description: Change of coordinate to map from a rectangle to another.

code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ChangeRectFromTo ( FVector2f SourceOffset, FVector2f SourceExtent, FVector2f DestinationOffset, FVector2f DestinationExtent )


module: Renderer

code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ChangeRectFromTo ( const FIntRect & SrcViewport, const FIntRect & DestViewport )


code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ChangeTextureBasisFromTo ( const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & TextureViewport, [ETextureBasis](API\Runtime\Renderer\FScreenTransform\ETextureBasis) SrcBasis, [ETextureBasis](API\Runtime\Renderer\FScreenTransform\ETextureBasis) DestBasis )


code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ChangeTextureBasisFromTo ( const [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) & Texture, [ETextureBasis](API\Runtime\Renderer\FScreenTransform\ETextureBasis) SrcBasis, [ETextureBasis](API\Runtime\Renderer\FScreenTransform\ETextureBasis) DestBasis )


description: Change of basis for texture coordinate.

code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ChangeTextureBasisFromTo ( const FIntPoint & TextureExtent, const FIntRect & TextureViewport, [ETextureBasis](API\Runtime\Renderer\FScreenTransform\ETextureBasis) SrcBasis, [ETextureBasis](API\Runtime\Renderer\FScreenTransform\ETextureBasis) DestBasis )


description: Change TextureUV coordinate from one texture to another, taking into account change in texture extent too.

code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ChangeTextureUVCoordinateFromTo ( const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & SrcViewport, const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & DestViewport )


code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) DispatchThreadIdToViewportUV ( const FIntRect & SrcViewport )


className: ETextureBasis

description: Different texture coordinate basis.

code: enum ETextureBasis { ScreenPosition, ViewportUV, TexelPosition, TextureUV, }


className: Identity

description: A * FScreenTransform::Identity = A.

code: static const [FScreenTransform](API\Runtime\Renderer\FScreenTransform) Identity;


description: Invert a transformation AToB to BToA.

code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) Invert ( const [FScreenTransform](API\Runtime\Renderer\FScreenTransform) & AToB )


className: ScreenPosToViewportUV

description: Transforms ScreenPos to/from ViewportUV.

code: static const [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ScreenPosToViewportUV;


code: static [FScreenTransform](API\Runtime\Renderer\FScreenTransform) SvPositionToViewportUV ( const FIntRect & SrcViewport )


className: ViewportUVToScreenPos

code: static const [FScreenTransform](API\Runtime\Renderer\FScreenTransform) ViewportUVToScreenPos;


code: FScreenTransform ( const FVector2f & InScale, const FVector2f & InBias )


className: FScreenTransform

description: { float2 PointInA = ...; float2 PointInC = ApplyScreenTransform(PointInA, AToC); }

code: struct FScreenTransform


code: enum { MAX_UNIFORM_BUFFERS_PER_STAGE = 14 }


className: FShaderBindingState

code: class FShaderBindingState

UniformBuffers

type: FRHIUniformBuff...


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


className: NumColumns

code: static NumColumns = 1;


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


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FShaderParameters TAlignedType


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


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


className: FShaderParameters

description: ShaderPrint parameter struct declaration.

code: class FShaderParameters

Common

type: TShaderParamete...

type: TShaderResource...


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


className: FShaderPrintCommonParameters

code: class FShaderPrintCommonParameters


className: FShaderPrintData

description: Structure containing shader print render data. This is automatically created, setup and rendered for each view. Also it is possible for client code to create and own this. If this is client managed then the client can queue for rendering by calling: (i) FreezeShaderPrintData() to "freeze" the data which exports it from the current RDG builder context. (ii) SubmitShaderPrintData() to submit the frozen data for later thawing and rendering.

code: struct FShaderPrintData

ShaderPrintEntryBuffer

type: FRDGBufferRef

UniformBuffer

type: TUniformBufferR...


description: Construct with shader print disabled setup.

code: FShaderPrintSetup()


description: Construct with view and system defaults.

code: FShaderPrintSetup ( [FSceneView](API\Runtime\Engine\FSceneView) const & InView )


description: Construct with view rectangle and system defaults.

code: FShaderPrintSetup ( FIntRect InViewRect )


className: FShaderPrintSetup

description: Structure containing setup for shader print capturing.

code: struct FShaderPrintSetup

bEnabled

type: bool

description: The shader print system's enabled state. This is set in the constructor and should't be overriden.

CursorCoord

type: FIntPoint

description: Cursor pixel position within viewport. Can be used for isolating a pixel to debug.

DPIScale

type: float

description: DPI scale to take into account when drawing font.

FontSize

description: Font size in pixels.

FontSpacing

description: Font spacing in pixels (not including font size).

MaxLineCount

description: Initial size of line buffer. Will also be increased by RequestSpaceForLines().

MaxStateCount

description: Initial size of widget buffer.

MaxTriangleCount

description: Initial size of triangle buffer. Will also be increased by RequestSpaceForLines().

MaxValueCount

description: Initial size of character buffer. Will also be increased by RequestSpaceForCharacters().

PreViewTranslation

type: FVector

description: PreView translation used for storing line positions in translated world space.

ViewRect

type: FIntRect

description: Expected viewport rectangle.


description: Run post-instance culling job to create the render commands and instance ID lists and optionally vertex instance data. Needs to happen after DispatchPassSetup and before DispatchDraw, but not before global instance culling has been done.

code: void BuildRenderingCommands ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FGPUScene & GPUScene, [FInstanceCullingDrawParams](API\Runtime\Renderer\InstanceCulling\FInstanceCullingDrawParams) & OutInstanceCullingDrawParams )


code: void BuildRenderingCommands ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FScene & Scene, [FInstanceCullingDrawParams](API\Runtime\Renderer\InstanceCulling\FInstanceCullingDrawParams) & OutInstanceCullingDrawParams )


code: void SubmitDraw ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FInstanceCullingDrawParams](API\Runtime\Renderer\InstanceCulling\FInstanceCullingDrawParams) & InstanceCullingDrawParams ) const


code: FSimpleMeshDrawCommandPass &40; const FSimpleMeshDrawCommandPass & &41;


description: BEnableStereo - if true will extract the stereo information from the View and set up two ViewIds for the instance culling, as well as use InstanceFactor = 2 for legacy drawing.

code: FSimpleMeshDrawCommandPass ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, FInstanceCullingManager * InstanceCullingManager, bool bEnableStereo )


className: FSimpleMeshDrawCommandPass

description: Similar to the parallel one, but intended for use with simpler tasks where the overhead and complexity of parallel is not justified.

code: class FSimpleMeshDrawCommandPass


code: FStateBucketAuxData ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch )


className: FStateBucketAuxData

code: struct FStateBucketAuxData


description: Private copy constructor.

code: FStaticMeshBatch &40; const FStaticMeshBatch & InStaticMesh &41;


description: Constructor/destructor.

code: FStaticMeshBatch ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * InPrimitiveSceneInfo, const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & InMesh, [FHitProxyId](API\Runtime\Engine\FHitProxyId) InHitProxyId )


description: Computes index of cached mesh draw command in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos, for a given mesh pass.

code: int32 GetStaticMeshCommandInfoIndex ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) MeshPass ) const


className: FStaticMeshBatch

description: A mesh which is defined by a primitive at scene segment construction time and never changed. Lights are attached and detached as the segment containing the mesh is added or removed from a scene.

code: class FStaticMeshBatch : public [FMeshBatch](API\Runtime\Engine\FMeshBatch)

Id

description: The index of the mesh in the scene's static meshes array.

PrimitiveSceneInfo

type: FPrimitiveScene...

description: The render info for the primitive which created this mesh.


code: FStaticMeshBatchRelevance ( const [FStaticMeshBatch](API\Runtime\Renderer\FStaticMeshBatch) & StaticMesh, float InScreenSize, bool InbSupportsCachingMeshDrawCommands, bool InbUseSkyMaterial, bool bInUseSingleLayerWaterMaterial, bool bInUseAnisotropy, bool bInSupportsNaniteRendering, bool bInSupportsGPUScene, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: FStaticMeshBatchRelevance

description: FStaticMeshBatchdata which is InitViews specific. Stored separately for cache efficiency.

code: class FStaticMeshBatchRelevance

bDitheredLODTransition

type: uint8:  1

description: Whether the mesh batch should apply dithered LOD.

bRenderToVirtualTexture

description: Whether the mesh batch can be used for rendering to a virtual texture.

bSelectable

description: Whether the mesh batch can be selected through editor selection, aka hit proxies.

bSupportsCachingMeshDrawCommands

description: Cached from vertex factory to avoid dereferencing VF in InitViews.

bSupportsGPUScene

description: Cached from vertex factory to avoid dereferencing VF in shadow depth rendering.

