Name |
Description |
|
---|---|---|
|
DispatchContext |
|
|
FAllocatedVTDescription |
Parameters needed to create an IAllocatedVirtualTexture Describes both page table and physical texture size, format, and layout |
|
FAYUVConvertPS |
Pixel shader to convert an AYUV texture to RGBA. |
|
FBaseShaderResourceTable |
|
|
FBMPConvertPS |
Pixel shader to convert a Windows Bitmap texture. |
|
FCachedUniformBufferDeclaration |
|
|
FClearQuadCallbacks |
|
|
FClearVertexBuffer |
|
|
FCompactFullName |
|
|
FCompareShaderPipelineNameTypes |
Used to compare two shader pipeline types by name. |
|
FCompareShaderTypes |
Used to compare two shader types by name. |
|
FCompareVertexFactoryTypes |
Used to compare two Vertex Factory types by name. |
|
FComputeShaderUtils |
All utils for compute shaders. |
|
FCopyRectPS |
Pixel shader to copy pixels from src to dst performing a format change that works on all platforms. |
|
FCopyTextureCS |
|
|
FCubeIndexBuffer |
|
|
FDeferredCleanupInterface |
Deferred cleanup. |
|
FDeprecatedSerializedPackedNormal |
|
|
FDepthStencilBinding |
Render graph information about how to bind a depth-stencil render target. |
|
FDummyResolveParameter |
|
|
FDynamicAllocReadBuffer |
|
|
FEmptyShaderParameters |
An empty shader parameter structure ready to be used anywhere. |
|
FEmptyVertexDeclaration |
The empty vertex declaration resource type. |
|
FExtraShaderCompilerSettings |
Additional compilation settings that can be configured by each FMaterial instance before compilation |
|
FFillTextureCS |
Compute shader for writing values |
|
FFilterVertex |
The vertex data used to filter a texture. |
|
FFilterVertexDeclaration |
The filter vertex declaration resource type. |
|
FGenerateMips |
|
|
FGenerateMipsParams |
Parameters for generating mip maps |
|
FGlobalBoundShaderState |
|
|
FGlobalBoundShaderStateArgs |
|
|
FGlobalBoundShaderStateResource |
|
|
FGlobalBoundShaderStateWorkArea |
|
|
FGlobalDynamicIndexBuffer |
A system for dynamically allocating GPU memory for indices. |
|
FGlobalDynamicReadBuffer |
A system for dynamically allocating GPU memory for rendering. |
|
FGlobalDynamicVertexBuffer |
A system for dynamically allocating GPU memory for vertices. |
|
FGlobalShader |
|
|
FGlobalShaderBackupData |
Container for Backup/RestoreGlobalShaderMap functions. |
|
FGlobalShaderMap |
|
|
FGlobalShaderMapContent |
|
|
FGlobalShaderMapId |
Class that encapsulates logic to create a DDC key for the global shader map. |
|
FGlobalShaderMapSection |
|
|
FGlobalShaderType |
A shader meta type for the simplest shaders; shaders which are not material or vertex factory linked. |
|
FIndexBuffer |
An index buffer resource. |
|
FInputLatencyTimer |
Encapsulates a latency timer that measures the time from when mouse input is read on the gamethread until that frame is fully displayed by the GPU. |
|
FInvertAlphaPS |
Pixel shader to inverse alpha component |
|
FLongGPUTaskPS |
|
|
FMediaElementVertex |
Stores media drawing vertices. |
|
FMediaShadersVS |
Media vertex shader (shared by all media shaders). |
|
FMediaVertexDeclaration |
The simple element vertex declaration resource type. |
|
FMipBiasFade |
Functionality for fading in/out texture mip-levels. |
|
FMipFadeSettings |
Mip fade settings, selectable by chosing a different EMipFadeSettings. |
|
FNullColorVertexBuffer |
A vertex buffer with a single color component. |
|
FNULLPS |
An internal dummy pixel shader to use when the user calls RHISetPixelShader(NULL). |
|
FNV12ConvertPS |
Pixel shader to convert a NV12 frame to RGBA. |
|
FNV21ConvertPS |
Pixel shader to convert a NV21 frame to RGBA. |
|
FOculusAlphaInverseShader |
|
|
FOculusBlackShader |
|
|
FOculusCubemapPS |
A pixel shader for rendering a textured screen element. |
|
FOculusVertexShader |
|
|
FOculusWhiteShader |
|
|
FOneColorPS |
Pixel shader for rendering a single, constant color. |
|
FPackedArrayInfo |
|
|
FPackedNormal |
A normal vector, quantized and packed into 32-bits. |
|
FPackedPosition |
A 3x1 of xyz(11:11:10) format. |
|
FPackedRGB10A2N |
A vector, quantized and packed into 32-bits. |
|
FPackedRGBA16N |
A vector, quantized and packed into 32-bits. |
|
FParameterAllocation |
|
|
FPendingCleanupObjects |
A set of cleanup objects which are pending deletion. |
|
FPixelFormatInfo |
Information about a pixel format. |
|
FPixelInspectorRequest |
Class use to add FScene pixel inspect request |
|
FPixelShaderUtils |
All utils for pixel shaders. |
|
FPooledRDGBuffer |
Render graph tracked Buffer. |
|
FPooledRenderTarget |
The reference to a pooled render target, use like this: TRefCountPtr |
|
FPooledRenderTargetDesc |
All necessary data to create a render target from the pooled render targets. |
|
FPostOpaqueRenderParameters |
|
|
FPrimitiveIdDummyBuffer |
Default PrimitiveId vertex buffer. |
|
FQueryVisualizeTexureInfo |
|
|
FRayGenShaderUtils |
All utils for ray generation shaders. |
|
FRayTracingGeometry |
A ray tracing geometry resource |
|
FRDGBuffer |
Render graph tracked buffers. |
|
FRDGBufferDesc |
Descriptor for render graph tracked Buffer. |
|
FRDGBufferSRV |
Render graph tracked buffer SRV. |
|
FRDGBufferSRVDesc |
|
|
FRDGBufferUAV |
Render graph tracked buffer UAV. |
|
