description: Checks if the shader type should pass compilation for a particular set of parameters.

code: bool ValidateCompiledResult ( EShaderPlatform Platform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutError ) const


description: Minimal initialization constructor.

module: RenderCore

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


className: FShaderType

description: A shader type can manage multiple instance ofFShaderacross mutiple dimensions such as EShaderPlatform, or permutation id. The number of permutation of a shader type is simply given byGetPermutationCount().

code: class FShaderType

ReferencedUniformBufferNames

type: TSet< const TCH...

description: Cache of referenced uniform buffer includes.


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


className: InterfaceType

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


className: InternalBaseType

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


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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


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


code: bool operator== ( const [FShaderTypeDependency](API\Runtime\RenderCore\FShaderTypeDependency) & Reference ) const


code: FShaderTypeDependency ( [FShaderType](API\Runtime\RenderCore\FShaderType) * InShaderType, EShaderPlatform ShaderPlatform )


className: FShaderTypeDependency

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

code: class FShaderTypeDependency

PermutationId

description: Unique permutation identifier of the global shader type.

ShaderTypeName

type: FHashedName

description: Shader type

SourceHash

type: FSHAHash

description: Used to detect changes to the shader source files.


description: Actually register all the types and clear the array.

code: static void CommitAll()


code: static [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderTypeRegistration](API\Runtime\RenderCore\FShaderTypeRegistration) * > & GetInstances()


code: FShaderTypeRegistration ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FShaderType](API\Runtime\RenderCore\FShaderType) &()> LazyShaderTypeAccessor )


className: FShaderTypeRegistration

description: Each shader type is collected here, not as an instance but as an accessor, so the actual construction can be deferred. The collection happens during static init, the actual construction happens later during launch. The purpose of collecting the types is the CommitAll function, called in LaunchEngineLoop, to ensure all type instances are constructed and registered before other systems start iterating them.

code: class FShaderTypeRegistration


code: void Bind ( const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, const TCHAR * ParameterName, EShaderParameterFlags Flags )


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


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


code: FShaderUniformBufferParameter()


className: FShaderUniformBufferParameter

code: class FShaderUniformBufferParameter


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


code: bool operator< ( const [FShaderUniformBufferParameterInfo](API\Runtime\RenderCore\FShaderUniformBufferParameterInf-) & Rhs ) const


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


code: FShaderUniformBufferParameterInfo()


code: FShaderUniformBufferParameterInfo ( uint16 InBaseIndex )


className: FShaderUniformBufferParameterInfo

code: class FShaderUniformBufferParameterInfo


code: void Initialize ( const int32 InNumShaders )


code: void MarkCreatedForVisualization ( int32 ShaderIndex )


code: void MarkDecompressedForVisualization ( int32 ShaderIndex )


code: void MarkExplicitlyPreloadedForVisualization ( int32 ShaderIndex )


code: void MarkPreloadedForVisualization ( int32 ShaderIndex )


code: void SaveShaderUsageBitmap ( const [FString](API\Runtime\Core\Containers\FString) & Name, EShaderPlatform ShaderPlatform )


className: FShaderUsageVisualizer

description: Run-time only debugging facility

code: struct FShaderUsageVisualizer


code: const [FMessageId](API\Runtime\RenderCore\FMessageId) GetMessageId() const


className: FSharedShaderCompilerEnvironment

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


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


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


code: FSocket &40; FMessageId InMessageId &41;


className: FSocket

description: A socket object mapped to a persistently registered handler. Supports only move construction. Will unregister the handler on destruction.

code: class FSocket


code: void AppendString ( FAnsiStringBuilderBase & Out ) const


code: void ParseFromString ( const FStringView & Src )


description: Computes pipeline hash from the passed pipeline. Pass nullptr to clear

code: void SetPipelineHash ( const [FShaderPipeline](API\Runtime\RenderCore\FShaderPipeline) * Pipeline )


code: void ParseFromStringCached ( const FStringView & Src, class [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FName](API\Runtime\Core\UObject\FName) > & NameCache )


code: void ToString ( [FString](API\Runtime\Core\Containers\FString) & OutResult ) const


className: FStableShaderKeyAndValue

code: struct FStableShaderKeyAndValue

ClassNameAndObjectPath

type: FCompactFullNam...

FeatureLevel

type: FName


description: Whether multiviewport rendering is enabled - i.e. using ViewportIndex to index into viewport. Relies on instanced stereo rendering being enabled.


description: Whether instanced stereo rendering is enabled - i.e. using a single instanced drawcall to render to both stereo views. The output is redirected via the viewport index.

code: bool IsInstancedStereoEnabled() const


description: Whether mobile multiview is enabled - i.e. using VK_KHR_multiview. Another drawcall reduction technique, independent of instanced stereo. Mobile multiview generates view indices to index into texture arrays. Can be internally emulated using instanced stereo if native support is unavailable, by using ISR-generated view indices to index into texture arrays.

code: bool IsMobileMultiViewEnabled() const


className: FStereoShaderAspects

description: Detect the single-draw stereo shader variant, in order to support usage across different platforms

code: class FStereoShaderAspects


description: Determines the stereo aspects of the shader pipeline based on the input shader platform

code: FStereoShaderAspects ( EShaderPlatform Platform )


description: Constructor that flushes and suspends the renderthread

code: FSuspendRenderingThread ( bool bRecreateThread )


description: Destructor that starts the renderthread again

code: ~FSuspendRenderingThread()


className: FSuspendRenderingThread

description: Encapsulates stopping and starting the renderthread so that other threads can manipulate graphics resources.

code: class FSuspendRenderingThread


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

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


code: static [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * GetOrCreateSamplerState ( const [FSamplerStateInitializerRHI](API\Runtime\RHI\FSamplerStateInitializerRHI) & Initializer )


description: Returns the height of the texture in pixels.

code: virtual uint32 GetSizeY() const


description: Returns the depth of the texture in pixels.

code: virtual uint32 GetSizeZ() const


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


code: const FTextureRHIRef & GetTextureRHI()


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: FTexture

description: A textures resource.

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

bGreyScaleFormat

type: bool

description: BGreyScaleFormat indicates the texture is actually in R channel but should be read as Grey (replicate R to RGBA) this is set from CompressionSettings, not PixelFormat this is only used by Editor/Debug shaders, not real game materials, which use SamplerType from MaterialExpressions

bIgnoreGammaConversions

description: True if the texture is in the same gamma space as the intended rendertarget (e.g. screenshots).

bSRGB

description: Is the pixel data in this texture sRGB?

DeferredPassSamplerStateRHI

type: FSamplerStateRH...

description: Sampler state to be used in deferred passes when discontinuities in ddx / ddy would cause too blurry of a mip to be used.

LastRenderTime

type: double

description: The last time the texture has been bound

MipBiasFade

type: FMipBiasFade

description: Base values for fading in/out mip-levels.

SamplerStateRHI

description: The sampler state to use for the texture.