CommandInfosBase

description: Every bit corresponds to one MeshPass.

CommandInfosMask

type: FMeshPassMask

description: Starting offset into continuous array of command infos for this mesh in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos.

LODIndex

description: LOD index of the mesh, used for fading LOD transitions.

NumElements

description: Number of elements in this mesh.

RuntimeVirtualTextureMaterialType

type: uint8:  Runtime...

description: What virtual texture material type this mesh batch should be rendered with.

ScreenSize

description: The screen space size to draw this primitive at


code: void Add ( const [FString](API\Runtime\Core\Containers\FString) & In )


code: void Add ( const [FString](API\Runtime\Core\Containers\FString) & In, uint32 EntryID )


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


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


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


code: static NumColumns = 1;


code: static NumElements = 0;


code: typedef FShaderParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


code: typedef void &42; zzFuncPtr


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


code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FShaderParameters zzTThisStruct


code: class FShaderParameters


code: [FShaderParameters](API\Runtime\Renderer\FStrings\FShaderParameters) GetParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


code: FStrings ( uint32 InAvgEntryCount, uint32 InAvgStringLength )


className: FStrings

description: In shader: FSTRINGS(MyVariable) void foo() { InitShaderPrintContext Ctx = InitShaderPrintContext(...); PrintMyVariable(Ctx, StringId, FontWhite); }

code: struct FStrings


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


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


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


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


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


code: template<typename T> FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Create default buffer initialize to zero.

code: FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement )


description: Create a default buffer initialized with a reference element.

code: FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, float Value )


code: FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, const FVector3f & Value )


code: FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, const FVector4f & Value )


code: FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, const FUintVector4 & Value )


code: FRDGBufferRef GetDefaultByteAddressBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement )


code: FRDGTextureRef GetDefaultNormal8Bit ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: template<typename T> FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


code: FRDGBufferRef GetDefaultBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, uint32 Value )


code: FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement )


code: FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, float Value )


code: FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, uint32 Value )


code: FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, const FVector3f & Value )


code: FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, const FVector4f & Value )


code: FRDGBufferRef GetDefaultStructuredBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint32 NumBytePerElement, const FUintVector4 & Value )


description: Create default 2D/3D/Cube/Array texture (1x1) with specific format and initialize value.

code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, float Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, uint32 Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, const FVector2D & Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, const FIntPoint & Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, const FVector3f & Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, const FVector4f & Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, const FUintVector4 & Value )


code: FRDGTextureRef GetDefaultTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, ETextureDimension Dimension, EPixelFormat Format, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & Value )


description: Create default 2D texture (1x1) with specific format and initialize value.

code: FRDGTextureRef GetDefaultTexture2D ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EPixelFormat Format, uint32 Value )


code: FRDGTextureRef GetDefaultTexture2D ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EPixelFormat Format, float Value )


code: FRDGTextureRef GetDefaultTexture2D ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EPixelFormat Format, const FVector3f & Value )


code: FRDGTextureRef GetDefaultTexture2D ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EPixelFormat Format, const FVector4f & Value )


code: FRDGTextureRef GetDefaultTexture2D ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EPixelFormat Format, const FUintVector4 & Value )


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


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


code: FRDGTextureRef GetMaxFP16Depth ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


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


code: FRDGTextureRef GetDefaultTexture2D ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EPixelFormat Format, const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & Value )


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


description: Create simple default texture.

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


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


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


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


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


code: FRDGTextureRef GetZeroUShort4Dummy ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


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


code: void InitializeFeatureLevelDependentTextures ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Initialize/allocate textures if not already.

code: void InitializeTextures ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Release textures when device is lost/destroyed.

code: virtual void ReleaseRHI()


className: BarycentricMax

code: static constexpr uint32 BarycentricMax = 1 << 15;


className: FSystemTextures

description: Encapsulates the system textures used for scene rendering.

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

AsciiTexture

type: TRefCountPtr<I...

description: ASCII Standard character set - IBM code page 437 (character 32-127)

BlackArrayDummy

description: Dummy texture array with 1 black slice.

BlackDummy

description: Float4(0,0,0,0) can be used in additive postprocessing to avoid a shader combination

CubeBlackDummy

description: Float4(0,0,0,0) cube textures.

DefaultBuffers

type: TArray<FDefaul...

DefaultTextures

description: Default textures allocated on-demand

DepthDummy

description: Depth texture that holds a single depth value

FeatureLevelInitializedTo

type: ERHIFeatureLeve...

description: Maximum feature level that the textures have been initialized up to

GGXLTCMat

description: GGX/Sheen Linearly Transformed Cosines LUTs

GTAOPreIntegrated

description: GTAO PreIntegrated

description: Hair BSDF LUT texture

HashDefaultBuffers

type: FHashTable

description: Texture that holds a single value containing the maximum depth that can be stored as FP16.

description: Used by the material expression Noise (faster version, should replace old version), todo: move out of SceneRenderTargets

PerlinNoiseGradient

description: Used by the material expression Noise

PreintegratedGF

description: Preintegrated GF for single sample IBL

SobolSampling

description: Sobol sampling texture, the first sample points for four sobol dimensions in RGBA.

SSAORandomization

description: SSAO randomization

StencilDummy

description: Stencil texture that holds a single stencil value.

StencilDummySRV

type: TRefCountPtr<F...

description: SRV for StencilDummy Texture.

VolumetricBlackDummy

description: Float4(0,0,0,0) volumetric texture.

WhiteDummy

description: Float4(1,1,1,1) can be used in case a light is not shadow casting

WhiteDummySRV

description: SRV for WhiteDummy Texture.

ZeroUIntArrayDummy

description: Dummy 0 Uint texture for RHIs that need explicit overloads.


code: uint32 GetNumVerts ( int32 Pattern ) const


code: uint32 GetNumTris ( int32 Pattern ) const


code: int32 GetPattern ( FIntVector TessFactors ) const


code: RENDERER_API FTessellationTable ( uint32 MaxTessFactor )


className: FTessellationTable

code: class FTessellationTable

Indexes

type: TArray< uint32 ...

OffsetTable

type: TArray< FUintVe...


code: void DrawDebugPreview ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, FRDGTextureRef OutputSceneColor )


className: EVRSImageType

description: Image type to request from generator. Only the CAS generator currently distinguishes between Full and Conservative

code: enum EVRSImageType { Disabled = 0, Full = 1, Conservative = 2, }


className: EVRSPassType

description: Pass type used to determine requested image type based on current CVar settings.

code: enum EVRSPassType { BasePass, TranslucencyAll, NaniteEmitGBufferPass, SSAO, SSR, ReflectionEnvironmentAndSky, LightFunctions, Decals, Num, }


className: EVRSSourceType

description: Explicit VRS source flags; each type of VRS image generated here will have it's own flag defined in this bitfield. These flags can be used for any particular rendering path to exclude specific types of VRS generation; e.g. Used to allow exclusion of certain types when getting image.

code: enum EVRSSourceType { FixedFoveation = 0x1, EyeTrackedFoveation = 0x2, ContrastAdaptiveShading = 0x4, All = FixedFoveation | EyeTrackedFoveation | ContrastAdaptiveShading, XRFoveation = FixedFoveation | EyeTrackedFoveation, None = 0x0, }


code: static FIntPoint GetSRITileSize()


description: Get the combined VRS image for the specified view setup, target size/configuration, and application flags. May be run multiple times from different passes.

code: FRDGTextureRef GetVariableRateShadingImage ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & ViewInfo, [EVRSPassType](API\Runtime\Renderer\FVariableRateShadingImageManager\EVRSPassType) PassType, [FVariableRateShadingImageManager::EVRSSourceType](API\Runtime\Renderer\FVariableRateShadingImageManager\EVRSSourceType) VRSTypesToExclude )


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

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


description: Returns true if any generator among the given types is enabled, false otherwise.

code: bool IsTypeEnabledForView ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, [EVRSSourceType](API\Runtime\Renderer\FVariableRateShadingImageManager\EVRSSourceType) Type )


code: static bool IsVRSCompatibleWithOutputType ( const EDisplayOutputFormat & DisplayOutputFormat )


code: static bool IsVRSCompatibleWithView ( const FViewInfo & View )


code: static bool IsVRSSupportedByRHI()


description: Prepare VRS images and store them for later access. Should be run exactly once in Render(), before attempting to get any VRS images for that frame.

code: void PrepareImageBasedVRS ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, const FMinimalSceneTextures & SceneTextures )


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: void RegisterExternalImageGenerator ( [IVariableRateShadingImageGenerator](API\Runtime\Renderer\IVariableRateShadingImageGenerat-) * ExternalGenerator )


code: void UnregisterExternalImageGenerator ( [IVariableRateShadingImageGenerator](API\Runtime\Renderer\IVariableRateShadingImageGenerat-) * ExternalGenerator )


description: Public functions

code: FVariableRateShadingImageManager()


className: FVariableRateShadingImageManager

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


code: FVertexFactoryShaderPermutationParameters ( EShaderPlatform InPlatform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & InMaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType, const [FShaderType](API\Runtime\RenderCore\FShaderType) * InShaderType, EShaderPermutationFlags InFlags )


Flags

type: EShaderPermutat...

