IRHICommandContext::RHITransitionResources

Explicitly transition a texture resource from readable -> writable by the GPU or vice versa.

Windows
MacOS
Linux

References

Module

RHI

Header

/Engine/Source/Runtime/RHI/Public/RHIContext.h

Include

#include "RHIContext.h"

Syntax

virtual void RHITransitionResources
(
    EResourceTransitionAccess TransitionType,
    EResourceTransitionPipeline TransitionPipeline,
    FRHITexture ** InTextures,
    int32 NumTextures
)

Remarks

Explicitly transition a texture resource from readable -> writable by the GPU or vice versa. Also explicitly states which pipeline the texture can be used on next. For example, if a Compute job just wrote this UAV for a Pixel shader to read you would do EResourceTransitionAccess::Readable and EResourceTransitionPipeline::EComputeToGfx

Parameters

Parameter

Description

TransitionType

direction of the transition

TransitionPipeline

How this Texture is transitioning between Gfx and Compute, if at all.

InTextures

array of texture objects to transition

NumTextures

number of textures to transition

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