TextureRHI

type: FTextureRHIRef

description: The texture's RHI resource.


description: Kicks off the initialization process on the game thread.

code: void BeginInit_GameThread()


description: Kicks off the release process on the game thread.

code: void BeginRelease_GameThread()


description: Returns the last time the texture has been rendered via this reference.

code: double GetLastRenderTime() const


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: Invalidates the last render time.

code: void InvalidateLastRenderTime()


description: Returns true if the texture reference has been initialized from the game thread.

code: bool IsInitialized_GameThread() const


description: Default constructor.

code: FTextureReference()


description: Destructor.

code: virtual ~FTextureReference()


className: FTextureReference

description: A texture reference resource.

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

TextureReferenceRHI

type: FTextureReferen...

description: The texture reference's RHI resource.


code: FTextureRenderTargetBinding ( FRDGTextureRef InTexture, bool bInNeverClear )


code: FTextureRenderTargetBinding ( FRDGTextureRef InTexture, int16 InArraySlice, bool bInNeverClear )


className: FTextureRenderTargetBinding

code: struct FTextureRenderTargetBinding

Texture

type: FRDGTextureRef


className: FTextureWithSRV

description: A textures resource that includes an SRV.

code: class FTextureWithSRV : public [FTexture](API\Runtime\RenderCore\FTexture)

ShaderResourceViewRHI

type: FShaderResource...

description: SRV that views the entire texture


className: FRenderingThreadTickableObjectsArray

description: Static array of tickable objects that are ticked from rendering thread

code: struct FRenderingThreadTickableObjectsArray : public [TArray< FTickableObjectRenderThread * >](API\Runtime\Core\Containers\TArray)


description: Return the stat id to use for this tickable


description:
Pure virtual that must be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if class is ready to be ticked, false otherwise.

code: bool IsTickable() const


description:
Used to determine if a rendering thread tickable object must have rendering in a non-suspended state during it's Tick function.
true if the RHIResumeRendering should be called before tick if rendering has been suspended

code: virtual bool NeedsRenderingResumedForRenderingThreadTick() const


description: Registers the object for ticking.

code: void Register ( bool bIsRenderingThreadObject )


className: RenderingThreadTickableObjects

description: Tick all rendering thread tickable objectsStatic array of tickable objects that are ticked from rendering thread


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: void Tick ( float DeltaTime )


description: Registers this instance with the static array of tickable objects.

code: FTickableObjectRenderThread ( bool bRegisterImmediately, bool bInHighFrequency )


description: Removes this instance from the static array of tickable objects.

code: virtual ~FTickableObjectRenderThread()


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


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

code: virtual void ReleaseRHI()


code: virtual ~FTileVertexDeclaration()


className: FTickableObjectRenderThread

description: This class provides common registration for render thread tickable objects. It is an abstract base class requiring you to implement theTick()method.

code: class FTickableObjectRenderThread


className: FTileVertexDeclaration

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

VertexDeclarationRHI

type: FVertexDeclarat...


description: Initialize the RHI for this rendering resource


className: FTwoTrianglesIndexBuffer

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


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


className: FUniformBufferBinding::operator bool

code: operator bool() const


code: FUniformBufferBinding ( const FUniformBufferRHIRef & InUniformBuffer, EUniformBufferBindingFlags InBindingFlags )


className: FUniformBufferBinding

code: class FUniformBufferBinding


className: FUniformBufferCopyInfo

description: Information for copying members from uniform buffers to packed.

code: struct FUniformBufferCopyInfo


className: FUniformBufferEntry

description: Minimal information about each uniform buffer entry fed to the shader compiler.

code: struct FUniformBufferEntry

BindingFlags

type: EUniformBufferB...

description: The binding flags used by this resource table.

bNoEmulatedUniformBuffer

description: Whether to force a real uniform buffer when using emulated uniform buffers

LayoutHash

description: Hash of the resource table layout.

MemberNameBuffer

type: FThreadSafeName...

description: Storage for member names for this uniform buffer (pointed to byFUniformResourceEntry::UniformBufferMemberName)

StaticSlotName

type: FString

description: The name of the uniform buffer static slot (if global).


className: FUniformBufferNameSortOrder

code: struct FUniformBufferNameSortOrder


code: FUniformBufferStaticSlotRegistrar ( const TCHAR * InName )


className: FUniformBufferStaticSlotRegistrar

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

code: class FUniformBufferStaticSlotRegistrar


code: FUniformBufferStaticSlot FindSlotByName ( [FName](API\Runtime\Core\UObject\FName) SlotName ) const


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


code: [FString](API\Runtime\Core\Containers\FString) GetDebugDescription ( FUniformBufferStaticSlot Slot ) const


code: void RegisterSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName )


code: [FName](API\Runtime\Core\UObject\FName) GetSlotName ( FUniformBufferStaticSlot Slot ) const


className: FUniformBufferStaticSlotRegistry

description: Registry for uniform buffer static slots.

code: class FUniformBufferStaticSlotRegistry


code: bool operator() ( const TCHAR * Name1, const TCHAR * Name2 ) const


className: FUniformResourceEntry

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

code: struct FUniformResourceEntry

ResourceIndex

description: The index of the resource in the table.

Type

description: The type of the resource (EUniformBufferBaseType).

UniformBufferMemberName

type: const TCHAR ...

description: The name of the uniform buffer member for this resource.

UniformBufferNameLength

description: The Uniform Buffer's name is a prefix of this length at the start of UniformBufferMemberName.


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: FUYVYConvertPS

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


code: virtual void ReleaseRHI()


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

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


className: FVertexBuffer

description: A vertex buffer resource

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

VertexBufferRHI

type: FBufferRHIRef


className: FVertexBufferWithSRV

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

ShaderResourceViewRHI

description: SRV that views the entire texture

UnorderedAccessViewRHI

type: FUnorderedAcces...

description: optionalUAV that views the entire texture


description:
Creates a vertex element for a vertex stream component. Adds a unique position stream index for the vertex buffer used by the component.
The vertex element which corresponds to Component.

code: [FVertexElement](API\Runtime\RHI\FVertexElement) AccessStreamComponent ( const [FVertexStreamComponent](API\Runtime\RenderCore\FVertexStreamComponent) & Component, uint8 AttributeIndex, EVertexInputStreamType InputStreamType )


description:
Creates a vertex element for a vertex stream components. Adds a unique stream index for the vertex buffer used by the component.
The vertex element which corresponds to Component.

code: [FVertexElement](API\Runtime\RHI\FVertexElement) AccessStreamComponent ( const [FVertexStreamComponent](API\Runtime\RenderCore\FVertexStreamComponent) & Component, uint8 AttributeIndex )


code: template<typename VertexStreamListType> static [FVertexElement](API\Runtime\RHI\FVertexElement) AccessStreamComponent ( const [FVertexStreamComponent](API\Runtime\RenderCore\FVertexStreamComponent) & Component, uint8 AttributeIndex, VertexStreamListType & InOutStreams )


code: bool AddPrimitiveIdStreamElement ( EVertexInputStreamType InputStreamType, FVertexDeclarationElementList & Elements, uint8 AttributeIndex, uint8 AttributeIndex_Mobile )


className: FVertexStream

description: Information needed to set a vertex stream.

code: struct FVertexStream

VertexBuffer

type: constFVertexBu...