MaterialParameters

type: FMaterialShader...

Platform

type: EShaderPlatform

ShaderType

type: constFShaderTy...

VertexFactoryType

type: constFVertexFa...


code: template<typename UserClass> [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddUpdateHandler ( UserClass * UserObject, void(UserClass::*)() Func )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddUpdateHandler ( void(*)() Func )


description: Writes the currently stored information out to a CSV file.

code: void DumpToCSV() const


description: Performs an operation for each primitive currently tracked.

code: template<typename CallableT> void ForEachPrimitive ( CallableT Action ) const


code: bool operator< &40; const FPrimitiveInfo & Other &41; const


className: FPrimitiveInfo

description: Data collected about a single primitive being drawn to the screen.

code: struct FPrimitiveInfo

Component

type: UPrimitiveCompo...

ComponentId

type: FPrimitiveCompo...

Materials

type: TArray<UMateri...

Name

type: FString

Owner

type: AActor*


description:
Gets a reference to the view debug information that is used by the renderer.
The debug information that is used by the renderer.

code: static [FViewDebugInfo](API\Runtime\Renderer\FViewDebugInfo) & Get()


description:
Checks if this debug information has ever been updated.
True if the information has been updated at least once.

code: bool HasEverUpdated() const


description:
Checks if current information is from an older frame.
True if the data in this object is outdated.

code: bool IsOutOfDate() const


code: void ProcessPrimitives ( FScene * Scene, const FViewInfo & View, const FViewCommands & ViewCommands )


className: FViewDebugInfo

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

code: struct FViewDebugInfo


code: void RemoveUpdateHandler ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & Handle )


code: void Setup ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) * InMeshDrawCommand, const [FMeshDrawCommandPrimitiveIdInfo](API\Runtime\Renderer\FMeshDrawCommandPrimitiveIdInfo) & InPrimitiveIdInfo, int32 InStateBucketId, ERasterizerFillMode InMeshFillMode, ERasterizerCullMode InMeshCullMode, EFVisibleMeshDrawCommandFlags InFlags, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) InSortKey, const uint32 * InRunArray, int32 InNumRuns )


className: FVisibleMeshDrawCommand

description: Stores information about a mesh draw command that has been determined to be visible, for further visibility processing. This class should only store data needed by InitViews operations (visibility, sorting) and not data needed for draw submission, which belongs inFMeshDrawCommand.

code: class FVisibleMeshDrawCommand

Flags

type: EFVisibleMeshDr...

MeshCullMode

type: ERasterizerCull...

MeshDrawCommand

type: constFMeshDraw...

description: Mesh Draw Command stored separately to avoid fetching its data during sorting.

MeshFillMode

type: ERasterizerFill...

PrimitiveIdBufferOffset

description: Offset into the buffer of PrimitiveIds built for this pass, in int32's.

PrimitiveIdInfo

type: FMeshDrawComman...

RunArray

type: const uint32 &#...

description: Used for passing sub-selection of instances through to the culling.

SortKey

description: Sort key for non state based sorting (e.g. sort translucent draws by depth).

StateBucketId

description: Dynamic instancing state bucket ID.


code: FVisibleRayTracingMeshCommand ( const [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) * InRayTracingMeshCommand, uint32 InInstanceIndex, bool bInHidden )


className: FVisibleRayTracingMeshCommand

code: class FVisibleRayTracingMeshCommand

bHidden

type: bool

RayTracingMeshCommand

type: constFRayTraci...


className: FVolumeBounds

description: Represents a subregion of a volume texture.

code: struct FVolumeBounds


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 )


className: FVolumeRasterizeVertexBuffer

description: Vertex buffer used for rendering into a volume texture.

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


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 ENGINE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


className: InterfaceType

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


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


className: InternalBaseType

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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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, int32 MinZValue )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: template<typename TRHICommandList> void SetParameters ( TRHICommandList & RHICmdList, int32 MinZValue )


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


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


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


className: FWriteToSliceGS

description: Geometry shader used to write to a range of slices of a 3d volume texture.

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


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


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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FVolumeBounds](API\Runtime\Renderer\FVolumeBounds) & VolumeBounds, const FIntVector & VolumeResolution )


code: template<typename TRHICommandList> void SetParameters ( TRHICommandList & RHICmdList, const [FVolumeBounds](API\Runtime\Renderer\FVolumeBounds) & VolumeBounds, const FIntVector & VolumeResolution )


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


className: FWriteToSliceVS

description: Vertex shader used to write to a range of slices of a 3d volume texture.

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


description: Destroy any compute workers created by this system that are found the InOutWorkers array. Also remove them from the array.

code: void DestroyWorkers ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) const * InScene, [TArray](API\Runtime\Core\Containers\TArray)< [IComputeTaskWorker](API\Runtime\Engine\IComputeTaskWorker) * > & InOutWorkers )


description: Create compute workers and add to OutWorkers. The created compute workers will only be used by InScene.

code: void CreateWorkers ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) const * InScene, [TArray](API\Runtime\Core\Containers\TArray)< [IComputeTaskWorker](API\Runtime\Engine\IComputeTaskWorker) * > & OutWorkers )


className: IComputeSystem

description: Interface for compute systems.IComputeSystemobjects are registered with the renderer. Whenever a scene is created it instantiates theIComputeTaskWorkerobjects required by the registeredIComputeSystem.IComputeTaskWorkerobjects have their work executed by the renderer at specific points in the frame. The compute tasks are scheduled by theIComputeSystem.

code: class IComputeSystem


description: Helper function to add a pass to zero the instance count in the indirect args.

code: static void AddClearIndirectArgInstanceCountPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * ShaderMap, FRDGBufferRef DrawIndirectArgsBuffer, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< int32()> NumIndirectArgsCallback )


description: Command that is executed in the per-view, post-cull pass to gather up the instances belonging to this primitive. Multiple commands may add to the same slot, ordering is not preserved.

code: void AddInstanceRunsToDrawCommand ( uint32 IndirectArgsOffset, int32 InstanceDataOffset, const uint32 * Runs, uint32 NumRuns, [EInstanceFlags](API\Runtime\Renderer\InstanceCulling\FInstanceCullingContext\EInstanceFlags) InstanceFlags )


description: Add command to cull a range of instances for the given mesh draw command index. Multiple commands may add to the same slot, ordering is not preserved.

code: void AddInstancesToDrawCommand ( uint32 IndirectArgsOffset, int32 InstanceDataOffset, uint32 RunOffset, uint32 NumInstances, [EInstanceFlags](API\Runtime\Renderer\InstanceCulling\FInstanceCullingContext\EInstanceFlags) InstanceFlags )


description: Allocate space for indirect draw call argumens for a given MeshDrawCommand and initialize with draw command data. TODO: support cached pre-allocated commands.

code: uint32 AllocateIndirectArgs ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) * MeshDrawCommand )


description: Call SetDynamicPrimitiveInstanceOffsets (unless that is achieved somehow else).

code: void BeginAsyncSetup ( [SyncPrerequisitesFuncType](API\Runtime\Renderer\InstanceCulling\FInstanceCullingContext\SyncPrerequisite-) && InSyncPrerequisitesFunc )


description: This BuildRenderingCommands operation may be deferred and merged into a global pass when possible. Note: InstanceCullingDrawParams is captured by the deferred culling passes and must therefore have a RDG-lifetime. If BeginAsyncSetup has been called prior to this, the WaitForSetupTask is deferred as long as possible. If BeginAsyncSetup was not called, then SetDynamicPrimitiveInstanceOffsets must be called before this.

code: void BuildRenderingCommands ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FGPUScene & GPUScene, [FInstanceCullingDrawParams](API\Runtime\Renderer\InstanceCulling\FInstanceCullingDrawParams) * InstanceCullingDrawParams )


description: This version is never deferred, nor async, calling BeginAsyncSetup before this is an error.