FRDGBufferUAVDesc |
|
|
FRDGBuilder |
Builds the per-frame render graph. |
|
FRDGChildResource |
A render graph resource (e.g. a view) which references a single parent resource (e.g. a texture / buffer). |
|
FRDGEventName |
GPU Events - Named hierarchical events emitted to external profiling tools.Stores a GPU event name for the render graph. |
|
FRDGEventScope |
|
|
FRDGEventScopeGuard |
RAII class for begin / end of an event scope through the graph builder. |
|
FRDGEventScopeStack |
Manages a stack of event scopes. |
|
FRDGParentResource |
A render graph resource with an allocation lifetime tracked by the graph. |
|
FRDGPass |
Base class of a render graph pass. |
|
FRDGPassParameter |
A helper class for identifying and accessing a render graph pass parameter. |
|
FRDGPassParameterStruct |
Wraps a pass parameter struct payload and provides helpers for traversing members. |
|
FRDGResource |
Generic graph resource. |
|
FRDGResourceState |
Used for tracking resource state during execution. |
|
FRDGScopeStack |
A helper profiler class for tracking and evaluating hierarchical scopes in the context of render graph. |
|
FRDGShaderResourceView |
Render graph tracked SRV. |
|
FRDGStatScope |
GPU Stats - Aggregated counters emitted to the runtime 'stat GPU' profiler. |
|
FRDGStatScopeGuard |
RAII class for begin / end of a stat scope through the graph builder. |
|
FRDGStatScopeStack |
|
|
FRDGTexture |
Render graph tracked Texture. |
|
FRDGTextureSRV |
Render graph tracked SRV. |
|
FRDGTextureSRVDesc |
Descriptor for render graph tracked SRV. |
|
FRDGTextureUAV |
Render graph tracked texture UAV. |
|
FRDGTextureUAVDesc |
Descriptor for render graph tracked UAV. |
|
FRDGUnorderedAccessView |
Render graph tracked UAV. |
|
FRDGUserValidation |
Used by the render graph builder to validate correct usage of the graph API from setup to execution. |
|
FReadTextureExternalPS |
Pixel shader to read from TextureExternal source |
|
FRenderCommand |
The parent class of commands stored in the rendering command queue. |
|
FRenderCommandFence |
Render fences. |
|
FRenderResource |
A rendering resource which is owned by the rendering thread. |
|
FRenderTargetBinding |
Render graph information about how to bind a render target. |
|
FRenderTargetBindingSlots |
Special shader parameters type for a pass parameter to setup render targets. |
|
FRenderTargetParameters |
Useful parameter struct that only have render targets. |
|
FRenderTargetPool |
Encapsulates the render targets pools that allows easy sharing (mostly used on the render thread side) |
|
FRenderTargetPoolEvent |
|
|
FRenderThreadScope |
RenderThread scoped work. |
|
FResolveDepth2XPS |
|
|
FResolveDepth4XPS |
|
|
FResolveDepth8XPS |
|
|
FResolveDepthNonMSPS |
|
|
FResolveDepthPS |
|
|
FResolveSingleSamplePS |
|
|
FResolveVS |
A vertex shader for rendering a textured screen element. |
|
FResourceTableEntry |
Each entry in a resource table is provided to the shader compiler for creating mappings. |
|
FRGB10toYUVv210ConvertPS |
Pixel shader to convert RGB 10 bits to YUV v210 |
|
FRGB8toUYVY8ConvertPS |
Pixel shader to convert RGB 8 bits to UYVY 8 bits |
|
FRGBConvertPS |
Pixel shader to resize an RGB texture. |
|
FRWShaderParameter |
A class that binds either a UAV or SRV of a resource. |
|
FScatterUploadBuffer |
|
|
FSceneRenderTargetItem |
Single render target item consists of a render surface and its resolve texture, Render thread side |
|
FScopedCapture |
Helper for capturing within a scope. |
|
FScreenRectangleIndexBuffer |
|
|
FScreenRectangleVertexBuffer |
Static vertex and index buffer used for 2D screen rectangles. |
|
FScreenSpaceVertexBuffer |
|
|
FScreenVertexShaderVS |
Vertex shader to draw a screen quad that works on all platforms. |
|
FSerializationHistory |
Encapsulates information about a shader's serialization behavior, used to detect when C++ serialization changes to auto-recompile. |
|
FSerializationHistoryTraversalState |
Tracks state when traversing a FSerializationHistory. |
|
FSerializedShaderArchive |
Portion of shader code archive that's serialize to disk. |
|
FSetAlphaOnePS |
Pixel shader to set alpha component to 1.0f |
|
FShader |
A compiled shader and its parameter bindings. |
|
FShaderBindings |
|
|
FShaderCode |
|
|
FShaderCodeArchive |
|
|
FShaderCodeEntry |
|
|
FShaderCodeLibrary |
Collection of unique shader code Populated at cook time |
|
FShaderCodeLibraryPipeline |
|
|
FShaderCodePackedResourceCounts |
If this changes you need to make sure all D3D11 shaders get invalidated |
|
FShaderCodeReader |
Later we can transform that to the actual class passed around at the RHI level |
|
FShaderCodeVendorExtension |
|
|
FShaderCompilerDefinitions |
Container for shader compiler definitions. |
|
FShaderCompilerEnvironment |
The environment used to compile a shader. |
|
FShaderCompilerError |
A shader compiler error or warning. |
|
FShaderCompilerInput |
Struct that gathers all readonly inputs needed for the compilation of a single shader. |
|
FShaderCompilerOutput |
The output of the shader compiler. |
|
FShaderCompilerResourceTable |
|
|
FShadereCompiledShaderInitializerType |
|
|
FShaderId |
Uniquely identifies an FShader instance. |
|