VertexStreamUsage

type: EVertexStreamUs...


description: Accessors.


code: const FVertexDeclarationRHIRef & GetDeclaration ( EVertexInputStreamType InputStreamType ) const


code: int32 GetPrimitiveIdStreamIndex ( const FStaticFeatureLevel InFeatureLevel, EVertexInputStreamType InputStreamType ) const


description: Can be overridden byFVertexFactorysubclasses which have EVertexFactoryFlags::SupportsPSOPrecaching set - this function will only be called when that flag is set

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: void GetStreams ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, EVertexInputStreamType VertexStreamType, FVertexInputStreamArray & OutVertexStreams ) const


className: FVertexStreamList

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FVertexStream](API\Runtime\RenderCore\FVertexFactory\FVertexStream), TInlineAllocator< 8 > > FVertexStreamList


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


description: Initializes the vertex declaration.

code: void InitDeclaration ( const FVertexDeclarationElementList & Elements, EVertexInputStreamType StreamType )


code: virtual bool IsCoarseProxyMesh() const


description: Can be overridden byFVertexFactorysubclasses to modify their compile environment just before compilation occurs.

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


code: void OffsetInstanceStreams ( uint32 InstanceOffset, EVertexInputStreamType VertexStreamType, FVertexInputStreamArray & VertexStreams ) const


className: PrimitiveIdStreamStride

code: static constexpr int32 PrimitiveIdStreamStride = 0;


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

code: virtual void ReleaseRHI()


code: virtual bool RendersPrimitivesAsCameraFacingSprites() const


code: void SetDeclaration ( FVertexDeclarationRHIRef & NewDeclaration )


code: bool SupportsGPUScene ( const FStaticFeatureLevel InFeatureLevel ) const


code: void SetPrimitiveIdStreamIndex ( const FStaticFeatureLevel InFeatureLevel, EVertexInputStreamType InputStreamType, int32 StreamIndex )


code: bool SupportsManualVertexFetch ( const FStaticFeatureLevel InFeatureLevel ) const


description: Indicates whether the vertex factory supports a null pixel shader.

code: bool SupportsNullPixelShader() const


description: Indicates whether the vertex factory supports a position-and-normal-only stream.

code: virtual bool SupportsPositionAndNormalOnlyStream() const


description: Indicates whether the vertex factory supports a position-only stream.

code: virtual bool SupportsPositionOnlyStream() const


code: FVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Can be overridden byFVertexFactorysubclasses to fail a compile based on compilation output.

code: static void ValidateCompiledResult ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * Type, EShaderPlatform Platform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutErrors )


code: void Bind ( const class [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap )


className: FVertexFactory

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

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

bNeedsDeclaration

type: bool

description: VF can explicitly set this to false to avoid errors without decls; this is for VFs that fetch from buffers directly (e.g. Niagara)

Streams

type: FVertexStreamLi...

description: The vertex streams used to render the factory.


code: static constexpr int CounterBase = __COUNTER__;


description: Gets the vertex factory's shader bindings and vertex streams. View can be null when caching mesh draw commands (only for supported vertex factories)

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


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


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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


className: FVertexFactoryShaderParameters

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

code: class FVertexFactoryShaderParameters


description: Deprecated* AddReferencedUniformBufferIncludes has moved to AddUniformBufferIncludesToEnvironment and no longer takes a prefix argument.

code: void AddReferencedUniformBufferIncludes ( [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment, [FString](API\Runtime\Core\Containers\FString) & OutSourceFilePrefix, EShaderPlatform Platform ) const


description: Adds include statements for uniform buffers that this shader type references, and builds a prefix for the shader file with the include statements.

code: void AddUniformBufferIncludesToEnvironment ( [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment, EShaderPlatform Platform ) const


code: static bool CheckManualVertexFetchSupport ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: bInitializedSerializationHistory

description: Tracks whether serialization history for all shader types has been initialized.

code: static bool bInitializedSerializationHistory = false;


code: [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters) * CreateShaderParameters ( EShaderFrequency ShaderFrequency, const class [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap ) const


description: Deprecated* FlushShaderFileCache is deprecated. UpdateReferencedUniformBufferNames should be used to flush any uniform buffer changes

code: void FlushShaderFileCache ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< const TCHAR * > > & ShaderFileToUniformBufferVariables )


code: EVertexFactoryFlags GetFlags() const


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


description: Accessors.

code: const TCHAR * GetName() const


code: static int32 GetNumVertexFactoryTypes()


className: GetParameterTypeLayoutType

code: typedef const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) *(* GetParameterTypeLayoutType


className: GetPSOPrecacheVertexFetchElementsType


code: const [TSet](API\Runtime\Core\Containers\TSet)< const TCHAR *, [TStringPointerSetKeyFuncs_DEPRECATED](API\Runtime\Core\Misc\TStringPointerSetKeyFuncs_DEPREC-)< const TCHAR * > > & GetReferencedUniformBufferNames() const


code: const TCHAR * GetShaderFilename() const


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


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) * GetShaderParameterLayout ( EShaderFrequency ShaderFrequency ) const


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & GetSortedMaterialTypes()


code: void GetShaderPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements ) const


description: Calculates a Hash based on this vertex factory type's source code and includes

code: const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & GetSourceHash ( EShaderPlatform ShaderPlatform ) const


description: The global shader factory list.

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


description: Finds aFVertexFactoryTypeby name.

code: static [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVFByName ( const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & VFName )


description: Returns true if this vertex factory supports ALL feature flags in FlagsToCheck

code: bool HasFlags ( EVertexFactoryFlags FlagsToCheck ) const


description: InitializeFVertexFactoryTypestatic members, this must be called before any VF types are created.

code: static void Initialize ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< const TCHAR * > > & ShaderFileToUniformBufferVariables )


description: Calls the function ptr for the shader type on the given environment

code: void ModifyCompilationEnvironment ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment ) const


code: bool IsUsedWithMaterials() const


className: ModifyCompilationEnvironmentType


className: NumVertexFactories

code: static uint32 NumVertexFactories = 0;


className: ShouldCacheType

code: typedef bool(* ShouldCacheType


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: bool ShouldCache ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters ) const


code: bool SupportsComputeShading() const


code: bool SupportsGPUSkinPassThrough() const


code: bool SupportsDynamicLighting() const


code: bool SupportsLightmapBaking() const


code: bool SupportsLumenMeshCards() const


code: bool SupportsManualVertexFetch ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: bool SupportsNaniteRendering() const


code: bool SupportsNullPixelShader() const


code: bool SupportsPrimitiveIdStream() const


code: bool SupportsPositionOnly() const


code: bool SupportsPSOPrecaching() const


code: bool SupportsRayTracing() const


code: bool SupportsStaticLighting() const


description: UninitializesFVertexFactoryTypecached data.