code: void BuildRenderingCommands ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FGPUScene & GPUScene, int32 InDynamicInstanceIdOffset, int32 InDynamicInstanceIdNum, FInstanceCullingResult & Results )


code: void BuildRenderingCommandsInternal ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FGPUScene & GPUScene, [EAsyncProcessingMode](API\Runtime\Renderer\InstanceCulling\FInstanceCullingContext\EAsyncProcessingMode) AsyncProcessingMode, [FInstanceCullingDrawParams](API\Runtime\Renderer\InstanceCulling\FInstanceCullingDrawParams) * InstanceCullingDrawParams )


className: CompactionBlockNumInstances

code: static constexpr uint32 CompactionBlockNumInstances = 64;


description: Add a batched BuildRenderingCommands pass. Each batch represents a BuildRenderingCommands call from a mesh pass. Batches are collected as we walk through the main render setup and are executed when RDG Execute or Drain is called. This implicitly ends the deferred context, so if Drain is used, it should be paired with a new call to BeginDeferredCulling.

code: static FInstanceCullingDeferredContext * CreateDeferredContext ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FGPUScene & GPUScene, FInstanceCullingManager * InstanceCullingManager )


code: static const TRDGUniformBufferRef< [FInstanceCullingGlobalUniforms](API\Runtime\Renderer\InstanceCulling\FInstanceCullingGlobalUniforms) > CreateDummyInstanceCullingUniformBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: EAsyncProcessingMode

code: enum EAsyncProcessingMode { DeferredOrAsync, Synchronous, }


className: EInstanceFlags

code: enum EInstanceFlags { None = 0, DynamicInstanceDataOffset = 1 << 0, ForceInstanceCulling = 1 << 1, PreserveInstanceOrder = 1 << 2, }


className: NumViewBits

code: static NumViewBits = 8;


code: FCompactionData &40; uint32 InNumInstances, uint32 InNumViews, uint32 InBlockOffset, uint32 InIndirectArgsIndex, uint32 InSrcInstanceIdOffset, uint32 InDestInstanceIdOffset &41;


className: FCompactionData

code: struct FCompactionData


className: FMeshDrawCommandInfo

description: Auxiliary info for each mesh draw command that needs submitting.

code: struct FMeshDrawCommandInfo

bUseIndirect

type: uint32:  1U

description: Flag to indicate if using indirect or not.

IndirectArgsOffsetOrNumInstances

type: uint32:  31U

description: Stores either the offset (in bytes) to the indirect args or the number of instances

InstanceDataByteOffset

description: Offset into per-instance buffer


code: FPayloadData &40; bool bInDynamicInstanceDataOffset, uint32 InIndirectArgsIndex, uint32 InInstanceDataOffset, uint32 InRunInstanceOffset, uint32 InCompactionDataIndex &41;


code: static uint32 GetInstanceIdBufferStride ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: IndirectArgsNumWords

code: static constexpr uint32 IndirectArgsNumWords = 5;


description: Returns true if there are any instances in this context needing to be rendered. Must not be called before WaitForSetupTask if BeginAsyncSetup was called.

code: bool HasCullingCommands() const


code: static bool IsOcclusionCullingEnabled()


className: LoadBalancerArray

code: typedef [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< FInstanceProcessingGPULoadBalancer *, static_cast< uint32 >(EBatchProcessingMode::Num)> LoadBalancerArray


description: Call to empty out the culling commands & other culling data.

code: void ResetCommands ( int32 MaxNumCommands )


code: void SetDynamicPrimitiveInstanceOffsets ( int32 InDynamicInstanceIdOffset, int32 InDynamicInstanceIdNum )


code: void SetupDrawCommands ( FMeshCommandOneFrameArray & VisibleMeshDrawCommandsInOut, bool bCompactIdenticalCommands, int32 & MaxInstancesOut, int32 & VisibleMeshDrawCommandsNumOut, int32 & NewPassVisibleMeshDrawCommandsNumOut )


description: Allocate indirect arg slots for all meshes to use instancing, add commands that populate the indirect calls and index & id buffers, and Collapse all commands that share the same state bucket ID NOTE: VisibleMeshDrawCommandsInOut can only become shorter.

code: void SetupDrawCommands ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FStateBucketAuxData](API\Runtime\Renderer\FStateBucketAuxData) > StateBucketsAuxData, FMeshCommandOneFrameArray & VisibleMeshDrawCommandsInOut, bool bCompactIdenticalCommands, int32 & MaxInstancesOut, int32 & VisibleMeshDrawCommandsNumOut, int32 & NewPassVisibleMeshDrawCommandsNumOut )


code: void SubmitDrawCommands ( const FMeshCommandOneFrameArray & VisibleMeshDrawCommands, const FGraphicsMinimalPipelineStateSet & GraphicsMinimalPipelineStateSet, const [FMeshDrawCommandOverrideArgs](API\Runtime\Renderer\FMeshDrawCommandOverrideArgs) & OverrideArgs, int32 StartIndex, int32 NumMeshDrawCommands, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList ) const


description: Calls the sync function passed tp BeginAsyncSetup to ensure the setup processing is completed.

code: void WaitForSetupTask()


description: Create an instance culling context to process draw commands that can be culled using GPU-Scene.

code: FInstanceCullingContext ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, FInstanceCullingManager * InInstanceCullingManager, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InViewIds, const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & InPrevHZB, EInstanceCullingMode InInstanceCullingMode, EInstanceCullingFlags InFlags, EBatchProcessingMode InSingleInstanceProcessingMode )


code: static uint32 StepInstanceDataOffset ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, uint32 NumStepInstances, uint32 NumStepDraws )


className: FInstanceCullingContext

code: class FInstanceCullingContext

CompactionBlockDataIndices

type: TArray< uint32,...

DrawCommandCompactionData

type: TArray<FCompac...

FeatureLevel

type: ERHIFeatureLeve...

Flags

type: EInstanceCullin...

IndirectArgs

type: TArray<FRHIDra...

InstanceCullingManager

type: FInstanceCullin...

LoadBalancers

type: LoadBalancerArr...

description: Driver for collecting items using one mode of processing.

MeshDrawCommandInfos

type: TArray<FMeshDr...

PayloadData

type: TArray<FPayloa...

PrevHZB

type: TRefCountPtr<I...

SingleInstanceProcessingMode

type: EBatchProcessin...

description: Processing mode to use for single-instance primitives, default to skip culling, as this is already done on CPU.

SyncPrerequisitesFunc

type: SyncPrerequisit...

ViewIds

type: TArray< int32, ...


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdIndirectArgsByteOffset


className: zzMemberIdDrawIndirectArgsBuffer


className: zzMemberIdInstanceIdOffsetBuffer


className: zzMemberIdInstanceDataByteOffset


className: FInstanceCullingDrawParams

code: class FInstanceCullingDrawParams

DrawIndirectArgsBuffer

type: TRDGResourceAcc...

IndirectArgsByteOffset

type: TShaderParamete...


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


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


code: FInstanceCullingGlobalUniforms()


className: FInstanceCullingGlobalUniforms

code: class FInstanceCullingGlobalUniforms

InstanceIdsBuffer

type: TShaderResource...


code: TRDGUniformBufferRef< FSceneUniformParameters > GetSceneUniformBufferRef ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


code: const FSceneUniformBuffer & GetSceneUniforms() const


className: ISceneRenderer

description: Public interface into FSceneRenderer. Used as the scope for scene rendering functions.

code: class ISceneRenderer


description: Adds the necessary passes into RDG for temporal upscaling the rendering resolution to desired output res.

code: [FOutputs](API\Runtime\Renderer\ITemporalUpscaler\FOutputs) AddPasses ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const [FInputs](API\Runtime\Renderer\ITemporalUpscaler\FInputs) & Inputs ) const


className: FInputs

description: Inputs of the temporal upscaler.

code: struct FInputs

EyeAdaptationTexture

type: FRDGTextureRef

description: Texture that contain eye adaptation on the red channel.

OutputViewRect

type: FIntRect

description: Outputs view rect that must be on FOutputs::FullRes::ViewRect.

PreExposure

type: float

description: Pre exposure of the SceneColor.

PrevHistory

description: The history of the previous frame set byFOutputs::NewHistory.

SceneColor

type: FScreenPassText...

description: The post-DOF and pre-MotionBlur SceneColor.

SceneDepth

description: The scene depth.

SceneVelocity

description: The scene velocity.

