


className: FRDGScatterUploader

code: class FRDGScatterUploader : public [FRDGScatterUploadBase](API\Runtime\RenderCore\FRDGScatterUploadBase)


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


code: FRDGScope ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, const [FBudget](API\Runtime\RenderCore\FBudget) & InBudget )


code: FRDGSentinelPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && Name, ERDGPassFlags InPassFlagsToAdd )


className: FRDGSentinelPass

description: Render graph pass used for the prologue / epilogue passes.

code: class FRDGSentinelPass : public [FRDGPass](API\Runtime\RenderCore\FRDGPass)


description: Returns the allocated RHI SRV.

code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetRHI() const


description: Returns the allocated RHI SRV without access checks.

code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetRHIUnchecked() const


code: FRDGShaderResourceView ( const TCHAR * InName, ERDGViewType InType )


className: FRDGShaderResourceView

description: Render graph tracked SRV.

code: class FRDGShaderResourceView : public [FRDGView](API\Runtime\RenderCore\FRDGView)


description: Finalizes the state at the end of the transition chain; keeps access intact.

code: void Finalize()


description: Returns the first pass across either pipe.

code: FRDGPassHandle GetFirstPass() const


description: Returns the last pass across either pipe.

code: FRDGPassHandle GetLastPass() const


description: Returns the pipeline mask this state is used on.

code: ERHIPipeline GetPipelines() const


description: Given a before and after state, returns whether they can be merged into a single state.

code: static bool IsMergeAllowed ( ERDGViewableResourceType ResourceType, const [FRDGSubresourceState](API\Runtime\RenderCore\FRDGSubresourceState) & Previous, const [FRDGSubresourceState](API\Runtime\RenderCore\FRDGSubresourceState) & Next )


description: Given a before and after state, returns whether a resource barrier is required.

code: static bool IsTransitionRequired ( const [FRDGSubresourceState](API\Runtime\RenderCore\FRDGSubresourceState) & Previous, const [FRDGSubresourceState](API\Runtime\RenderCore\FRDGSubresourceState) & Next )


description: Returns whether the state is used by the pipeline.

code: bool IsUsedBy ( ERHIPipeline Pipeline ) const


description: Initializes the first and last pass and the pipeline. Clears any other pass state.

code: void SetPass ( ERHIPipeline Pipeline, FRDGPassHandle PassHandle )


description: Validates that the state is in a correct configuration for use.

code: void Validate()


code: FRDGSubresourceState ( ERHIAccess InAccess )


className: FRDGSubresourceState

description: Used for tracking the state of an individual subresource during execution.

code: struct FRDGSubresourceState

Access

description: The last used access on the pass.

FirstPass

type: FRDGPassHandles...

description: The first pass in this state.

Flags

type: EResourceTransi...

description: The last used transition flags on the pass.

LastPass

description: The last pass in this state.

NoUAVBarrierFilter

type: FRDGViewUniqueF...

description: The last no-UAV barrier to be used by this subresource.


code: FRDGTextureHandle GetHandle() const


description: Returns the allocated RHI texture.

code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetRHI() const


code: [FRDGTextureSubresource](API\Runtime\RenderCore\FRDGTextureSubresource) GetSubresource ( uint32 SubresourceIndex ) const


code: uint32 GetSubresourceCount() const


className: StaticType

code: static const ERDGViewableResourceType StaticType = ERDGViewableResourceType::Texture;


className: FRDGTexture

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

code: class FRDGTexture : public [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource)

Desc

type: constFRDGTextu...

Flags

type: const ERDGTextu...

PooledTexture

type: FRDGPooledTextu...

description: The assigned pooled texture to use during execution. Never reset.

TransientTexture

type: FRHITransientTe...

description: The assigned transient texture to use during execution. Never reset.