code: static void Uninitialize()


code: void UpdateReferencedUniformBufferNames ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< const TCHAR * >> & ShaderFileToUniformBufferVariables )


code: void ValidateCompiledResult ( EShaderPlatform Platform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutErrors ) const


code: FVertexFactoryType ( const TCHAR * InName, const TCHAR * InShaderFilename, EVertexFactoryFlags InFlags, [ConstructParametersType](API\Runtime\RenderCore\FVertexFactoryType\ConstructParametersType) InConstructParameters, [GetParameterTypeLayoutType](API\Runtime\RenderCore\FVertexFactoryType\GetParameterTypeLayoutType) InGetParameterTypeLayout, [GetParameterTypeElementShaderBindingsType](API\Runtime\RenderCore\FVertexFactoryType\GetParameterType-) InGetParameterTypeElementShaderBindings, [GetPSOPrecacheVertexFetchElementsType](API\Runtime\RenderCore\FVertexFactoryType\GetPSOPrecacheVertexFetchElement-) InGetPSOPrecacheVertexFetchElements, [ShouldCacheType](API\Runtime\RenderCore\FVertexFactoryType\ShouldCacheType) InShouldCache, [ModifyCompilationEnvironmentType](API\Runtime\RenderCore\FVertexFactoryType\ModifyCompilationEnvironmentType) InModifyCompilationEnvironment, [ValidateCompiledResultType](API\Runtime\RenderCore\FVertexFactoryType\ValidateCompiledResultType) InValidateCompiledResult )


className: FVertexFactoryType

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

code: class FVertexFactoryType


code: bool operator== ( const [FVertexFactoryTypeDependency](API\Runtime\RenderCore\FVertexFactoryTypeDependency) & Reference ) const


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


code: bool operator== ( const [FVertexInputStream](API\Runtime\RenderCore\FVertexInputStream) & rhs ) const


className: FVertexFactoryTypeDependency

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

code: class FVertexFactoryTypeDependency

VertexFactoryTypeName

type: FHashedName

VFSourceHash

type: FSHAHash

description: Used to detect changes to the vertex factory source files.


code: FVertexFactoryTypeDependency()


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


code: FVertexInputStream ( uint32 InStreamIndex, uint32 InOffset, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * InVertexBuffer )


className: FVertexInputStream

code: struct FVertexInputStream

StreamIndex

type: uint32:  4

VertexBuffer

type: FRHIBuffer*...


description: Minimal initialization constructor.

code: FVertexStreamComponent ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InVertexBuffer, uint32 InOffset, uint32 InStride, EVertexElementType InType, EVertexStreamUsage Usage )


description: Initializes the data stream to null.

code: FVertexStreamComponent()


code: FVertexStreamComponent ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InVertexBuffer, uint32 InStreamOffset, uint32 InOffset, uint32 InStride, EVertexElementType InType, EVertexStreamUsage Usage )


className: FVertexStreamComponent

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

code: struct FVertexStreamComponent

Offset

description: The offset of the data, relative to the beginning of each element in the vertex buffer.

StreamOffset

description: The offset to the start of the vertex buffer fetch.

Stride

description: The stride of the data.

Type

type: TEnumAsByte< EV...

description: The type of the data read from this stream.

description: The vertex buffer to stream data from. If null, no data can be read from this stream.


code: FVirtualTextureLocalTile ( const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & InProducerHandle, uint32 InLocal_vAddress, uint8 InLocal_vLevel )


className: FVirtualTextureLocalTile

description: Identifies a VT tile within a given producer

code: union FVirtualTextureLocalTile

type: FVirtualTexture...


code: FVirtualTextureProducerHandle()


code: FVirtualTextureProducerHandle ( uint32 InPackedValue )


code: FVirtualTextureProducerHandle ( uint32 InIndex, uint32 InMagic )


className: FVirtualTextureProducerHandle

code: union FVirtualTextureProducerHandle


code: static FRDGTextureRef AddVisualizeTexturePass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, class [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * ShaderMap, const FRDGTextureRef InputTexture )


code: static FRDGTextureRef AddVisualizeTextureAlphaPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, class [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * ShaderMap, const FRDGTextureRef InputTexture )


className: ECommand

code: enum ECommand { Unknown, DisableVisualization, VisualizeResource, DisplayHelp, DisplayPoolResourceList, DisplayResourceList, }


className: EDisplayMode

code: enum EDisplayMode { MultiColomn, Detailed, }


className: EFlags

code: enum EFlags { None = 0, SaveBitmap = 1 << 0, SaveBitmapAsStencil = 1 << 1, }


className: EInputUVMapping

code: enum EInputUVMapping { LeftTop, Whole, PixelPerfectCenter, PictureInPicture, }


className: EInputValueMapping

code: enum EInputValueMapping { Color, Depth, Shadow, }


className: EShaderOp

code: enum EShaderOp { Frac, Saturate, }


className: ESortBy

code: enum ESortBy { Index, Name, Size, }


code: void GetTextureInfos_GameThread ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Infos ) const


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


code: void SetCheckPoint ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * PooledRenderTarget )


description: Creates a new checkpoint (e.g. "SceneDepth@N") for the pooled render target. A null parameter is a no-op.

code: void SetCheckPoint ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * PooledRenderTarget )


className: FVisualizeTexture

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


className: FVTProducerDescription

code: struct FVTProducerDescription

BlockWidthInTiles

description: Producers are made up of a number of block, each block has uniform size, and blocks are arranged in a larger grid 'Normal' VTs will typically be a single block, for UDIM textures, blocks will map to individual UDIM texture sheets When multiple producers are allocated together, they will be aligned such that blocks of each layer overlay on top of each other Number of blocks for each layer may be different in this case, this is handled by wrapping blocks for layers with fewer blocks

FullNameHash

description: Will be name ofUTexturefor streaming VTs, mostly here for debugging

LayerFormat

type: TEnumAsByte< EP...

Name

type: FName

NumTextureLayers

description: Producers will fill a number of texture layers.

TileSize

description: Producer will receive OnRequestsCompleted() callbacks every frame when enabled.


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


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


className: FVTProduceTargetLayer

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

code: struct FVTProduceTargetLayer

PooledRenderTarget

type: IPooledRenderTa...

description: Pooled render target.

pPageLocation

type: FIntVector

description: Location within the texture to write

TextureRHI

type: FRHITexture...

description: The texture to write to.


code: FVTRequestPageResult ( EVTRequestPageStatus InStatus, uint64 InHandle )


className: FVTRequestPageResult

code: struct FVTRequestPageResult

Handle

description: Opaque handle to the request, must be passed to 'ProducePageData'.

Status

type: EVTRequestPageS...

description: Status of the request


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: FYCbCrConvertPS

description: This shader expects a separate chroma and luma plane stored in two textures in PF_B8G8R8A8 format. The full-size luma plane contains the Y-components. The half-size chroma plane contains the UV components in the following memory layout: [U0, V0][U1, V1]

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


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FYCbCrConvertPS_4x4Matrix](API\Runtime\RenderCore\FYCbCrConvertPS_4x4Matrix) >::Type InternalBaseType


code: class FYCbCrConvertPS_4x4Matrix : public [FYCbCrConvertPS](API\Runtime\RenderCore\FYCbCrConvertPS)


code: FYCbCrConvertPS_4x4Matrix ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: FYCoCgConvertPS

description: This shader expects an YCoCg frame packed into a single texture in PF_DXT5 format.