TemporalJitterPixels

description: Pixel jitter offset of the rendering pixel.


code: [ITemporalUpscaler](API\Runtime\Renderer\ITemporalUpscaler) * Fork_GameThread ( const class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily ) const


className: FOutputs

description: Outputs of the third party temporal upscaler.

code: struct FOutputs

FullRes

description: Output of the temporal upscaler.

NewHistory

description: New history to be kept alive for next frame.


description: Debug name of the history. Must exactly point to the same const TCHAR* asITemporalUpscaler::IHistory::GetDebugName().

code: const TCHAR * GetDebugName() const


description: Debug name of the history. Must exactly point to the same const TCHAR* asITemporalUpscaler::GetDebugName(). This is used for debugging GPU memory uses of a viewport, but also to ensureIHistoryis fed to a compatibleITemporalUpscaler.

code: const TCHAR &42; GetDebugName&40;&41; const


description: Size of the history on the GPU in bytes.

code: uint64 GetGPUSizeBytes&40;&41; const


className: IHistory

description: Ref counted history to be saved in the history.

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


className: ITemporalUpscaler

description: Interface for implementing third party temporal upscaler.

code: class ITemporalUpscaler : public [ISceneViewFamilyExtention](API\Runtime\Engine\ISceneViewFamilyExtention)


description: Get VRS image to be used w/ debug overlay.

code: FRDGTextureRef GetDebugImage ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & ViewInfo, [FVariableRateShadingImageManager::EVRSImageType](API\Runtime\Renderer\FVariableRateShadingImageManager\EVRSImageType) ImageType )


description: Return bitmask of generator type.


description: Returns cached VRS image.

code: FRDGTextureRef GetImage ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & ViewInfo, [FVariableRateShadingImageManager::EVRSImageType](API\Runtime\Renderer\FVariableRateShadingImageManager\EVRSImageType) ImageType )


className: IVariableRateShadingImageGenerator


description: Returns whether or not generator is enabled - can change at runtime.

code: virtual bool IsEnabledForView ( const [FSceneView](API\Runtime\Engine\FSceneView) & View ) const


description: Generates image(s) and saves to generator cache. Should only be run once per view per frame, in Render().

code: void PrepareImages ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, const FMinimalSceneTextures & SceneTextures )


description: Calculates a hash index for a key.

code: static uint32 GetKeyHash ( [KeyInitType](API\Runtime\Core\Containers\TDefaultMapKeyFuncs\KeyInitType) Key )


description: True if the keys match.

code: static bool Matches ( [KeyInitType](API\Runtime\Core\Containers\TDefaultMapKeyFuncs\KeyInitType) A, [KeyInitType](API\Runtime\Core\Containers\TDefaultMapKeyFuncs\KeyInitType) B )


className: MeshDrawCommandKeyFuncs

code: struct MeshDrawCommandKeyFuncs : public [TDefaultMapHashableKeyFuncs< FMeshDrawCommand, FMeshDrawCommandCount, false >](API\Runtime\Core\Containers\TDefaultMapHashableKeyFuncs)


code: namespace Nanite { [FTessellationTable](API\Runtime\Renderer\FTessellationTable) & Nanite::GetTessellationTable ( uint32 MaxTessFactor ) }


className: FDistortionVertex

description: The vertex data used to filter a texture.

code: struct FDistortionVertex


className: FHMDDistortionInputs

code: struct FHMDDistortionInputs

OverrideOutput

type: FScreenPassRend...

description: [Optional] Render to the specified output. If invalid, a new texture is created and returned.

SceneColor

description: [Required] The input scene color and view rect.


code: [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) GetInput ( EPostProcessMaterialInput Input ) const


code: [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) GetPathTracingInput ( EPathTracingPostProcessMaterialInput Input ) const


code: void SetInput ( EPostProcessMaterialInput Input, [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) Texture )


code: void SetPathTracingInput ( EPathTracingPostProcessMaterialInput Input, [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) Texture )


code: void ValidateInputExists ( EPostProcessMaterialInput Input ) const


className: FPostProcessMaterialInputs

code: struct FPostProcessMaterialInputs

bAllowSceneColorInputAsOutput

type: bool

description: Allows (but doesn't guarantee) an optimization where, if possible, the scene color input is reused as the output.

bManualStencilTest

description: Whether or not the stencil test must be done in the pixel shader rather than rasterizer state.

CustomDepthTexture

description: Custom depth/stencil used for stencil operations.

OutputFormat

type: EPixelFormat

description: The output texture format to use if a new texture is created.

PathTracingTextures

type: TStaticArray<F...

description: Array of input textures bound to the material from path tracing. All inputs are optional

SceneTextures

type: FSceneTextureSh...

description: The uniform buffer containing all scene textures.

SceneWithoutWaterTextures

type: const FSceneWit...

description: Depth and color textures of the scene without single layer water. May be nullptr if not available.

Textures

description: Array of input textures bound to the material.


description: Fill theFShaderParameterswith an explicitFShaderPrintDatamanaged by the calling code.

code: namespace ShaderPrint { void ShaderPrint::SetParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FShaderPrintData](API\Runtime\Renderer\FShaderPrintData) const & InData, [FShaderParameters](API\Runtime\Renderer\FShaderParameters) & OutParameters ) }


className: TMeshProcessorShaders

code: template<typename VertexType, typename PixelType, typename GeometryType, typename RayTracingType, typename ComputeType> struct TMeshProcessorShaders

ComputeShader

type: TShaderRef< Com...

GeometryShader

type: TShaderRef< Geo...

PixelShader

type: TShaderRef< Pix...

VertexShader

type: TShaderRef< Ver...


className: BaseType

code: static BaseType = UBMT_FLOAT32;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


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


className: NumColumns

code: static NumColumns = 4;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

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


code: template<> struct TShaderParameterTypeInfo< FScreenTransform >


className: Value

description: Prevent Memcpy call overhead duringFVisibleMeshDrawCommandsorting.

code: enum &123; Value = false &125;


code: template<> struct TUseBitwiseSwap< FVisibleMeshDrawCommand >


description: Prevent Memcpy call overhead duringFVisibleRayTracingMeshCommandsorting.


code: template<> struct TUseBitwiseSwap< FVisibleRayTracingMeshCommand >


code: namespace UE { namespace FXRenderingUtils { TRDGUniformBufferRef< [FMobileSceneTextureUniformParameters](API\Runtime\Engine\FMobileSceneTextureUniformParame-) > UE::FXRenderingUtils::GetOrCreateMobileSceneTextureUniformBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > Views, EMobileSceneTextureSetupMode SetupMode ) } }


code: namespace UE { namespace FXRenderingUtils { namespace DistanceFields { const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * UE::FXRenderingUtils::DistanceFields::GetAtlasParametersMetadata() } } }


code: namespace UE { namespace FXRenderingUtils { namespace DistanceFields { const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * UE::FXRenderingUtils::DistanceFields::GetObjectBufferParametersMetadata() } } }


code: namespace UE { namespace FXRenderingUtils { namespace DistanceFields { void UE::FXRenderingUtils::DistanceFields::SetupObjectBufferParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint8 * DestinationData, const [FSceneView](API\Runtime\Engine\FSceneView) * View ) } } }


code: namespace UE { namespace FXRenderingUtils { bool UE::FXRenderingUtils::CanMaterialRenderBeforeFXPostOpaque ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) & SceneProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material ) } }


description: Creates a minimal Scene Uniform buffer for the given Scene, allocated using theFRDGBuilder(making it safe to keep reference).

code: namespace UE { namespace FXRenderingUtils { FSceneUniformBuffer & UE::FXRenderingUtils::CreateSceneUniformBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene ) } }


code: namespace UE { namespace FXRenderingUtils { TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > UE::FXRenderingUtils::ConvertViewArray ( TConstArrayView< FViewInfo > Views ) } }


code: namespace UE { namespace FXRenderingUtils { namespace DistanceFields { void UE::FXRenderingUtils::DistanceFields::SetupAtlasParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, uint8 * DestinationData, const [FSceneView](API\Runtime\Engine\FSceneView) * View ) } } }


code: namespace UE { namespace FXRenderingUtils { namespace DistanceFields { bool UE::FXRenderingUtils::DistanceFields::HasDataToBind ( const [FSceneView](API\Runtime\Engine\FSceneView) & View ) } } }


code: namespace UE { namespace FXRenderingUtils { const [FGlobalDistanceFieldParameterData](API\Runtime\Renderer\FGlobalDistanceFieldParameterDat-) * UE::FXRenderingUtils::GetGlobalDistanceFieldParameterData ( TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > Views ) } }


code: namespace UE { namespace FXRenderingUtils { TRDGUniformBufferRef< [FSceneTextureUniformParameters](API\Runtime\Engine\FSceneTextureUniformParameters) > UE::FXRenderingUtils::GetOrCreateSceneTextureUniformBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > Views, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, ESceneTextureSetupMode SetupMode ) } }


code: namespace UE { namespace FXRenderingUtils { FIntRect UE::FXRenderingUtils::GetRawViewRectUnsafe ( const [FSceneView](API\Runtime\Engine\FSceneView) & View ) } }


code: namespace UE { namespace FXRenderingUtils { FRDGTextureRef UE::FXRenderingUtils::GetSceneVelocityTexture ( const [FSceneView](API\Runtime\Engine\FSceneView) & View ) } }


description: Get the RDG uniform buffer from the FSceneUniformBuffer (not exposed in public API).

