Module |
|
Header |
/Engine/Source/Runtime/RHI/Public/RHIContext.h |
Include |
#include "RHIContext.h" |
virtual void RHITransitionResources
(
EResourceTransitionAccess TransitionType,
EResourceTransitionPipeline TransitionPipeline,
FRHITexture ** InTextures,
int32 NumTextures
)
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
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 |