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


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


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


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


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


className: FYUVConvertPS

description: This shader expects three textures in PF_G8 format, one for each plane of Y, U, and V components.

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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FYUVv210ConvertPS](API\Runtime\RenderCore\FYUVv210ConvertPS) >::Type InternalBaseType


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


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


code: template<int Counter> struct InternalLinkType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > YUVTexture, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding, const FMatrix44f & CSTransform, bool bIsCbY0CrY1 )


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


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


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


code: FYUVv210ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


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


description: This shader expects a single texture in PF_R32G32B32A32_UINT format. (from which it decodes a R10G10B10A2 encoded data stream, in which RGB components represent the v210 data)

code: class FYUVv210ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FYUVv216ConvertPS](API\Runtime\RenderCore\FYUVv216ConvertPS) >::Type InternalBaseType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > YUVTexture, const FIntPoint & OutputDimensions, const FMatrix44f & ColorTransform, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding, const FMatrix44f & CSTransform, bool bIsCbY0CrY1, bool bIsARGBFmt, bool bSwapChroma )


code: FYUVv216ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: This shader expects a single texture in PF_R16G16B16A16 or PF_R8G8B8A8 format.

code: class FYUVv216ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FYUVY416ConvertPS](API\Runtime\RenderCore\FYUVY416ConvertPS) >::Type InternalBaseType


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


code: FYUVY416ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: This shader expects a single texture in PF_A16B16G16R16 format.

code: class FYUVY416ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FYUY2ConvertPS](API\Runtime\RenderCore\FYUY2ConvertPS) >::Type InternalBaseType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > YUY2Texture, const FIntPoint & OutputDimensions, const FMatrix & ColorTransform, const FVector & YUVOffset, bool SrgbToLinear )


code: FYUY2ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FYUY2ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


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


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


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


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


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


description: Registers a lambda function as a message handler.

code: namespace GPUMessage { template<typename LambdaType> [FSocket](API\Runtime\RenderCore\FSocket) GPUMessage::RegisterHandler ( const TCHAR * MessageDebugId, LambdaType && Lambda ) }


className: FYVYUConvertPS

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


code: void Destroy ( class FVirtualTextureSystem * InSystem )


description: Get the persistent allocated virtual texture for low mips from the adaptive virtual texture.


className: IAdaptiveVirtualTexture

description: Interface for adaptive virtual textures. This manages multiple allocated virtual textures in a space to simulate a single larger virtual texture.

code: class IAdaptiveVirtualTexture


code: virtual ~IAdaptiveVirtualTexture()


code: virtual void DumpToConsole ( bool bVerbose ) const


code: uint32 GetBlockHeightInTiles() const


code: uint32 GetBlockWidthInTiles() const


code: uint32 GetDepthInPixels() const


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


code: uint32 GetDepthInTiles() const


code: uint32 GetHeightInBlocks() const


code: uint32 GetHeightInPixels() const


code: uint32 GetHeightInTiles() const


code: uint32 GetNumPageTableTextures() const


code: uint32 GetNumTextureLayers() const


description: Writes 2x FUintVector4

code: void GetPackedPageTableUniform ( FUintVector4 * OutUniform ) const


description: Writes 1x FUintVector4

code: void GetPackedUniform ( FUintVector4 * OutUniform, uint32 LayerIndex ) const


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


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetPageTableTexture ( uint32 InPageTableIndex ) const


code: uint32 GetPersistentHash() const


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetPhysicalTexture ( uint32 InLayerIndex ) const


code: uint32 GetPhysicalTextureSize ( uint32 InLayerIndex ) const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetPhysicalTextureSRV ( uint32 InLayerIndex, bool bSRGB ) const


code: uint32 GetPhysicalTileSize() const


code: const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & GetProducerHandle ( uint32 InLayerIndex ) const


code: uint32 GetTileBorderSize() const


code: uint32 GetVirtualAddress() const


code: uint32 GetVirtualPageX() const


code: uint32 GetVirtualPageY() const


code: uint32 GetVirtualTileSize() const


code: uint32 GetWidthInBlocks() const


code: uint32 GetWidthInPixels() const


code: uint32 GetWidthInTiles() const


className: LayersPerPageTableTexture

code: static const uint32 LayersPerPageTableTexture = 4u;


code: bool TryMapLockedTiles ( class FVirtualTextureSystem * InSystem ) const


code: IAllocatedVirtualTexture ( const [FAllocatedVTDescription](API\Runtime\RenderCore\FAllocatedVTDescription) & InDesc, uint32 InBlockWidthInTiles, uint32 InBlockHeightInTiles, uint32 InWidthInBlocks, uint32 InHeightInBlocks, uint32 InDepthInTiles )


code: virtual ~IAllocatedVirtualTexture()


className: IAllocatedVirtualTexture

description: This interface represents a chunk of VT data allocated and owned by the renderer module, backed by both a page table texture, and a physical texture cache for each layer. Both page table and physical texture may be shared amongst many different allocated virtual textures. Any method that deals with physical texture requires an explicit LayerIndex parameter to identify the physical texture in question, methods that don't have LayerIndex parameter refer to properties shared by all textures using the given page table These are created withIRendererModule::AllocateVirtualTexture, and destroyed withIRendererModule::DestroyVirtualTextureThey must be allocated from render thread, but may be destroyed from any thread

code: class IAllocatedVirtualTexture

Description

type: FAllocatedVTDes...

PageTableFormat

type: EVTPageTableFor...

description: Should be set explicitly by derived class constructor


code: [ICustomVisibilityQuery](API\Runtime\RenderCore\ICustomVisibilityQuery) * CreateQuery ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


className: ICustomCulling

code: class ICustomCulling


code: void Tick ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: static void TickPoolElements ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: virtual ~ICustomResourcePool()


className: ICustomResourcePool

code: class ICustomResourcePool


description: Return true if we can call IsVisible from a ParallelFor

code: virtual bool IsThreadsafe()


description: Prepares the query for visibility tests

code: bool Prepare()


description: Test primitive visiblity

code: bool IsVisible ( int32 VisibilityId, const FBoxSphereBounds & Bounds )


className: ICustomVisibilityQuery

code: class ICustomVisibilityQuery : public [IRefCountedObject](API\Runtime\Core\Templates\IRefCountedObject)


className: kServiceFileName

code: static kServiceFileName = TEXT("Base/DumpService.json");


className: FDumpParameters

code: struct FDumpParameters

CompressionFiles

type: FWildcardString

LocalPath

type: FString


className: GProvider

code: static [IDumpGPUUploadServiceProvider](API\Runtime\RenderCore\IDumpGPUUploadServiceProvider) * GProvider = nullptr;


code: void UploadDump ( const [FDumpParameters](API\Runtime\RenderCore\IDumpGPUUploadServiceProvider\FDumpParameters) & Parameters )


className: IDumpGPUUploadServiceProvider

code: class IDumpGPUUploadServiceProvider


code: virtual void BeginRenderView ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, bool bShouldWaitForJobs )


code: virtual void PrepareView ( const [FSceneView](API\Runtime\Engine\FSceneView) * View )


className: IPersistentViewUniformBufferExtension


description:
Only for debugging purpose
in bytes

code: uint32 ComputeMemorySize() const


description: Refcounting.