code: namespace UE { namespace FXRenderingUtils { TRDGUniformBufferRef< FSceneUniformParameters > UE::FXRenderingUtils::GetSceneUniformBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FSceneUniformBuffer & SceneUniformBuffer ) } }


description: Dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings.

code: namespace UE { namespace MeshPassUtils { template<typename TShaderClass> void UE::MeshPassUtils::Dispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & ShaderBindings, const typename TShaderClass::FParameters & PassParameters, FIntVector GroupCount ) } }


description: Indirect dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings.

code: namespace UE { namespace MeshPassUtils { template<typename TShaderClass> void UE::MeshPassUtils::DispatchIndirect ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & ShaderBindings, const typename TShaderClass::FParameters & PassParameters, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndirectArgsBuffer, uint32 IndirectArgOffset ) } }


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


code: namespace UE { namespace MeshPassUtils { namespace Private { template<typename TShaderClass> void UE::MeshPassUtils::Private::PrepareDispatch ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & ShaderBindings, const typename TShaderClass::FParameters & PassParameters ) } } }


className: FRenderPageBatchDesc

description: A description of a batch of pages to be rendered with a single call to RenderPages().

code: struct FRenderPageBatchDesc

bClearTextures

description: Set to true to clear before rendering.

bIsThumbnails

description: Set to true for thumbnail rendering.

DebugType

type: ERuntimeVirtual...

description: Debug visualization to render with.

MaterialType

description: Material type of the runtime virtual texture that we are rendering.

MaxLevel

description: Max mip level of the runtime virtual texture that we are rendering.

NumPageDescs

description: Number of pages to render.

PageDescs

type: FRenderPageDesc...

description: Page descriptions for each page in the batch.

RuntimeVirtualTextureMask

description: Mask created from the target runtime virtual texture's index within the scene.

Scene

type: FScene *

description: Scene to use when rendering the batch.

Targets

type: FRenderPageTarg...

description: Physical texture targets to render to.

UVToWorld

type: FTransform

description: Virtual texture UV space to world space transform.

WorldBounds

type: FBox

description: Virtual texture world space bounds.


className: FRenderPageDesc

description: A single page description. Multiple of these can be placed in a singleFRenderPageBatchDescbatch description.

code: struct FRenderPageDesc

DestBox

description: Destination box to render in texel space of the target physical texture.

UVRange

description: UV range to render in virtual texture space.

vLevel

description: VLevel to render at.


className: FRenderPageTarget

description: Structure containing a texture layer target description for a call for RenderPages().

code: struct FRenderPageTarget

PooledRenderTarget

type: IPooledRenderTa...

Texture

type: FRHITexture...

description: Physical texture to render to.


description: Allocates and prepares the feedback buffer for submission.

code: void Begin ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FVirtualTextureFeedbackBufferDesc](API\Runtime\Renderer\VT\FVirtualTextureFeedbackBufferDes-) & Desc )


description: Submits the feedback buffer for readback.

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


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


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

code: virtual void ReleaseRHI()


className: FVirtualTextureFeedbackBuffer

description: GPU feedback buffer for tracking virtual texture requests from the GPU.

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


description: Initialize for a flat "1D" buffer.

code: void Init ( int32 InBufferSize )


description: Initialize for a "2D" buffer.

code: void Init2D ( FIntPoint InBufferSize )


description: Initialize for a "2D" buffer. Pass in view rectangles that define some subset of the buffer to actually analyze.

code: void Init2D ( FIntPoint InUnscaledBufferSize, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntRect > const & InUnscaledViewRects, int32 InBufferScale )


className: MaxRectPerTransfer

description: The maximum number of rectangles to read from a 2D buffer.

code: static const uint32 MaxRectPerTransfer = 4u;


className: FVirtualTextureFeedbackBufferDesc

description: Description of how to interpret an RHIBuffer that is being fed to the virtual texture feedback system. For example a buffer may be a simple flat buffer, or a 2D screen-space buffer with rectangles representing multiple player viewports. In the future we may also want to support append style buffers containing buffer size etc.

BufferSize

type: FIntPoint

description: Size of buffer. 1D buffers have Y=1.

NumRects

description: The number of rectangles to read from the buffer.

Rects

type: FIntRect[MaxRec...

description: Rectangles to read from the buffer.

TotalReadSize

description: Number of buffer elements to actually read (calculated from the Rects).


className: RuntimeVirtualTexture::

description: Enum for our maximum RenderPages() batch size.

code: namespace RuntimeVirtualTexture { enum { EMaxRenderPageBatch = 8, } }


module: RHI

code: namespace EImmediateFlushType { enum Type { WaitForOutstandingTasksOnly = 0, DispatchToRHIThread = 1, FlushRHIThread = 2, FlushRHIThreadFlushResources = 3, } }


code: namespace ERenderThreadIdleTypes { enum Type { WaitingForAllOtherSleep, WaitingForGPUQuery, WaitingForGPUPresent, Num, } }


description: The RHI's feature level indicates what level of support can be relied upon. Note: these are named after graphics API's like ES3 but a feature level can be used with a different API (eg ERHIFeatureLevel::ES3.1 on D3D11) As long as the graphics API supports all the features of the feature level (eg noERHIFeatureLevel::SM5on OpenGL ES3.1)

code: namespace ERHIFeatureLevel { enum Type { ES2_REMOVED, ES3_1, SM4_REMOVED, SM5, SM6, Num, } }


description: The RHI's currently enabled shading path.

code: namespace ERHIShadingPath { enum Type { Deferred, Forward, Mobile, Num, } }


description: Returns the new base address, or nullptr if the request hasn't started yet.

code: void * GetNewBaseAddress() const


description: Returns the requested new memory size (in uint8s).

code: int32 GetNewSize() const


description: Returns the original base address.

code: void * GetOldBaseAddress() const


description: Returns true if the request has been completed.

code: bool HasCompleted() const


description: Returns true if the allocator has started processing the request (true for completed requests as well).

code: bool HasStarted() const


description: Returns true if the request is for a new allocation.

code: bool IsAllocation() const


description: Returns true if the request is for a reallocation.

code: bool IsReallocation() const


description: Returns true if the request has been canceled.

code: bool IsCanceled() const


description: Hidden on purpose since outside usage isn't necessarily thread-safe.

code: FAsyncReallocationRequest &40; const FAsyncReallocationRequest & Other &41;


description: Creates a new reallocation request.

code: FAsyncReallocationRequest ( void * InCurrentBaseAddress, int32 InNewSize, [FThreadSafeCounter](API\Runtime\Core\HAL\FThreadSafeCounter) * InRequestStatus )


description: Destructor.

code: ~FAsyncReallocationRequest()


className: FAsyncReallocationRequest

description: Asynchronous reallocation request. Requests are created and deleted by the user, but it must stick around until the allocator is done with it. Requests may be fulfilled immediately, checkHasCompleted()after making the request.

code: class FAsyncReallocationRequest


code: void FromString &40; TArrayView< const FStringView > Parts &41;


code: void FromString &40; const TArray< FString > & Parts, int32 Index &41;


code: enum &123; NUM_STRING_FIELDS = 7 &125;


code: FRenderTarget &40; EBlendOperation InColorBlendOp, EBlendFactor InColorSrcBlend, EBlendFactor InColorDestBlend, EBlendOperation InAlphaBlendOp, EBlendFactor InAlphaSrcBlend, EBlendFactor InAlphaDestBlend, EColorWriteMask InColorWriteMask &41;


className: FRenderTarget

code: struct FRenderTarget

AlphaBlendOp

type: TEnumAsByte< EB...