FShaderKey |
|
|
FShaderLooseParameterBufferInfo |
|
|
FShaderMapBase |
|
|
FShaderMapContent |
A collection of shaders of different types |
|
FShaderMapEntry |
|
|
FShaderMapKey |
|
|
FShaderMapPointerTable |
|
|
FShaderMapResource |
|
|
FShaderMapResource_InlineCode |
|
|
FShaderMapResourceCode |
|
|
FShaderParameter |
A shader parameter's register binding. e.g. float1/2/3/4, can be an array, UAV |
|
FShaderParameterBindings |
Stores all shader parameter bindings and their corresponding offset and size in the shader's parameters struct. |
|
FShaderParameterInfo |
|
|
FShaderParameterMap |
A map of shader parameter names to registers allocated to that parameter. |
|
FShaderParameterMapInfo |
|
|
FShaderParametersMetadata |
A uniform buffer struct. |
|
FShaderPermutationBool |
Defines at compile time a boolean permutation dimension. |
|
FShaderPermutationParameters |
|
|
FShaderPipeline |
A Shader Pipeline instance with compiled stages. |
|
FShaderPipelineCache |
FShaderPipelineCache: The FShaderPipelineCache provides the new Pipeline State Object (PSO) logging, serialisation & precompilation mechanism that replaces FShaderCache. |
|
FShaderPipelineRef |
|
|
FShaderPipelineType |
Binding of a set of shader stages in a single pipeline. |
|
FShaderPipelineTypeDependency |
|
|
FShaderResourceParameter |
A shader resource binding (textures or samplerstates). |
|
FShaderSaveArchive |
Archive used when saving shaders, which generates data used to detect serialization mismatches on load. |
|
FShaderTarget |
|
|
FShaderType |
An object which is used to serialize/deserialize, compile, and cache a particular shader class. |
|
FShaderTypeDependency |
Encapsulates a dependency on a shader type and saved state from that shader type. |
|
FShaderUniformBufferParameter |
|
|
FStableShaderKeyAndValue |
|
|
FSuspendRenderingThread |
Render thread suspension. |
|
FTexture |
A textures resource. |
|
FTextureReference |
A texture reference resource. |
|
FTextureWithSRV |
A textures resource that includes an SRV. |
|
FTickableObjectRenderThread |
This class provides common registration for render thread tickable objects. |
|
FTileVertexDeclaration |
|
|
FTimer |
The scene rendering stats.The scene update stats. |
|
FTwoTrianglesIndexBuffer |
|
|
FUniformBufferCopyInfo |
Information for copying members from uniform buffers to packed. |
|
FUniformBufferStaticSlotRegistrar |
Simple class that registers a uniform buffer static slot in the constructor. |
|
FUniformBufferStaticSlotRegistry |
Registry for uniform buffer static slots. |
|
FUYVYConvertPS |
Pixel shader to convert a UYVY (Y422, UYNV) frame to RGBA. |
|
FVertexBuffer |
A vertex buffer resource |
|
FVertexBufferWithSRV |
|
|
FVertexFactory |
Encapsulates a vertex data source which can be linked into a vertex shader. |
|
FVertexFactoryShaderParameters |
An interface to the parameter bindings for the vertex factory used by a shader. |
|
FVertexFactoryType |
An object used to represent the type of a vertex factory. |
|
FVertexFactoryTypeDependency |
Encapsulates a dependency on a vertex factory type and saved state from that vertex factory type. |
|
FVertexInputStream |
|
|
FVertexStreamComponent |
A typed data source for a vertex factory which streams data from a vertex buffer. |
|
FVirtualTextureLocalTile |
Identifies a VT tile within a given producer |
|
FVirtualTextureProducerHandle |
|
|
FVirtualTextureUniformData |
Struct containing all data the GPU needs to perform a lookup/feedback request |
|
FVisualizeTexture |
|
|
FVTProducerDescription |
|
|
FVTProduceTargetLayer |
Describes a location to write a single layer of a VT tile |
|
FVTRequestPageResult |
|
|
FYCbCrConvertPS |
Pixel shader to convert a PS4 YCbCr texture to RGBA. |
|
FYCbCrConvertPS_4x4Matrix |
|
|
FYUVConvertPS |
Pixel shader to convert Y, U, and V planes to RGBA. |
|
FYUVv210ConvertPS |
Pixel shader to convert YUV v210 to RGB |
|
FYUY2ConvertPS |
Pixel shader to convert a YUY2 frame to RGBA. |
|
FYVYUConvertPS |
Pixel shader to convert a YVYU frame to RGBA. |
|
IAllocatedVirtualTexture |
This interface represents a chunk of VT data allocated and owned by the renderer module, backed by both a page table texture, and a physical texture cache for each layer. |
|
ICustomCulling |
|
|
ICustomVisibilityQuery |
|
|
IPersistentViewUniformBufferExtension |
|
|
IPooledRenderTarget |
Render thread side, use TRefCountPtr |
|
IRendererModule |
The public interface of the renderer module. |
|
IVirtualTexture |
This is the interface that can produce tiles of virtual texture data This can be extended to represent different ways of generating VT, such as disk streaming, runtime compositing, or whatever It's provided to the renderer module |
|
IVirtualTextureFinalizer |
|
|
RayTracingInstanceCopyCS |
|
|
SceneRenderingBitArrayAllocator |
|
|
SceneRenderingSetAllocator |
|
|
SceneRenderingSparseArrayAllocator |
|
|
TAlignedShaderParameterPtr |
PLATFORM_64BITS. |
|
TAlignedTypedef |
Alignements tools because alignas() does not work on type in clang. |
|
TBoundShaderStateHistory |
A list of the most recently used bound shader states. |
|
TClearReplacementBase |
|
|
TClearReplacementCS |
|
|
TClearReplacementPS |
|