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


code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * operator->() const


className: FRDGTextureAccess::operator bool

code: operator bool() const


code: operator FRDGTexture *() const


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


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


code: FRDGTextureAccess ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture, ERHIAccess InAccess )


className: FRDGTextureAccess

code: class FRDGTextureAccess


code: static [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) Create2DArray ( FIntPoint Size, EPixelFormat Format, [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) ClearValue, ETextureCreateFlags Flags, uint16 ArraySize, uint8 NumMips, uint8 NumSamples, uint32 ExtData )


className: FRDGTextureClearInfo

code: struct FRDGTextureClearInfo

ClearColor

type: TOptional<FLin...

description: Optional : specifies the clear color. If not specified or if the clear color matches the fast clear color (and Viewport is zero), the clear will be done with render pass clear actions :

FirstMipIndex

description: Specifies which mip(s) to clear.

FirstSliceIndex

description: For texture arrays, specifies which slice(s) to clear.

Viewport

type: FIntRect

description: Optional : specifies the area of the texture to clear (draws a quad to the requested viewport). If zero (and clear color is not passed or matches the fast clear color), the clear will be done with render pass clear actions :


code: static [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) Create3D ( FIntVector Size, EPixelFormat Format, [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) ClearValue, ETextureCreateFlags Flags, uint8 NumMips, uint32 ExtData )


code: static [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) Create2D ( FIntPoint Size, EPixelFormat Format, [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) ClearValue, ETextureCreateFlags Flags, uint8 NumMips, uint8 NumSamples, uint32 ExtData )


code: static [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) CreateCube ( uint32 Size, EPixelFormat Format, [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) ClearValue, ETextureCreateFlags Flags, uint8 NumMips, uint8 NumSamples, uint32 ExtData )


code: static [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) CreateCubeArray ( uint32 Size, EPixelFormat Format, [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) ClearValue, ETextureCreateFlags Flags, uint16 ArraySize, uint8 NumMips, uint8 NumSamples, uint32 ExtData )


code: FRDGTextureDesc ( ETextureDimension InDimension, ETextureCreateFlags InFlags, EPixelFormat InFormat, [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) InClearValue, FIntPoint InExtent, uint16 InDepth, uint16 InArraySize, uint8 InNumMips, uint8 InNumSamples, uint32 InExtData )


className: FRDGTextureDesc

code: struct FRDGTextureDesc : public [FRHITextureDesc](API\Runtime\RHI\FRHITextureDesc)


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


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


code: FRDGTextureMSAA ( FRDGTextureRef InTexture )


code: FRDGTextureMSAA ( FRDGTextureRef InTarget, FRDGTextureRef InResolve )


className: FRDGTextureMSAA

description: Simple pair of RDG textures used for MSAA.

code: struct FRDGTextureMSAA

Resolve

type: FRDGTextureRef


description: Returns the referenced parent render graph resource.

code: virtual FRDGTextureRef GetParent() const


code: static const ERDGViewType StaticType = ERDGViewType::TextureSRV;


className: FRDGTextureSRV

code: class FRDGTextureSRV : public [FRDGShaderResourceView](API\Runtime\RenderCore\FRDGShaderResourceView)

Desc

description: Descriptor of the graph tracked SRV.


description: Create SRV that access all sub resources of texture.

code: static [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) Create ( FRDGTextureRef Texture )


description: Create SRV with access to a specific meta data plane

code: static [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) CreateForMetaData ( FRDGTextureRef Texture, ERDGTextureMetaDataAccess MetaData )


description: Create SRV that access one specific slice.

code: static [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) CreateForSlice ( FRDGTextureRef Texture, int32 SliceIndex )


description: Create SRV that access all sub resources of texture with a specific pixel format.

code: static [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) CreateWithPixelFormat ( FRDGTextureRef Texture, EPixelFormat PixelFormat )


description: Returns whether this descriptor conforms to requirements.

code: bool IsValid() const


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


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


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


description: Create SRV that access one specific mip level.

code: static [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) CreateForMipLevel ( FRDGTextureRef Texture, int32 MipLevel )


className: FRDGTextureSRVDesc

description: Descriptor for render graph tracked SRV.