ColorWriteMask

type: TEnumAsByte< EC...


code: void FromString ( const [FString](API\Runtime\Core\Containers\FString) & Src )


code: void FromString ( const FStringView & Src )


code: FBlendStateInitializerRHI ( const [FRenderTarget](API\Runtime\RHI\FBlendStateInitializerRHI\FRenderTarget) & InRenderTargetBlendState, bool bInUseAlphaToCoverage )


code: template<uint32 NumRenderTargets> FBlendStateInitializerRHI ( const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< [FRenderTarget](API\Runtime\RHI\FBlendStateInitializerRHI\FRenderTarget), NumRenderTargets > & InRenderTargetBlendStates, bool bInUseAlphaToCoverage )


className: FBlendStateInitializerRHI

code: class FBlendStateInitializerRHI

bUseAlphaToCoverage

type: bool

RenderTargets

type: TStaticArray<F...


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


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


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


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


code: void SetAmplificationShader ( [FRHIAmplificationShader](API\Runtime\RHI\FRHIAmplificationShader) * )


code: void SetGeometryShader ( [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * InGeometryShader )


code: void SetMeshShader ( [FRHIMeshShader](API\Runtime\RHI\FRHIMeshShader) * )


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


className: FBoundShaderStateInput

code: struct FBoundShaderStateInput

PixelShaderRHI

type: FRHIPixelShader...

VertexDeclarationRHI

type: FRHIVertexDecla...

VertexShaderRHI

type: FRHIVertexShade...


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


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


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


description: Get the RHI shader for the given frequency.


description: Initialization constructor.

code: FBoundShaderStateKey ( [FRHIMeshShader](API\Runtime\RHI\FRHIMeshShader) * InMeshShader, [FRHIAmplificationShader](API\Runtime\RHI\FRHIAmplificationShader) * InAmplificationShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * InPixelShader )


description: Initialization constructor.

code: FBoundShaderStateKey ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * InVertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * InVertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * InPixelShader, [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * InGeometryShader )


className: FBoundShaderStateKey

description: Key used to map a set of unique decl/vs/ps combinations to a vertex shader resource

code: class FBoundShaderStateKey


description: Note: implicit cast is allowed/expected for this constructor.

code: FBoundShaderStateLookupKey ( const [FBoundShaderStateKey](API\Runtime\RHI\FBoundShaderStateKey) & Key )


code: FBoundShaderStateLookupKey ( [FRHIMeshShader](API\Runtime\RHI\FRHIMeshShader) * InMeshShader, [FRHIAmplificationShader](API\Runtime\RHI\FRHIAmplificationShader) * InAmplificationShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * InPixelShader )


code: FBoundShaderStateLookupKey ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * InVertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * InVertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * InPixelShader, [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * InGeometryShader )


description: Get the RHI vertex declaration.

code: [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * GetVertexDeclaration() const


className: FBoundShaderStateLookupKey

description: Non-reference-counted version of shader state key. This structure is used as the actual key type forTMap, which avoids reference counting overhead during lookup. Note thatFCachedBoundShaderStateLinkcontains a full-fat reference-countedFBoundShaderStateKey, ensuring correct lifetime management.

code: class FBoundShaderStateLookupKey


code: void Initialize ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const TCHAR * InDebugName, uint32 InNumBytes, EBufferUsageFlags AdditionalUsage )


className: FByteAddressBuffer

code: struct FByteAddressBuffer

Buffer

type: FBufferRHIRef

SRV

type: FShaderResource...


description: Deprecated* Initialize now requires a command list.

code: void Initialize ( const TCHAR * InDebugName, uint32 InNumBytes, EBufferUsageFlags AdditionalUsage )


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


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


description: Adds the bound shader state to the cache.

code: FCachedBoundShaderStateLink ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * VertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * VertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * InBoundShaderState, bool bAddToSingleThreadedCache )


code: FCachedBoundShaderStateLink ( [FRHIMeshShader](API\Runtime\RHI\FRHIMeshShader) * MeshShader, [FRHIAmplificationShader](API\Runtime\RHI\FRHIAmplificationShader) * AmplificationShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * InBoundShaderState, bool bAddToSingleThreadedCache )


code: FCachedBoundShaderStateLink ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * VertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * VertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * GeometryShader, [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * InBoundShaderState, bool bAddToSingleThreadedCache )


className: FCachedBoundShaderStateLink

description: Encapsulates a bound shader state's entry in the cache. Handles removal from the bound shader state cache on destruction. RHIs that use cached bound shader states should create one for each bound shader state.

code: class FCachedBoundShaderStateLink

BoundShaderState

type: FRHIBoundShader...

description: The cached bound shader state.

Key

type: FBoundShaderSta...


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


description: Destructor. Removes the bound shader state from the cache.

code: ~FCachedBoundShaderStateLink()


code: FCachedBoundShaderStateLink_Threadsafe ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * VertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * VertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * InBoundShaderState )


code: FCachedBoundShaderStateLink_Threadsafe ( [FRHIMeshShader](API\Runtime\RHI\FRHIMeshShader) * MeshShader, [FRHIAmplificationShader](API\Runtime\RHI\FRHIAmplificationShader) * AmplificationShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * InBoundShaderState )


code: FCachedBoundShaderStateLink_Threadsafe ( [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * VertexDeclaration, [FRHIVertexShader](API\Runtime\RHI\FRHIVertexShader) * VertexShader, [FRHIPixelShader](API\Runtime\RHI\FRHIPixelShader) * PixelShader, [FRHIGeometryShader](API\Runtime\RHI\FRHIGeometryShader) * GeometryShader, [FRHIBoundShaderState](API\Runtime\RHI\FRHIBoundShaderState) * InBoundShaderState )


code: class FCachedBoundShaderStateLink_Threadsafe : public [FCachedBoundShaderStateLink](API\Runtime\RHI\FCachedBoundShaderStateLink)


className: Black

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) Black;


className: BlackMaxAlpha

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) BlackMaxAlpha;


className: ClearValueType

code: union ClearValueType

DSValue

type: DSVAlue


code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) DefaultNormal8Bit;


className: DepthFar

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) DepthFar;


className: DepthNear

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) DepthNear;


className: DepthOne

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) DepthOne;


className: DepthZero

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) DepthZero;


code: void GetDepthStencil ( float & OutDepth, uint32 & OutStencil ) const


description: Common clear values

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) None;


className: Green

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) Green;


className: Transparent

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) Transparent;


code: bool operator== ( const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) & Other ) const


className: White

code: static const [FClearValueBinding](API\Runtime\RHI\FClearValueBinding) White;


code: FClearValueBinding ( EClearBinding NoBinding )


code: FClearValueBinding ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InClearColor )


code: FClearValueBinding ( float DepthClearValue, uint32 StencilClearValue )


className: FClearValueBinding

code: struct FClearValueBinding

ColorBinding

type: EClearBinding

Value

type: unionFClearVal...


className: FCopyBufferRegionParams

code: struct FCopyBufferRegionParams

DestBuffer

type: FRHIBuffer*...


className: FCrossGPUTransferFence

code: struct FCrossGPUTransferFence

SyncPoint

type: void *


code: void AppendString ( FStringBuilderBase & Builder ) const


code: [FDebugName](API\Runtime\RHI\FDebugName) & operator= ( [FName](API\Runtime\Core\UObject\FName) Other )


code: FDebugName ( [FName](API\Runtime\Core\UObject\FName) InName )


code: FDebugName ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InNumber )


className: FDebugName

description: A type used only for printing a string for debugging/profiling. Adds Number as a suffix to the printed string even if the base name includes a number, so may prints a string like: Base_1_1 This type will always store a numeric suffix explicitly inside itself and never in the name table so it will always be at least 12 bytes regardless of the value of UE_FNAME_OUTLINE_NUMBER. It is not comparable or convertible to other name types to encourage its use only for debugging and avoid using more storage than necessary for the primary use cases ofFName(names of objects, assets etc which are widely used and therefor deduped in the name table).

code: class FDebugName


code: FDefaultRHIRenderQueryPool ( ERenderQueryType InQueryType, [FDynamicRHI](API\Runtime\RHI\FDynamicRHI) * InDynamicRHI, uint32 InNumQueries )


className: FDefaultRHIRenderQueryPool

code: class FDefaultRHIRenderQueryPool : public [FRHIRenderQueryPool](API\Runtime\RHI\FRHIRenderQueryPool)


code: void FromString ( const [FString](API\Runtime\Core\Containers\FString) & Src )


code: void FromString ( const FStringView & Src )


code: FDepthStencilStateInitializerRHI ( bool bInEnableDepthWrite, ECompareFunction InDepthTest, bool bInEnableFrontFaceStencil, ECompareFunction InFrontFaceStencilTest, EStencilOp InFrontFaceStencilFailStencilOp, EStencilOp InFrontFaceDepthFailStencilOp, EStencilOp InFrontFacePassStencilOp, bool bInEnableBackFaceStencil, ECompareFunction InBackFaceStencilTest, EStencilOp InBackFaceStencilFailStencilOp, EStencilOp InBackFaceDepthFailStencilOp, EStencilOp InBackFacePassStencilOp, uint8 InStencilReadMask, uint8 InStencilWriteMask )


className: FDepthStencilStateInitializerRHI

code: struct FDepthStencilStateInitializerRHI

BackFaceDepthFailStencilOp

type: TEnumAsByte< ES...