|
TClearReplacementTypeSelector |
|
|
TClearReplacementVS |
|
|
TCompareShaderTypePermutation |
Used to compare order shader types permutation deterministically. |
|
TCopyResourceCS |
|
|
TEnqueueUniqueRenderCommandType |
|
|
TGlobalResource |
Used to declare a render resource that is initialized/released by static initialization/destruction. |
|
TMapRDGBufferSRVFuncs |
Defines how the map's pairs are hashed. |
|
TMapRDGBufferUAVFuncs |
Defines how the map's pairs are hashed. |
|
TOneColorPixelShaderMRT |
Pixel shader for rendering a single, constant color to MRTs. |
|
TOneColorVS |
Vertex shader for rendering a single, constant color. |
|
TOptionalShaderMapRef |
A reference to an optional shader, initialized with a shader type from a shader map if it is available or nullptr if it is not. |
|
TRDGLambdaPass |
Render graph pass with lambda execute function. |
|
TShaderMap |
|
|
TShaderMapRef |
A reference which is initialized with the requested shader type from a shader map. |
|
TShaderParameterStructTypeInfo |
|
|
TShaderParameterTypeInfo |
Template to transcode some meta data information for a type |
|
TShaderPermutationDomain |
Variadic template that defines an arbitrary multi-dimensional permutation domain, that can be instantiated to represent a vector within the domain. |
|
TShaderPermutationDomainSpetialization |
C++11 doesn't allow partial specialization of templates method or function. |
|
TShaderPermutationInt |
Defines at compile time a permutation dimension made of int32 from 0 to N -1. |
|
TShaderPermutationSparseInt |
Defines at compile time a permutation dimension made of specific int32. |
|
TShaderRefBase |
|
|
TShaderResourceParameterArray |
Static array of shader resource shader that is initialized to nullptr. |
|
TShaderResourceParameterTypeInfo |
|
|
TShaderTypePermutation |
Define a shader permutation uniquely according to its type, and permutation id. |
|
TShaderUniformBufferParameter |
A shader uniform buffer binding with a specific structure. |
|
TThreadGroupSize |
|
|
TThreadGroupSize |
|
|
TUniformBuffer |
A uniform buffer resource. |
|
TUniformBufferRef |
A reference to a uniform buffer RHI resource with a specific structure. |
|
TVertexFactoryParameterTraits |
Name |
Description |
---|---|
DebugUtilColor |
Name | Description | ||
---|---|---|---|
|
AddClearDepthStencilPass ( |
Adds a render graph pass to clear a depth stencil target. Prefer to use clear actions if possible. |
|
|
AddClearRenderTargetPass ( |
Adds a render graph pass to clear a render target. Prefer to use clear actions if possible. |
|
|
AddClearUAVPass ( |
||
|
AddClearUAVPass ( |
||
|
AddClearUAVPass ( |
Clears parts of UAV specified by an array of screen rects. |
|
|
AddClearUAVPass ( |
||
|
AddClearUAVPass ( |
Adds a render graph pass to clear a texture or buffer UAV with a single typed value. |
|
|
AddCopyTexturePass ( |
Simpler variant of the above function for 2D textures. |
|
|
AddCopyTexturePass ( |
Adds a render graph pass to copy a region from one texture to another. |
|
|
AddCopyToResolveTargetPass ( |
Adds a render graph pass to resolve from one texture to another. |
|
|
AddFrameRenderPrerequisite ( |
Adds a task that must be completed either before the next scene draw or a flush rendering commands This can be called from any thread though it probably doesn't make sense to call it from the render thread. |
|
|
AddShaderSourceDirectoryMapping |
Maps a real shader directory existing on disk to a virtual shader directory. |
|
|
AdvanceFrameRenderPrerequisite() |
Gather the frame render prerequisites and make sure all render commands are at least queued |
|
|
AdvanceRenderingThreadStatsGT |
Advances stats for the rendering thread. Called from the game thread. |
|
|
AllowDebugViewmodes ( |
Returns true if debug viewmodes are allowed for the given platform. |
|
|
AllowDebugViewmodes() |
Returns true if debug viewmodes are allowed for the current platform. |
|
|
AllowPixelDepthOffset ( |
||
|
const TMap< ... |
AllShaderSourceDirectoryMappings() |
Returns the map virtual shader directory path -> real shader directory path. |
|
ApplyGlobalUniformBuffers ( |
||
|
BackupGlobalShaderMap ( |
Backs up all global shaders to memory through serialization, and removes all references to FShaders from the global shader map. |
|
|
BasePassCanOutputTangent ( |
||
|
BasePassCanOutputTangent ( |
||
|
BeginCleanup ( |
Adds the specified deferred cleanup object to the current set of pending cleanup objects. |
|
|
BeginInitResource ( |
Sends a message to the rendering thread to initialize a resource. |
|
|
BeginReleaseResource ( |
Sends a message to the rendering thread to release a resource. This is called in the game thread. |
|
|
BeginSetUniformBufferContents ( |
Sends a message to the rendering thread to set the contents of a uniform buffer. |
|
|
BeginUpdateResourceRHI ( |
Sends a message to the rendering thread to update a resource. This is called in the game thread. |
|
|
BindForLegacyShaderParameters ( |
||
|
BuildShaderFileToUniformBufferMap |
||
|
CacheUniformBufferIncludes ( |
||
|
CalcMipMapExtent ( |
Calculates the extent of a mip. |
|
|
CalcMipMapExtent3D |
Calculates the extent of a mip. |
|
|