code: class FRDGTextureSRVDesc : public [FRHITextureSRVCreateInfo](API\Runtime\RHI\FRHITextureSRVCreateInfo)


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


code: bool operator> ( const [FRDGTextureSubresource](API\Runtime\RenderCore\FRDGTextureSubresource) & RHS ) const


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


code: bool operator< ( const [FRDGTextureSubresource](API\Runtime\RenderCore\FRDGTextureSubresource) & RHS ) const


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


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


code: FRDGTextureSubresource ( uint32 InMipIndex, uint32 InArraySlice, uint32 InPlaneSlice )


className: FRDGTextureSubresource

code: struct FRDGTextureSubresource

MipIndex

type: uint32:  8


code: [FRDGTextureSubresource](API\Runtime\RenderCore\FRDGTextureSubresource) GetSubresource ( uint32 Index ) const


code: uint32 GetSubresourceCount() const


code: uint32 GetSubresourceIndex ( [FRDGTextureSubresource](API\Runtime\RenderCore\FRDGTextureSubresource) Subresource ) const


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


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


code: FRDGTextureSubresourceLayout()


code: FRDGTextureSubresourceLayout ( const [FRHITextureDesc](API\Runtime\RHI\FRHITextureDesc) & Desc )


code: FRDGTextureSubresourceLayout ( uint32 InNumMips, uint32 InNumArraySlices, uint32 InNumPlaneSlices )


className: FRDGTextureSubresourceLayout

code: struct FRDGTextureSubresourceLayout


code: template<typename [TFunction](API\Runtime\Core\GenericPlatform\TFunction)> void EnumerateSubresources ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction) Function ) const


code: bool IsValid ( const [FRDGTextureSubresourceLayout](API\Runtime\RenderCore\FRDGTextureSubresourceLayout) & Layout ) const


code: bool IsWholeResource ( const [FRDGTextureSubresourceLayout](API\Runtime\RenderCore\FRDGTextureSubresourceLayout) & Layout ) const


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


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


code: FRDGTextureSubresourceRange ( [FRDGTextureSubresourceLayout](API\Runtime\RenderCore\FRDGTextureSubresourceLayout) Layout )


className: FRDGTextureSubresourceRange

code: struct FRDGTextureSubresourceRange


code: virtual FRDGTextureRef GetParent() const


description: Can be used instead ofGetParent()->GetRHI()to access the underlying texture for a UAV resource in a Pass, without triggering validation errors. The RDG validation logic only flags the UAV as accessible, not the parent texture.

code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetParentRHI() const


className: FRDGTextureUAV

code: class FRDGTextureUAV : public [FRDGUnorderedAccessView](API\Runtime\RenderCore\FRDGUnorderedAccessView)

Desc

description: Descriptor of the graph tracked UAV.


code: static const ERDGViewType StaticType = ERDGViewType::TextureUAV;


description: Create UAV with access to a specific meta data plane

code: static [FRDGTextureUAVDesc](API\Runtime\RenderCore\FRDGTextureUAVDesc) CreateForMetaData ( FRDGTextureRef Texture, ERDGTextureMetaDataAccess MetaData )


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


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


code: FRDGTextureUAVDesc ( FRDGTextureRef InTexture, uint8 InMipLevel, EPixelFormat InFormat, uint16 InFirstArraySlice, uint16 InNumArraySlices )


className: FRDGTextureUAVDesc

description: Descriptor for render graph tracked UAV.

code: class FRDGTextureUAVDesc : public [FRHITextureUAVCreateInfo](API\Runtime\RHI\FRHITextureUAVCreateInfo)


code: FRDGTimingScope ( const [FRDGTimingScope](API\Runtime\RenderCore\FRDGTimingScope) * InParentScope, const int32 InBudgetId )


className: FRDGTimingScope

description: GPU Timing

code: class FRDGTimingScope

BudgetId

type: const int32

ParentScope

type: constFRDGTimin...