code: uint32 AddRef() const


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

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


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


description: Returns a transient texture if this is a container for one.

code: virtual [FRHITransientTexture](API\Runtime\RHI\FRHITransientTexture) * GetTransientTexture() const


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

code: bool IsFree() const


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

code: bool IsTracked() const


code: virtual ~IPooledRenderTarget()


className: IPooledRenderTarget

description: Render thread side, useTRefCountPtr, allows sharing and VisualizeTexture

code: struct IPooledRenderTarget

RenderTargetItem

type: FSceneRenderTar...

description: The internal references to the created render target


description: Start capturing rendering information. Call from render thread only.

code: void BeginCapture ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) * InRHICommandList, uint32 InFlags, [FString](API\Runtime\Core\Containers\FString) const & InDestFileName )


description: Derived classes return false if they cannot support an RHI submission thread.

code: virtual bool CanSupportSubmissionThread() const


description: Capture the next full frame of rendering information. Currently any capture details (number of frames etc.) must be set up by CVars exposed in the underlying capture tool. Call from main thread only.

code: void CaptureFrame ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, uint32 InFlags, [FString](API\Runtime\Core\Containers\FString) const & InDestFileName )


className: ECaptureFlags

description: Flags to pass to capture API.

code: enum ECaptureFlags { ECaptureFlags_Launch = 1, }


description:
Gets the first registered implementation of this feature. Will assert or crash if the specified feature is not available! You should callIsAvailable()first!
The feature.

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


description: Stop capturing rendering information and save the captured data. Call from render thread only.

code: void EndCapture ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) * InRHICommandList )


description:
Get the feature name used for module resolution.
The feature name.


description:
Checks to see if the specified feature is available.
True if the feature is available right now and it is safe to callGet().

code: static bool IsAvailable()


className: IRenderCaptureProvider

code: class IRenderCaptureProvider : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


code: void AddMeshBatchToGPUScene ( FGPUScenePrimitiveCollector * Collector, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch )


code: void AddVirtualTextureProducerDestroyedCallback ( const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & Handle, FVTProducerDestroyedFunction * Function, void * Baton )


code: [IAdaptiveVirtualTexture](API\Runtime\RenderCore\IAdaptiveVirtualTexture) * AllocateAdaptiveVirtualTexture ( const [FAdaptiveVTDescription](API\Runtime\RenderCore\FAdaptiveVTDescription) & AdaptiveVTDesc, const [FAllocatedVTDescription](API\Runtime\RenderCore\FAllocatedVTDescription) & AllocatedVTDesc )


description: Allocates a new instance of the private FScene implementation for the given world.

code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) * AllocateScene ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bInRequiresHitProxies, bool bCreateFXSystem, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Allocates a new instance of the private scene manager implementation ofFSceneViewStateInterface

code: [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * AllocateViewState ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


code: [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * AllocateViewState ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * ShareOriginTarget )


code: [IAllocatedVirtualTexture](API\Runtime\RenderCore\IAllocatedVirtualTexture) * AllocateVirtualTexture ( const [FAllocatedVTDescription](API\Runtime\RenderCore\FAllocatedVTDescription) & Desc )


description: Experimental: Render multiple view families in a single scene render call. All families must reference the same FScene. Scene Capture not yet supported.

code: void BeginRenderingViewFamilies ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * > ViewFamilies )


description: Prepare Scene primitive rendering and return context. Ensures all primitives that are created are commited and GPU-Scene is updated and allocates a dynamic primitive context. The intended use is for stand-alone rendering that involves Scene proxies (that then may need the machinery to render GPU-Scene aware primitives.

code: [IScenePrimitiveRenderingContext](API\Runtime\RenderCore\IScenePrimitiveRenderingContext) * BeginScenePrimitiveRendering ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily )


description: Call from the game thread to send a message to the rendering thread to being rendering this view family.

code: void BeginRenderingViewFamily ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily )


description: Call from the render thread to create and initalize a new FViewInfo with the specified options, and add it to the specified view family.

code: void CreateAndInitSingleView ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, const struct [FSceneViewInitOptions](API\Runtime\Engine\FSceneViewInitOptions) * ViewInitOptions )


description: Renderer gets a chance to log some useful crash data

code: void DebugLogOnCrash()


description: Create a Scene Uniform Buffer containing only the scene representation for a single primitive

code: FSceneUniformBuffer * CreateSinglePrimitiveSceneUniformBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & SceneView, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh )


code: void DestroyAdaptiveVirtualTexture ( [IAdaptiveVirtualTexture](API\Runtime\RenderCore\IAdaptiveVirtualTexture) * AdaptiveVT )


description: X, Y Position in screen pixels of the top left corner of the quad SizeX, SizeY Size in screen pixels of the quad U, V Position in texels of the top left corner of the quad's UV's SizeU, SizeV Size in texels of the quad's UV's TargetSizeX, TargetSizeY Size in screen pixels of the target surface TextureSize Size in texels of the source texture VertexShader The vertex shader used for rendering Flags see EDrawRectangleFlags

code: void DrawRectangle ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< [FShader](API\Runtime\RenderCore\FShader), [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) > & VertexShader, EDrawRectangleFlags Flags )


code: void DestroyVirtualTexture ( [IAllocatedVirtualTexture](API\Runtime\RenderCore\IAllocatedVirtualTexture) * AllocatedVT )


description: Draws a tile mesh element with the specified view.

code: void DrawTileMesh ( [FCanvasRenderContext](API\Runtime\Engine\FCanvasRenderContext) & RenderContext, struct [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, const [FSceneView](API\Runtime\Engine\FSceneView) & View, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh, bool bIsHitTesting, const class [FHitProxyId](API\Runtime\Engine\FHitProxyId) & HitProxyId, bool bUse128bitRT )


code: void ExecVisualizeTextureCmd ( const [FString](API\Runtime\Core\Containers\FString) & Cmd )


description: Evict all data from virtual texture caches

code: void FlushVirtualTextureCache()


className: FOnResolvedSceneColor

description: Delegate that is called upon resolving scene color.

code: typedef TMulticastDelegate_TwoParams< void, [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) &, const FSceneTextures & > FOnResolvedSceneColor


code: const [FGlobalDistanceFieldParameterData](API\Runtime\Renderer\FGlobalDistanceFieldParameterDat-) * GetGlobalDistanceFieldParameterData ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FSceneInterface](API\Runtime\Engine\FSceneInterface) * > & GetAllocatedScenes()


description: Fetch the page requests recorded since the last call to SetNaniteRequestRecordBuffer. Returns the handle that was passed in.