CalcTextureMipHeightInBlocks ( |
Calculates the height of a mip, in blocks. |
|
|
CalcTextureMipMapSize ( |
Calculates the amount of memory used for a single mip-map of a texture. |
|
|
CalcTextureMipMapSize3D ( |
Calculates the amount of memory used for a single mip-map of a texture 3D. |
|
|
CalcTextureMipWidthInBlocks ( |
Calculates the width of a mip, in blocks. |
|
|
CalcTextureSize ( |
Calculates the amount of memory used for a texture. |
|
|
CalcTextureSize3D ( |
Calculates the amount of memory used for a texture. |
|
|
CalculateImageBytes |
CalculateImageBytes |
|
|
CheckNotBlockedOnRenderThread() |
Asserts if called from the main thread when the main thread is blocked on the rendering thread. |
|
|
CheckRenderingThreadHealth() |
Checks if the rendering thread is healthy and running. |
|
|
CheckShaderHashCacheInclude ( |
Checks if shader include isn't skipped by a shader hash cache. |
|
|
CheckVirtualShaderFilePath ( |
Validates the format of a virtual shader file path. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAV ( |
ClearUAV() is deprecated. Use RHICmdList.ClearUAVUint or RHICmdList.ClearUAVFloat instead, and handle any necessary resource transitions. |
|
|
ClearUAVShader_T ( |
Helper version of ClearUAVShader_T for determining float vs uint32 at runtime. Uses the above default implementation. |
|
|
ClearUAVShader_T ( |
Helper functions for running the clear replacement shader for specific resource types, values types and number of channels. |
|
|
ClearUAVShader_T ( |
Default implementation of ClearUAVShader_T which simply binds the UAV to the compute shader via RHICmdList.SetUAVParameter. |
|
|
ClearUnusedGraphResources ( |
||
|
ClearUnusedGraphResources ( |
||
|
ClearUnusedGraphResourcesImpl ( |
Similar to the function above, but takes a list of shader bindings and only clears if none of the shaders contain the resource. |
|
|
ClearUnusedGraphResourcesImpl ( |
Clears all render graph tracked resources that are not bound by a shader. |
|
|
FVertexFacto... |
ConstructVertexFactoryParameters ( |
|
|
CopyRayTracingGPUInstances ( |
CS can be dispatched from inside low level RHIs via FRHICommandList_RecursiveHazardous. |
|
|
CopyRayTracingGPUInstances ( |
||
|
CopyTextureData2D |
Copies the data for a 2D texture between two buffers with potentially different strides. |
|
|
FRDGBufferRe... |
CreateStructuredBuffer ( |
Creates a structured buffer with initial data by creating an upload pass. |
|
FVertexBuffe... |
CreateTempMediaVertexBuffer ( |
|
|
TUniformBuff... |
CreateUniformBufferImmediate ( |
Creates a uniform buffer with the given value, and returns a structured reference to it. |
|
CreateUniformBufferShaderDeclaration ( |
Creates a shader code declaration of this struct for the given shader platform. |
|
|
FRDGBufferRe... |
CreateVertexBuffer ( |
Creates a vertex buffer with initial data by creating an upload pass. |
|
CrossCompiler::IsValidPackedTypeName ( |
||
|
CrossCompiler::PackedTypeIndexToTypeName ( |
||
|
EPackedTypeN... |
CrossCompiler::PackedTypeIndexToTypeName ( |
|
|
CrossCompiler::PackedTypeNameToTypeIndex ( |
||
|
EPackedTypeI... |
CrossCompiler::PackedTypeNameToTypeIndex ( |
|
|
CrossCompiler::ShaderStageIndexToTypeName ( |
||
|
DispatchComputeShader ( |
Helper function to dispatch a compute shader while checking that parameters have been set correctly. |
|
|
DispatchComputeShader ( |
||
|
DispatchComputeShader ( |
||
|
DispatchComputeShader ( |
||
|
DispatchIndirectComputeShader ( |
||
|
DispatchIndirectComputeShader ( |
Helper function to dispatch a compute shader indirectly while checking that parameters have been set correctly. |
|
|
DrawClearQuad ( |
||
|
DrawClearQuad ( |
||
|
DrawClearQuad ( |
||
|
DrawClearQuad ( |
||
|
DrawClearQuadMRT ( |
||
|
DrawClearQuadMRT ( |
||
|
DrawClearQuadMRT ( |
||
|
DumpShaderPipelineStats ( |
Dumps shader pipeline stats to the log. |
|
|
DumpShaderStats ( |
Dumps shader stats to the log. Will also print some shader pipeline information. |
|
|
EmitNullShaderParameterFatalError ( |
Raise fatal error when a required shader parameter has not been set. |
|
|
EmitRDGWarning ( |
Emits a render graph warning. |
|
|
EndBatchedRelease() |
Disables the batching of calls to BeginReleaseResource This is called in the game thread. |
|
|
EnqueueUniqueRenderCommand ( |
||
|
EnqueueUniqueRenderCommand ( |
||
|
ENUM_CLASS_FLAGS |
||
|
FShaderType ... |
FindShaderTypeByName ( |
Finds the shader type with a given name. |
|
FShaderParam... |
FindUniformBufferStructByFName ( |
|
|
FShaderParam... |
FindUniformBufferStructByLayoutHash ( |
Finds the FShaderParameterMetadata corresponding to the given uniform buffer layout hash, or null if not found. |
|
FShaderParam... |
FindUniformBufferStructByName ( |
Finds the FShaderParametersMetadata corresponding to the given name, or NULL if not found. |
|
FShaderParam... |
FindUniformBufferStructByShaderVariableName ( |
|
|
FVertexFacto... |
FindVertexFactoryType ( |
Find the vertex factory type with the given name. |
|
FlushPendingDeleteRHIResources_GameThread() |
||
|
FlushPendingDeleteRHIResources_RenderThread() |
||
|
FlushRenderingCommands ( |
Waits for the rendering thread to finish executing all pending rendering commands. |