code: void Execute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList )


code: FRDGTimingScopeOpArray ( ERHIPipeline Pipeline, const [TRDGScopeOpArray](API\Runtime\RenderCore\TRDGScopeOpArray)< FRDGTimingScopeOp > & Ops )


className: FRDGTimingScopeOpArray

code: class FRDGTimingScopeOpArray


code: void BeginScope ( const [DynamicRenderScaling::FBudget](API\Runtime\RenderCore\FBudget) & Budget )


code: const int32 GetBudgetId() const


code: [FRDGTimingScopeOpArray](API\Runtime\RenderCore\FRDGTimingScopeOpArray) CompilePassPrologue ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass )


code: void EndExecute ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList )


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


code: FRDGTimingScopeStack ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator )


className: FRDGTimingScopeStack

code: class FRDGTimingScopeStack

ScopeStack

type: TRDGScopeStack<...


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


code: const TCHAR * GetLayoutName() const


description: The following methods may only be called during pass execution.

code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetRHI() const


description: Marks this resource as actually used by a resource. This is to track what dependencies on pass was actually unnecessary.

code: virtual void MarkResourceAsUsed()


code: template<typename TParameterStruct> FRDGUniformBuffer ( const TParameterStruct * InParameters, const TCHAR * InName )


className: FRDGUniformBuffer

code: class FRDGUniformBuffer : public [FRDGResource](API\Runtime\RenderCore\FRDGResource)


code: [FRDGUniformBuffer](API\Runtime\RenderCore\FRDGUniformBuffer) * GetUniformBuffer() const


code: [FRDGUniformBuffer](API\Runtime\RenderCore\FRDGUniformBuffer) * operator->() const


code: FRDGUniformBufferBinding ( [FRDGUniformBuffer](API\Runtime\RenderCore\FRDGUniformBuffer) * InUniformBuffer, EUniformBufferBindingFlags InBindingFlags )


className: FRDGUniformBufferBinding::operator bool

code: operator bool() const


className: FRDGUniformBufferBinding

code: class FRDGUniformBufferBinding


description: Returns the allocated RHI UAV.

code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetRHI() const


code: FRDGUnorderedAccessView ( const TCHAR * InName, ERDGViewType InType, ERDGUnorderedAccessViewFlags InFlags )


description: Returns the allocated RHI UAV without access checks.

code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetRHIUnchecked() const


className: FRDGUnorderedAccessView

description: Render graph tracked UAV.

code: class FRDGUnorderedAccessView : public [FRDGView](API\Runtime\RenderCore\FRDGView)

Flags

type: const ERDGUnord...


code: FRDGUploadData ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 InCount )


className: FRDGUploadData

description: Helper class to allocate data from a GraphBuilder in order to upload said data to an RDG resource. Allocating from the GraphBuilder makes it so we don't have to copy the data before deferring the upload.

code: template<typename InElementType> struct FRDGUploadData : public [TArrayView< InElementType, int32 >](API\Runtime\Core\Containers\TArrayView)


description: Removes the 'produced but not used' warning from the requested resource.

code: void RemoveUnusedWarning ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource )


description: Traverses all resources in the pass and marks whether they are externally accessible by user pass implementations.

code: static void SetAllowRHIAccess ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, bool bAllowAccess )


description: Attempts to mark a resource for clobbering. If already marked, returns false.

code: bool TryMarkForClobber ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource ) const


description: Tracks and validates the addition of a new pass to the graph.

code: void ValidateAddPass ( const [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) & Name, ERDGPassFlags Flags )


code: void ValidateAddPass ( const void * ParameterStruct, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * Metadata, const [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) & Name, ERDGPassFlags Flags )


code: void ValidateAddPass ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass, bool bSkipPassAccessMarking )


code: void ValidateAddSubresourceAccess ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, const [FRDGSubresourceState](API\Runtime\RenderCore\FRDGSubresourceState) & Subresource, ERHIAccess Access )


code: void ValidateConvertToExternalUniformBuffer ( [FRDGUniformBuffer](API\Runtime\RenderCore\FRDGUniformBuffer) * UniformBuffer )