className: FDrawCallCategoryName

code: struct FDrawCallCategoryName


className: CVarDumpTransitionsForResource

code: static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< [FString](API\Runtime\Core\Containers\FString) > CVarDumpTransitionsForResource;


code: static void DumpResourceTransition ( const [FName](API\Runtime\Core\UObject\FName) & ResourceName, const ERHIAccess TransitionType )


className: DumpTransitionForResource

code: static [FName](API\Runtime\Core\UObject\FName) DumpTransitionForResource = NAME_None;


className: FDumpTransitionsHelper

code: class FDumpTransitionsHelper


code: void Initialize ( const TCHAR * DebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage )


code: void Initialize ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const TCHAR * DebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage )


description: Deprecated* Lock now requires a command list.

code: void Lock()


description: Locks the vertex buffer so it may be written to.

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


description: Deprecated* Unlock now requires a command list.

code: void Unlock()


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

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


description: Default constructor.

code: FDynamicReadBuffer()


className: FDynamicReadBuffer

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

MappedBuffer

type: uint8 *

description: Pointer to the vertex buffer mapped in main memory.


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


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


description: Checks if the GPU is still alive.

code: virtual bool CheckGpuHeartbeat() const


description: Deprecated* CreateBuffer_RenderThread is deprecated. Use RHICreateBuffer instead.

code: virtual FBufferRHIRef CreateBuffer_RenderThread ( class [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 Size, EBufferUsageFlags Usage, uint32 Stride, ERHIAccess ResourceState, [FRHIResourceCreateInfo](API\Runtime\RHI\FRHIResourceCreateInfo) & CreateInfo )


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


description: Utilities.

code: virtual void EnableIdealGPUCaptureOptions ( bool bEnable )


description: Some RHIs can have pending messages/logs for error tracking, or debug modes.

code: virtual void FlushPendingLogs()


className: FRHICalcTextureSizeResult

code: struct FRHICalcTextureSizeResult

Align

description: The required address alignment for the texture.

Size

description: The total size of the texture, in bytes.


code: virtual ERHIInterfaceType GetInterfaceType() const


code: virtual [FDynamicRHI](API\Runtime\RHI\FDynamicRHI) * GetNonValidationRHI()


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

code: void Init()


description: Called after PostInit to initialize the pixel format info, which is needed for some commands default implementations

code: void InitPixelFormatInfo ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & PixelFormatBlockBytesIn )


description: Buffer Lock/Unlock.

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


description:
Lock a staging buffer to read contents on the CPU that were written by the GPU, without having to stall.  This function requires that you have issued an CopyToStagingBuffer invocation and verified that theFRHIGPUFencehas been signaled before calling.
A pointer to the data starting at 'Offset' and of length 'SizeRHI' from 'StagingBuffer', or nullptr when there is an error.

code: virtual void * LockStagingBuffer_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FRHIStagingBuffer](API\Runtime\RHI\FRHIStagingBuffer) * StagingBuffer, [FRHIGPUFence](API\Runtime\RHI\FRHIGPUFence) * Fence, uint32 Offset, uint32 SizeRHI )


code: virtual void * LockTexture2DArray_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2DArray * Texture, uint32 ArrayIndex, uint32 MipIndex, EResourceLockMode LockMode, uint32 & DestStride, bool bLockWithinMiptail )


code: virtual void * LockTexture2D_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * Texture, uint32 MipIndex, EResourceLockMode LockMode, uint32 & DestStride, bool bLockWithinMiptail, bool bNeedsDefaultRHIFlush, uint64 * OutLockedByteCount )


description: Called after the RHI is initialized; before the render thread is started.

code: virtual void PostInit()


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

code: void RHIAcquireThreadOwnership()


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

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


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


description: Deprecated* RHIAsyncCreateTexture2D now requires a completion callback. Using the old version in a critical section can lead to deadlock. Please switch to the new function signature.

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


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

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


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

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


code: virtual void RHIBeginOcclusionQueryBatch_TopOfPipe ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 NumQueriesInBatch )


code: virtual void RHIBeginRenderQuery_TopOfPipe ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, [FRHIRenderQuery](API\Runtime\RHI\FRHIRenderQuery) * RenderQuery )


description: Tells the RHI we're about to suspend it.

code: virtual void RHIBeginSuspendRendering()


code: virtual [FUpdateTexture3DData](API\Runtime\RHI\FUpdateTexture3DData) RHIBeginUpdateTexture3D ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, FRHITexture3D * Texture, uint32 MipIndex, const struct [FUpdateTextureRegion3D](API\Runtime\RHI\FUpdateTextureRegion3D) & UpdateRegion )


description: FlushType: Thread safe.

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


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


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


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

code: void RHIBlockUntilGPUIdle()


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

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


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

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


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

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


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

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


description: Compute the hash of the PSO initializer for PSO Precaching (only hash data relevant for the RHI specific PSO)

code: virtual uint64 RHIComputePrecachePSOHash ( const [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & Initializer )


description: Compute the hash of the state components of the PSO initializer for PSO Precaching (only hash data relevant for the RHI specific PSO)

code: virtual uint64 RHIComputeStatePrecachePSOHash ( const [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & Initializer )


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

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


code: virtual FTextureRHIRef RHICreateAliasedTexture ( FTextureRHIRef & SourceTexture )


description: FlushType: Wait RHI Thread.

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


description: FlushType: Thread safe.

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


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

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


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


description:
Creates a compute fence. Compute fences are named GPU fences which can be written to once before resetting. A command to write the fence must be enqueued before any commands to wait on them. This is enforced on the CPU to avoid GPU hangs.
The new Fence.

code: FComputeFenceRHIRef RHICreateComputeFence ( const [FName](API\Runtime\Core\UObject\FName) & Name )


description: FlushType: Thread safe.

code: FComputePipelineStateRHIRef RHICreateComputePipelineState ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader )


code: virtual FComputePipelineStateRHIRef RHICreateComputePipelineState ( [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * ComputeShader, [FRHIPipelineBinaryLibrary](API\Runtime\RHI\FRHIPipelineBinaryLibrary) * PipelineBinary )


description: FlushType: Wait RHI Thread.

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


description: FlushType: Thread safe.

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


description: FlushType: Wait RHI Thread.

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


code: virtual FGPUFenceRHIRef RHICreateGPUFence ( const [FName](API\Runtime\Core\UObject\FName) & Name )


description:
Creates a graphics pipeline state object (PSO) that represents a complete gpu pipeline for rendering. This function should be considered expensive to call at runtime and may cause hitches as pipelines are compiled.
FGraphicsPipelineStateRHIRef that can be bound for rendering; nullptr if the compilation fails. CAUTION: On certain RHI implementations (eg, ones that do not support runtime compilation) a compilation failure is a Fatal error and this function will not return. CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread or the RHI thread. It need not be threadsafe unless the RHI support parallel translation. CAUTION: Platforms that support RHIThread but don't actually have a threadsafe implementation must flush internally withFScopedRHIThreadStallerStallRHIThread(FRHICommandListExecutor::GetImmediateCommandList()); when the call is from the render thread

code: FGraphicsPipelineStateRHIRef RHICreateGraphicsPipelineState ( const [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & Initializer )


code: virtual FGraphicsPipelineStateRHIRef RHICreateGraphicsPipelineState ( const [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & Initializer, [FRHIPipelineBinaryLibrary](API\Runtime\RHI\FRHIPipelineBinaryLibrary) * PipelineBinary )


description: FlushType: Wait RHI Thread.

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


description: FlushType: Wait RHI Thread.

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


description: FlushType: Thread safe.

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


description: FlushType: Wait RHI Thread.

code: FRenderQueryRHIRef RHICreateRenderQuery ( ERenderQueryType QueryType )


description:
Creates a pool for querys like timers or occlusion queries.
the Querypool.

code: virtual FRenderQueryPoolRHIRef RHICreateRenderQueryPool ( ERenderQueryType QueryType, uint32 NumQueries )


description: FlushType: Thread safe.

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