Module |
|
Header |
/Engine/Source/Runtime/RenderCore/Public/RenderGraphBuilder.h |
Include |
#include "RenderGraphBuilder.h" |
Source |
/Engine/Source/Runtime/RenderCore/Public/RenderGraphBuilder.inl |
template<typename ParameterStructType, typename ExecuteLambdaType>
void AddPass
(
FRDGEventName && Name,
ParameterStructType * ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType && ExecuteLambda
)
Adds a hard coded lambda pass to the graph.
The Name of the pass should be generated with enough information to identify it's purpose and GPU cost, to be clear for GPU profiling tools.
Caution: The pass parameter will be validated, and should not longer be modified after this call, since the pass may be executed right away with the immediate debugging mode. TODO(RDG): Verify with hashing.