|
|
FlushShaderFileCache() |
Flushes the shader file and CRC cache, and regenerates the binary shader files if necessary. |
|
|
Freeze::IntrinsicToString ( |
||
|
Freeze::IntrinsicToString ( |
||
|
GenerateReferencedUniformBuffers |
Parses the given source file and its includes for references of uniform buffers, which are then stored in UniformBufferEntries. |
|
|
GenerateYAxis ( |
Given 2 axes of a basis stored as a packed type, regenerates the y-axis tangent vector and scales by z.W |
|
|
float |
GetBasisDeterminantSign |
Constructs a basis matrix for the axis vectors and returns the sign of the determinant |
|
GetBasisDeterminantSignByte ( |
Constructs a basis matrix for the axis vectors and returns the sign of the determinant |
|
|
GetCubeFaceFromName ( |
Convert from text string to ECubeFace |
|
|
const TCHAR ... |
GetCubeFaceName ( |
Convert from ECubeFace to text string |
|
GetCubeVertexIndex |
Maps from an X,Y,Z cube vertex coordinate to the corresponding vertex index. |
|
|
GetCVarForceLOD() |
Shared by renderer and engine, compiles down to a constant in final release |
|
|
GetCVarForceLODShadow() |
||
|
GetEmitRDGEvents() |
Returns whether the current frame is emitting render graph events. |
|
|
FGlobalShade... |
GetGlobalShaderMap ( |
Accesses the global shader map. |
|
FGlobalShade... |
GetGlobalShaderMap ( |
Overload for the above GetGlobalShaderMap which takes a feature level and translates to the appropriate shader platform |
|
FRHICommandL... |
GetImmediateCommandList_ForRenderCommand() |
Macros for using render commands. |
|
GetMemoryStatType ( |
Controls whether shader related logs are visible. |
|
|
FPendingClea... |
GetPendingCleanupObjects() |
Transfers ownership of the current set of pending cleanup objects to the caller. |
|
GetPixelFormatFromString ( |
String to enum (not case sensitive) |
|
|
const TCHAR ... |
GetPixelFormatString ( |
Enum to string |
|
const FSHAHa... |
GetShaderFileHash ( |
Calculates a Hash for the given filename if it does not already exist in the Hash cache. |
|
const FSHAHa... |
GetShaderFilesHash ( |
Calculates a Hash for the list of filenames if it does not already exist in the Hash cache. |
|
GetShaderIncludes |
Recursively populates IncludeFilenames with the include filenames from Filename |
|
|
GetTypeHash ( |
||
|
GetTypeHash ( |
||
|
const FTypeL... |
GetTypeLayoutDesc ( |
|
|
FIndexBuffer... |
GetUnitCubeIndexBuffer() |
Unit cube index buffer |
|
FVertexBuffe... |
GetUnitCubeVertexBuffer() |
Unit cube vertex buffer (VertexDeclarationFVector4) |
|
FVertexDecla... |
GetVertexDeclarationFVector2() |
|
|
FVertexDecla... |
GetVertexDeclarationFVector3() |
|
|
FVertexDecla... |
GetVertexDeclarationFVector4() |
|
|
GetVertexFactoryParametersElementShaderBindings ( |
||
|
const FTypeL... |
GetVertexFactoryParametersLayout ( |
|
|
GPUSceneUseTexture2D ( |
||
|
InitializeShaderHashCache() |
Initializes shader hash cache from IShaderFormatModules. |
|
|
InitializeShaderTypes() |
Initializes cached shader type data. |
|
|
IsAnyForwardShadingEnabled ( |
Returns if ForwardShading or SimpleForwardShading is enabled. Only valid for the current platform. |
|
|
IsForwardShadingEnabled ( |
Returns if ForwardShading is enabled. |
|
|
IsHDRAllowed() |
||
|
IsHDREnabled() |
||
|
IsRayTracingEnabled() |
Returns `true_ when running on RT-capable machine and RT support is enabled for the project. |
|
|
IsRDGDebugEnabled() |
Returns whether render graph runtime debugging is enabled. |
|
|
IsRDGImmediateModeEnabled() |
Returns whether render graph is running in immediate mode. |
|
|
IsRenderingThreadHealthy() |
Checks if the rendering thread is healthy and running, without crashing |
|
|
IsSimpleForwardShadingEnabled ( |
||
|
IssueScalableLongGPUTask ( |
||
|
IsUsingAnisotropicBRDF ( |
||
|
IsUsingBasePassVelocity ( |
Returns whether the base pass should output to the velocity buffer is enabled for a given shader platform |
|
|
IsUsingDBuffers ( |
Returns whether DBuffer decals are enabled for a given shader platform |
|
|
IsUsingDistanceFields ( |
Returns whether distance fields are enabled for a given shader platform |
|
|
IsUsingGBuffers ( |
Returns if the GBuffer is used. Only valid for the current platform. |
|
|
IsUsingPerPixelDBufferMask ( |
||
|
IsUsingSelectiveBasePassOutputs ( |
Returns whether the base pass should use selective outputs for a given shader platform |
|
|
LoadShaderSourceFile ( |
Loads the shader file with the given name. |
|
|
LoadShaderSourceFileChecked ( |
Loads the shader file with the given name. |
|
|
MaskedInEarlyPass ( |
||
|
MeasureLongGPUTaskExecutionTime ( |
||
|
MemcpyResource ( |
||
|
MemsetResource ( |
Can store arbitrary data so long as it follows alignment restrictions. |
|
|
MobileSupportsGPUScene ( |
||
|
constexpr bo... |
operator! ( |
|
|
constexpr bo... |
operator! ( |
|
|
constexpr bo... |
operator! ( |
|
|
constexpr bo... |
operator! ( |
|
|
operator!= ( |
||
|
operator!= ( |
||
|
operator!= ( |
||
|
operator!= ( |
||
|
operator!= ( |
||
|
operator!= ( |
||
|
constexpr ER... |
operator& ( |
|
|
constexpr EV... |
operator& ( |
|
|
constexpr ER... |
operator& ( |
|
|
constexpr ER... |
operator& ( |
|
|
EVertexStrea... |
operator&= ( |
|
|
ERDGInitialD... |
operator&= ( |
|
|
ERDGResource... |
operator&= ( |
|
|
ERDGPassFlag... |
operator&= ( |
|
|
constexpr EV... |
operator^ ( |
|
|
constexpr ER... |
operator^ ( |
|
|
constexpr ER... |
operator^ ( |
|
|
constexpr ER... |
operator^ ( |
|
|
EVertexStrea... |
operator^= ( |
|
|
ERDGInitialD... |
operator^= ( |
|
|
ERDGResource... |
operator^= ( |
|
|
ERDGPassFlag... |
operator^= ( |
|
|
constexpr EV... |
operator| ( |
|
|
constexpr ER... |
operator| ( |
|
|
constexpr ER... |
operator| ( |
|
|
constexpr ER... |
operator| ( |
|
|
ERDGResource... |
operator|= ( |
|
|
EVertexStrea... |
operator|= ( |
|
|
ERDGInitialD... |
operator|= ( |
|
|
ERDGPassFlag... |
operator|= ( |
|
|
constexpr EV... |
operator~ ( |
|
|
constexpr ER... |
operator~ ( |
|
|
constexpr ER... |
operator~ ( |
|
|
constexpr ER... |
operator~ ( |
|
|
operator== ( |
||
|
operator== ( |
||
|
operator== ( |
||
|
operator== ( |
||
|
operator== ( |
||
|
operator== ( |
||
|
ParseVirtualShaderFilename ( |
Converts an absolute or relative shader filename to a filename relative to the shader directory. |
|
|
PlatformRequires128bitRT ( |
Note, this should only be used when a platform requires special shader compilation for 32 bit pixel format render targets. |
|
|
PlatformSupportsSimpleForwardShading ( |
||
|
QuantizeSceneBufferSize |
Takes the requested buffer size and quantizes it to an appropriate size for the rest of the rendering pipeline. |
|
|
FRDGTextureR... |
RegisterExternalTextureWithFallback ( |
Register external texture with fallback if the resource is invalid. |
|
ReleaseResourceAndFlush ( |
Sends a message to the rendering thread to release a resource, and spins until the rendering thread has processed the message. |
|
|
RenderUtilsInit() |
||
|
ReplaceVirtualFilePathForShaderPlatform ( |
Replaces virtual platform path with appropriate path for a given ShaderPlatform. |
|
|
ResetAllShaderSourceDirectoryMappings() |
Hook for shader compile worker to reset the directory mappings. |
|
|
ResizeResourceIfNeeded ( |
||
|
RestoreGlobalShaderMap ( |
Recreates shaders in the global shader map from the serialized memory. |
|
|
SerializeUniformBufferInfo ( |
Records information about all the uniform buffer layouts referenced by UniformBufferEntries. |
|
|
SetLocalUniformBufferParameter ( |
Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. |
|
|
SetPixelShaderBool ( |
Please use integer values for boolean shader parameters instead. |
|
|
SetRHIThreadEnabled |
||
|
SetSamplerParameter ( |
Sets the value of a shader sampler parameter. Template'd on shader type. |
|
|
SetShaderParameters ( |
Set shader's parameters from its parameters struct. |
|
|
SetShaderUAVs ( |
||
|
SetShaderUAVs ( |
||
|
SetShaderUAVs ( |
Set compute shader UAVs. |
|
|
SetShaderValue ( |
Sets the value of a shader parameter. |
|
|
SetShaderValue ( |
Please use integer values for boolean shader parameters instead. |
|
|
SetShaderValue ( |
Please use integer values for boolean shader parameters instead. |
|
|
SetShaderValue ( |
Please use integer values for boolean shader parameters instead. |
|
|
SetShaderValueArray ( |
Sets the value of a shader parameter array. |
|
|
SetShaderValueArray ( |
Specialization of the above for C++ bool type. |
|
|
SetShaderValueOnContext ( |
||
|
SetSRVParameter ( |
||
|
SetSRVParameter ( |
Sets the value of a shader resource view parameter Template'd on shader type (e.g. pixel shader or compute shader). |
|
|
SetTextureParameter ( |
Sets the value of a shader surface parameter (e.g. to access MSAA samples). |
|
|
SetTextureParameter ( |
Sets the value of a shader texture parameter. Template'd on shader type |
|
|
SetTextureParameter ( |
Sets the value of a shader texture parameter. Template'd on shader type. |
|
|
SetUAVParameter ( |
Sets the value of a unordered access view parameter |
|
|
SetUAVParameter ( |
Sets the value of a unordered access view parameter |
|
|
SetUAVParameterIfCS ( |
||
|
SetUAVParameterIfCS ( |
||
|
SetUAVParameterIfCS ( |
||
|
SetUAVParameterIfCS ( |
||
|
SetUAVParameterIfCS ( |
||
|
SetUAVParameterIfCS ( |
||
|
SetUniformBufferParameter ( |
Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. |
|
|
SetUniformBufferParameter ( |
Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. |
|
|
SetUniformBufferParameter ( |
Sets the value of a shader uniform buffer parameter to a uniform buffer containing the struct. |
|
|
SetUniformBufferParameterImmediate ( |
Sets the value of a shader uniform buffer parameter to a value of the struct. |
|
|
SetUniformBufferParameterImmediate ( |
Sets the value of a shader uniform buffer parameter to a value of the struct. |
|
|
ShaderMapAppendKeyString ( |
Appends to KeyString for all shaders. |
|
|
ShouldCompileRayTracingShadersForProject ( |
||
|
ShouldExportShaderDebugInfo ( |
Returns true if debug information should be exported to separate files for a given platform . |
|
|
ShouldKeepShaderDebugInfo ( |
Returns true if debug information should be kept for a given platform. |
|
|
StartBatchedRelease() |
Enables the batching of calls to BeginReleaseResource This is called in the game thread. |
|
|
StartRenderCommandFenceBundler() |