code: void ValidateConvertToExternalResource ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource )


code: void ValidateCreateBuffer ( FRDGBufferRef Buffer )


code: void ValidateCreateBuffer ( const [FRDGBufferDesc](API\Runtime\RenderCore\FRDGBufferDesc) & Desc, const TCHAR * Name, ERDGBufferFlags Flags )


code: void ValidateCreateSRV ( const [FRDGTextureSRVDesc](API\Runtime\RenderCore\FRDGTextureSRVDesc) & Desc )


code: void ValidateCreateSRV ( const [FRDGBufferSRVDesc](API\Runtime\RenderCore\FRDGBufferSRVDesc) & Desc )


code: void ValidateCreateSRV ( FRDGTextureSRVRef SRV )


code: void ValidateCreateSRV ( FRDGBufferSRVRef SRV )


description: Tracks and validates the creation of a new externally created / registered resource instances.

code: void ValidateCreateTexture ( FRDGTextureRef Texture )


description: Tracks and validates inputs into resource creation functions.

code: void ValidateCreateTexture ( const [FRDGTextureDesc](API\Runtime\RenderCore\FRDGTextureDesc) & Desc, const TCHAR * Name, ERDGTextureFlags Flags )


code: void ValidateCreateUAV ( const [FRDGTextureUAVDesc](API\Runtime\RenderCore\FRDGTextureUAVDesc) & Desc )


code: void ValidateCreateUAV ( const [FRDGBufferUAVDesc](API\Runtime\RenderCore\FRDGBufferUAVDesc) & Desc )


code: void ValidateCreateUAV ( FRDGTextureUAVRef UAV )


code: void ValidateCreateUAV ( FRDGBufferUAVRef UAV )


code: void ValidateCreateUniformBuffer ( FRDGUniformBufferRef UniformBuffer )


code: void ValidateCreateUniformBuffer ( const void * ParameterStruct, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * Metadata )


description: Validate graph state before and after execution.

code: void ValidateExecuteBegin()


description: Validate pass state before and after execution.

code: void ValidateExecutePassBegin ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass )


code: void ValidateExecutePassEnd ( const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass )


code: void ValidateExternalAccess ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, ERHIAccess Access, const [FRDGPass](API\Runtime\RenderCore\FRDGPass) * Pass )


description: Validates a resource extraction operation.

code: void ValidateExtractTexture ( FRDGTextureRef Texture, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > * OutTexturePtr )


code: void ValidateGetPooledBuffer ( FRDGBufferRef Buffer ) const


code: void ValidateGetPooledTexture ( FRDGTextureRef Texture ) const


code: void ValidateRegisterExternalBuffer ( FRDGBufferRef Buffer )


code: void ValidateRegisterExternalBuffer ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > & ExternalPooledBuffer, const TCHAR * Name, ERDGBufferFlags Flags )


code: void ValidateRegisterExternalTexture ( FRDGTextureRef Texture )


code: void ValidateExtractBuffer ( FRDGBufferRef Buffer, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) > * OutBufferPtr )


code: void ValidateRegisterExternalTexture ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & ExternalPooledTexture, const TCHAR * Name, ERDGTextureFlags Flags )


code: void ValidateSetAccessFinal ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, ERHIAccess AccessFinal )


code: void ValidateUploadBuffer ( FRDGBufferRef Buffer, const void * InitialData, uint64 InitialDataSize )


code: void ValidateUploadBuffer ( FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback & InitialDataCallback, const FRDGBufferInitialDataSizeCallback & InitialDataSizeCallback )


code: void ValidateUploadBuffer ( FRDGBufferRef Buffer, const void * InitialData, uint64 InitialDataSize, const FRDGBufferInitialDataFreeCallback & InitialDataFreeCallback )


code: void ValidateUploadBuffer ( FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback & InitialDataCallback, const FRDGBufferInitialDataSizeCallback & InitialDataSizeCallback, const FRDGBufferInitialDataFreeCallback & InitialDataFreeCallback )