code: uint64 GetNaniteRequestRecordBuffer ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & OutRequestData )


description: Accessor for post scene color resolve delegates


code: const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & GetPreviousViewMatrices ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: The number of lights that affect a primitive.

code: uint32 GetNumDynamicLightsAffectingPrimitive ( const class [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * PrimitiveSceneInfo, const class [FLightCacheInterface](API\Runtime\Engine\FLightCacheInterface) * LCI )


code: void GPUBenchmark ( [FSynthBenchmarkResults](API\Runtime\ApplicationCore\GenericPlatform\FSynthBenchmarkResults) & InOut, float WorkScale )


description: Fetch the virtual texture page requests recorded since the last call to SetVirtualTextureRequestRecordBuffer. Returns the handle that was passed in.

code: uint64 GetVirtualTextureRequestRecordBuffer ( [TSet](API\Runtime\Core\Containers\TSet)< uint64 > & OutPageRequests )


code: void InitializeSystemTextures ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


description: Mark all the current scenes as needing to restart path tracer accumulation

code: void InvalidatePathTracedOutput()


description: Ensure that any tiles requested by 'RequestVirtualTextureTilesForRegion' are loaded, must be called from render thread

code: void LoadPendingVirtualTextureTiles ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


code: void OnWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bSessionEnded, bool bCleanupResources, bool bWorldChanged )


description: Performs necessary per-frame cleanup. Only use when rendering through scene renderer (i.e. BeginRenderingViewFamily) is skipped

code: void PerFrameCleanupIfSkipRenderer()


description: Start prefetching streaming data for Nanite resource that will soon be used for rendering. TODO: Implement callback mechanism

code: void PrefetchNaniteResource ( const [Nanite::FResources](API\Runtime\Engine\Rendering\FResources) * Resource, uint32 NumFramesUntilRender )


description: Register/unregister a custom occlusion culling implementation

code: void RegisterCustomCullingImpl ( [ICustomCulling](API\Runtime\RenderCore\ICustomCulling) * impl )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOverlayRenderDelegate ( const FPostOpaqueRenderDelegate & OverlayRenderDelegate )


code: void RegisterPersistentViewUniformBufferExtension ( [IPersistentViewUniformBufferExtension](API\Runtime\RenderCore\IPersistentViewUniformBufferExte-) * Extension )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterPostOpaqueRenderDelegate ( const FPostOpaqueRenderDelegate & PostOpaqueRenderDelegate )


code: [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) RegisterVirtualTextureProducer ( const [FVTProducerDescription](API\Runtime\RenderCore\FVTProducerDescription) & Desc, [IVirtualTexture](API\Runtime\RenderCore\IVirtualTexture) * Producer )


code: void ReleaseVirtualTextureProducer ( const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & Handle )


code: uint32 RemoveAllVirtualTextureProducerDestroyedCallbacks ( const void * Baton )


code: void RemoveOverlayRenderDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) OverlayRenderDelegate )


code: void RemovePostOpaqueRenderDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) PostOpaqueRenderDelegate )


code: void RemoveScene ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


description: Request Nanite pages that were captured with SetNaniteRequestRecordBuffer. Note that the array will be moved and ownership is taken.

code: void RequestNanitePages ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint32 > InRequestData )


code: void RequestStaticMeshUpdate ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * Info )


description: Request an array of virtual texture page requests that was captured with SetVirtualTextureRequestRecordBuffer. Note that the array will be moved and ownership is taken.

code: void RequestVirtualTextureTiles ( [TArray](API\Runtime\Core\Containers\TArray)< uint64 > && InPageRequests )


code: void RequestVirtualTextureTiles ( const FVector2D & InScreenSpaceSize, int32 InMipLevel )


code: void RequestVirtualTextureTiles ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const FVector2D & InScreenSpaceSize, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: void RequestVirtualTextureTilesForRegion ( [IAllocatedVirtualTexture](API\Runtime\RenderCore\IAllocatedVirtualTexture) * AllocatedVT, const FVector2D & InScreenSpaceSize, const FVector2D & InViewportPosition, const FVector2D & InViewportSize, const FVector2D & InUV0, const FVector2D & InUV1, int32 InMipLevel )


description: Resets the scene texture extent history. Call this method after rendering with very large render targets. The next scene render will create them at the requested size.

code: void ResetSceneTextureExtentHistory()


description: Allocate a buffer and record all nanite page requests until the next call to either SetNaniteRequestRecordBuffer or GetNaniteRequestRecordBuffer.

code: void SetNaniteRequestRecordBuffer ( uint64 Handle )


description: Allocate a buffer and record all virtual texture page requests until the next call to either SetVirtualTextureRequestRecordBuffer or GetVirtualTextureRequestRecordBuffer.

code: void SetVirtualTextureRequestRecordBuffer ( uint64 Handle )


code: void UpdateMapNeedsLightingFullyRebuiltState ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: void UnregisterCustomCullingImpl ( [ICustomCulling](API\Runtime\RenderCore\ICustomCulling) * impl )


description: Updates all static draw lists for each allocated scene.

code: void UpdateStaticDrawLists()


description: Updates static draw lists for the given set of materials for each allocated scene.

code: void UpdateStaticDrawListsForMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FMaterial](API\Runtime\Engine\FMaterial) * > & Materials )


className: IRendererModule

description: The public interface of the renderer module.

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


description: Dump any type specific debug info.

code: virtual void DumpToConsole ( bool verbose )


description: Collect all task graph events.

code: virtual void GatherProducePageDataTasks ( [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) const & ProducerHandle, FGraphEventArray & InOutTasks ) const


description: Collect all task graph events related to a request.

code: virtual void GatherProducePageDataTasks ( uint64 RequestHandle, FGraphEventArray & InOutTasks ) const


description:
Gives a localized mip bias for the given local vAddress. This is used to implement sparse VTs, the bias is number of mip levels to add to reach a resident page Must be thread-safe, may be called from any thread
Mip bias to be added to vLevel to reach a resident page at the given address

code: virtual uint32 GetLocalMipBias ( uint8 vLevel, uint32 vAddress ) const


description: Called on every virtual texture system update once all requests are completed, if bNotifyCompleted is enabled.

code: virtual void OnRequestsCompleted()


description: Whether data for the given page is streamed (e.g. loading from disk).

code: bool IsPageStreamed ( uint8 vLevel, uint32 vAddress ) const


description:
Upload page data to the cache, data must have been previously requested, and reported either 'Available' or 'Pending' The system will attempt to call RequestPageData/ProducePageData only once for a given vLevel/vAddress, with all the requested layers set in LayerMask, this is important for certain types of procedural producers that may generate multiple layers of VT data at the same time It's valid to produce 'Pending' page data, but in this case ProducePageData may block until data is ready Only called from render thread
a 'IVirtualTextureFinalizer' which must be finalized to complete the operation

code: [IVirtualTextureFinalizer](API\Runtime\RenderCore\IVirtualTextureFinalizer) * ProducePageData ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVTProducePageFlags Flags, const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, uint64 RequestHandle, const [FVTProduceTargetLayer](API\Runtime\RenderCore\FVTProduceTargetLayer) * TargetLayers )


description: Deprecated* RequestPageData now requires an RHI command list.