||
|
StartRenderingThread() |
Starts the rendering thread. |
|
|
StopRenderCommandFenceBundler() |
||
|
StopRenderingThread() |
Stops the rendering thread. |
|
|
TickRenderingTickables() |
||
|
UninitializeShaderTypes() |
Uninitializes cached shader type data. |
|
|
UnsetShaderUAVs ( |
Unset compute shader UAVs. |
|
|
UseGPUScene ( |
||
|
UseVirtualTexturing ( |
Checks if virtual texturing enabled and supported |
|
|
ValidateShaderParameters ( |
||
|
ValidateShaderParameters ( |
Validates that all resource parameters of a shader are set. |
|
|
ValidateStaticUniformBuffer ( |
Validates that the uniform buffer at the requested static slot. |
|
|
VerifyShaderSourceFiles ( |
Kick off SHA verification for all shader source files |
|
|
VTRequestPageStatus_HasData ( |
Check to see there is data available (possibly requiring waiting) given the current status |
Name | Description | ||
---|---|---|---|
|
FTexture * |
GBlackAlpha1VolumeTexture |
A global black volume texture, with alpha=1. |
|
FTexture * |
GBlackArrayTexture |
A global black array texture. |
|
FTexture * |
GBlackCubeArrayTexture |
A global black cube array texture. |
|
FTexture * |
GBlackTexture |
A global black texture. |
|
FTexture * |
GBlackTextureCube |
A global black cube texture. |
|
FTexture * |
GBlackTextureDepthCube |
A global black cube depth texture. |
|
GBlackTextureWithSRV |
||
|
GBlackTextureWithUAV |
||
|
FTexture * |
GBlackUintTexture |
A global black texture |
|
FTexture * |
GBlackUintVolumeTexture |
A global black volume texture Global black volume texture resource. |
|
FTexture * |
GBlackVolumeTexture |
A global black volume texture. Global black volume texture resource. |
|
GClearVertexBuffer |
||
|
GCubeIndexBuffer |
||
|
const uint16[36... |
GCubeIndices |
The indices for drawing a cube. |
|
const uint32 |
GDiffuseConvolveMipLevel |
4: 8x8 cubemap resolution, shader needs to use the same value as preprocessing |
|
GEmptyVertexBufferWithUAV |
||
|
GEmptyVertexDeclaration |
||
|
float |
GEnableMipLevelFading |
Whether to enable mip-level fading or not: +1.0f if enabled, -1.0f if disabled. |
|
GFilterVertexDeclaration |
||
|
GGameThreadTime |
How many cycles the gamethread used (excluding idle time). |
|
|
GGlobalBufferNumFramesUnusedThresold |
Number of frames after which unused global resource allocations will be discarded. |
|
|
GGlobalShaderMap |
The global shader map. |
|
|
GInputLatencyTimer |
Global input latency timer. Defined in UnrealClient.cpp |
|
|
GIsThreadedRendering |
Render thread API. |
|
|
const int32 |
GlobalShaderMapId |
Used to identify the global shader map in compile queues. |
|
GMainThreadBlockedOnRenderThread |
Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands. |
|
|
GMediaVertexDeclaration |
||
|
FTexture * |
GMipColorTexture |
A global texture that has a different solid color in each mip-level. |
|
GMipColorTextureMipLevels |
Number of mip-levels in 'GMipColorTexture' |
|
|
GMipFadeSettings |
Global mip fading settings, indexed by EMipFadeSettings. |
|
|
GNullColorVertexBuffer |
The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component. |
|
|
GPauseRenderingRealtimeClock |
Whether to pause the global realtime clock for the rendering thread (read and write only on main thread). |
|
|
GPixelFormats |
||
|
GPrimitiveIdDummy |
||
|
GRenderingRealtimeClock |
Global realtime clock for the rendering thread. |
|
|
GRenderTargetPool |
The global render targets for easy shading. The global render targets pool. |
|
|
uint32[ERenderT... |
GRenderThreadIdle |
Accumulates how many cycles the renderthread has been idle. It's defined in RenderingThread.cpp. |
|
uint32[ERenderT... |
GRenderThreadNumIdle |
Accumulates how times renderthread was idle. It's defined in RenderingThread.cpp. |
|
GRenderThreadTime |
How many cycles the renderthread used (excluding idle time). |
|
|
GRHIThreadTime |
How many cycles the rhithread used (excluding idle time). |
|
|
GScreenRectangleIndexBuffer |
||
|
GScreenRectangleVertexBuffer |
||
|
GScreenSpaceVertexBuffer |
||
|
GSwapBufferTime |
How many cycles it took to swap buffers to present the frame. |
|
|
GTileVertexDeclaration |
||
|
GTwoTrianglesIndexBuffer |
||
|
GUseThreadedRendering |
Whether the rendering thread should be created or not. |
|
|
GVisualizeTexture |
The global render targets for easy shading. |
|
|
FTexture * |
GWhiteTexture |
A global white texture. |
|
FTexture * |
GWhiteTextureCube |
A global white cube texture. |
|
GWhiteTextureWithSRV |
||
|
GWhiteVertexBufferWithSRV |
||
|
const int32 |
kUniqueShaderPermutationId |
|
|
Trace::FChannel |
RenderCommandsChannel |
Render commands. |
|
const int32 |
ShaderCompileWorkerInputVersion |
This is for the protocol, not the data, bump if FShaderCompilerInput or ProcessInputFromArchive changes. |
|
const int32 |
ShaderCompileWorkerOutputVersion |
This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes. |
|
const int32 |
ShaderCompileWorkerPipelineJobHeader |
This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes. |
|
const int32 |
ShaderCompileWorkerSingleJobHeader |
This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes. |
|
STATCAT_Advanced |
||
|
STATCAT_Advanced |