code: virtual [FVTRequestPageResult](API\Runtime\RenderCore\FVTRequestPageResult) RequestPageData ( const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, EVTRequestPagePriority Priority )


description: Makes a request for the given page data. For data sources that can generate data immediately, it's reasonable for this method to do nothing, and simply return 'Available' Only called from render threadFVTRequestPageResultdescribing the availability of the request

code: [FVTRequestPageResult](API\Runtime\RenderCore\FVTRequestPageResult) RequestPageData ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, EVTRequestPagePriority Priority )


className: IScenePrimitiveRenderingContext

code: class IScenePrimitiveRenderingContext


className: IVirtualTexture

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

code: class IVirtualTexture


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


className: IVirtualTextureFinalizer

code: class IVirtualTextureFinalizer


description: Functions for logging a PIX event with var args.

code: void Start ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) * RHICmdList, [FColor](API\Runtime\Core\Math\FColor) Color, const TCHAR * Fmt, ... )


description: Default constructor, initializing all member variables.

code: FDrawEvent()


description: Terminate the event based upon scope

code: ~FDrawEvent()


className: FDrawEvent

description: Class that logs draw events based upon class scope. Draw events can be seen in PIX

code: struct FDrawEvent

bStarted

type: bool

description: Indicates whether the event has actually been fired or not.

RHICmdList

type: FRHIComputeComm...

description: Cmdlist to push onto.


description: Function for logging a PIX event with var args

code: void Start ( [IRHIComputeContext](API\Runtime\RHI\IRHIComputeContext) & InRHICommandContext, [FColor](API\Runtime\Core\Math\FColor) Color, const TCHAR * Fmt, ... )


code: FDrawEventRHIExecute()


className: FDrawEventRHIExecute

code: struct FDrawEventRHIExecute

RHICommandContext

type: IRHIComputeCont...

description: Context to execute on


description: Terminate the event based upon scope

code: ~FDrawEventRHIExecute()


className: TDrawEvent

description: Legacy support for template class version.

code: template<typename TRHICmdList> struct TDrawEvent : public [FDrawEvent](API\Runtime\RenderCore\ProfilingDebugging\FDrawEvent)


description: Decompresses the shader into caller-provided memory. Caller is assumed to allocate at least ShaderEntry uncompressed size value. The engine will crash (LogFatal) if this function fails.

code: namespace ShaderCodeArchive { void ShaderCodeArchive::DecompressShaderWithOodle ( uint8 * OutDecompressedShader, int64 UncompressedSize, const uint8 * CompressedShaderCode, int64 CompressedSize ) }


description: We decompression, group, and recompress shaders when they are added to iostore containers in UnrealPak, where we don't have access to cvars - so there's no way to configure - so we force Oodle and allow specification of the parameters here.

code: namespace ShaderCodeArchive { bool ShaderCodeArchive::CompressShaderWithOodle ( uint8 * OutCompressedShader, int64 & OutCompressedSize, const uint8 * InUncompressedShaderCode, int64 InUncompressedSize, [FOodleDataCompression::ECompressor](API\Runtime\Core\Compression\FOodleDataCompression__ECompress-) InOodleCompressor, [FOodleDataCompression::ECompressionLevel](API\Runtime\Core\Compression\FOodleDataCompression__ECompress-_1) InOodleLevel ) }


className: TAlignedShaderParameterPtr::operator const PtrType &

code: operator const PtrType &() const


code: const PtrType & operator->() const


code: void operator= ( const PtrType & Other )


code: TAlignedShaderParameterPtr ( const PtrType & Other )


code: TAlignedShaderParameterPtr ( const [TAlignedShaderParameterPtr](API\Runtime\RenderCore\TAlignedShaderParameterPtr)< PtrType > & Other )


className: TAlignedShaderParameterPtr

description: Fixed 8bytes sized pointer for shader parameters.

code: template<typename PtrType> class TAlignedShaderParameterPtr


className: TAlignedTypedef

code: template<typename T, int32 Alignment> class TAlignedTypedef


className: TAlignedTypedef< T, 1 >

code: template<typename T> class TAlignedTypedef< T, 1 >


className: TAlignedTypedef< T, 16 >

code: template<typename T> class TAlignedTypedef< T, 16 >


className: TAlignedTypedef< T, 2 >

code: template<typename T> class TAlignedTypedef< T, 2 >


className: TAlignedTypedef< T, 4 >

code: template<typename T> class TAlignedTypedef< T, 4 >


className: TAlignedTypedef< T, 8 >

code: template<typename T> class TAlignedTypedef< T, 8 >


code: namespace TClearReplacementTypeSelector< EClearReplacementValueType { template<> struct TClearReplacementTypeSelector< EClearReplacementValueType::Float > }


code: namespace TClearReplacementTypeSelector< EClearReplacementValueType { template<> struct TClearReplacementTypeSelector< EClearReplacementValueType::Int32 > }


code: namespace TClearReplacementTypeSelector< EClearReplacementValueType { template<> struct TClearReplacementTypeSelector< EClearReplacementValueType::Uint32 > }


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<!bZeroOutput, T >::Type GetClearValueParam() const


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< bEnableBounds, T >::Type GetMinBoundsParam() const


code: static const TCHAR * GetSourceFilename()


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


className: InterfaceType

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


className: InternalBaseType

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


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< bEnableBounds, T >::Type GetMaxBoundsParam() const


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


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


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


className: TClearReplacementBase

code: template<EClearReplacementValueType ValueType, uint32 NumChannels, bool bZeroOutput, bool bEnableBounds> struct TClearReplacementBase : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


code: static const TCHAR * GetFunctionName()


code: uint32 GetResourceParamIndex() const


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


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


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


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


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


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


className: ShaderTypeRegistration

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


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


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


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


className: ThreadGroupSizeX

code: static constexpr uint32 ThreadGroupSizeX = ClearReplacementCS::TThreadGroupSize<ResourceType>::X;


className: ThreadGroupSizeY

code: static constexpr uint32 ThreadGroupSizeY = ClearReplacementCS::TThreadGroupSize<ResourceType>::Y;


className: ThreadGroupSizeZ

code: static constexpr uint32 ThreadGroupSizeZ = ClearReplacementCS::TThreadGroupSize<ResourceType>::Z;


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


className: TClearReplacementCS

code: template<EClearReplacementResourceType ResourceType, typename BaseType> class TClearReplacementCS : public BaseType


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


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


code: static constexpr int CounterBase = __COUNTER__;


code: static const TCHAR * GetFunctionName()


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


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


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


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


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


className: TClearReplacementPS

code: template<bool b128BitOutput, typename BaseType> class TClearReplacementPS : public BaseType


className: TClearReplacementTypeSelector

code: template<EClearReplacementValueType Type> struct TClearReplacementTypeSelector


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


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


code: static constexpr int CounterBase = __COUNTER__;


code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< bEnableDepth, T >::Type GetDepthParam() const


code: static const TCHAR * GetFunctionName()


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


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


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


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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType