| FDynamicRHI
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Module |
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Header |
/Engine/Source/Runtime/VulkanRHI/Public/VulkanDynamicRHI.h |
Include |
#include "VulkanDynamicRHI.h" |
class FVulkanDynamicRHI : public FDynamicRHI
The interface which is implemented by the dynamically bound RHI.
Name | Description | ||
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bSupportsDebugUtilsExt |
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FVulkanDevice &... |
Device |
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TArray< FVulkan... |
Devices |
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TRefCountPtr< F... |
DrawingViewport |
The viewport which is currently being drawn. |
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VkInstance |
Instance |
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InstanceExtensions |
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InstanceLayers |
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LockBufferCS |
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OptionalInstanceExtensions |
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IConsoleObject ... |
RebuildPipelineCacheCmd |
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IConsoleObject ... |
SavePipelineCacheCmd |
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TotalPresentCount |
Historical number of times we've presented any and all viewports. |
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TArray< FVulkan... |
Viewports |
A list of all viewport RHIs that have been created. |
Name | Description | |
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FVulkanDynamicRHI() |
Initialization constructor. |
Name | Description | |
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~FVulkanDynamicRHI() |
Destructor |
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FTexture2DRH... |
AsyncReallocateTexture2D_RenderThread ( |
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FUpdateTextu... |
BeginUpdateTexture3D_RenderThread ( |
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FComputeShad... |
CreateComputeShader_RenderThread ( |
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FDomainShade... |
CreateDomainShader_RenderThread ( |
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FGeometrySha... |
CreateGeometryShader_RenderThread ( |
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FHullShaderR... |
CreateHullShader_RenderThread ( |
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FIndexBuffer... |
CreateIndexBuffer_RenderThread ( |
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FPixelShader... |
CreatePixelShader_RenderThread ( |
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FShaderResou... |
CreateShaderResourceView_RenderThread ( |
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FShaderResou... |
CreateShaderResourceView_RenderThread ( |
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FVertexBuffe... |
CreateVertexBuffer_RenderThread ( |
Pass through functions that allow RHIs to optimize certain calls. |
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FVertexShade... |
CreateVertexShader_RenderThread ( |
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EndUpdateTexture3D_RenderThread ( |
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ETextureReal... |
FinalizeAsyncReallocateTexture2D_RenderThread ( |
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const TCHAR ... |
GetName() |
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Init() |
Initializes the RHI; separate from IDynamicRHIModule::CreateRHI so that GDynamicRHI is set when it is called. |
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void * |
LockIndexBuffer_BottomOfPipe ( |
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void * |
LockStructuredBuffer_BottomOfPipe ( |
Buffer Lock/Unlock. |
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void * |
LockTexture2D_RenderThread ( |
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void * |
LockVertexBuffer_BottomOfPipe ( |
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PostInit() |
Called after the RHI is initialized; before the render thread is started. |
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RHIAcquireThreadOwnership() |
FlushType: Flush RHI Thread. |
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RHIAdvanceFrameForGetViewportBackBuffer ( |
Only relevant with an RHI thread, this advances the backbuffer for the purpose of GetViewportBackBuffer FlushType: Thread safe |
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RHIAliasTextureResources ( |
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FTexture2DRH... |
RHIAsyncCreateTexture2D |
FlushType: Thread safe. |
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FTexture2DRH... |
RHIAsyncReallocateTexture2D ( |
Starts an asynchronous texture reallocation. |
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RHIBindDebugLabelName ( |
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RHIBindDebugLabelName ( |
FlushType: Thread safe. |
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RHIBlockUntilGPUIdle() |
Blocks the CPU until the GPU catches up and goes idle. FlushType: Flush Immediate (seems wrong) |
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RHICalcTexture2DPlatformSize |
FlushType: Thread safe. |
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RHICalcTexture3DPlatformSize |
FlushType: Thread safe. |
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RHICalcTextureCubePlatformSize |
FlushType: Thread safe. |
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RHICalibrateTimers() |
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ETextureReal... |
RHICancelAsyncReallocateTexture2D ( |
FlushType: Wait RHI Thread. |
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RHIComputeMemorySize ( |
FlushType: Thread safe. |
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RHICopySharedMips ( |
FlushType: Flush RHI Thread. |
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RHICopySubTextureRegion ( |
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RHICopyVertexBuffer ( |
FlushType: Flush Immediate (seems dangerous) |
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FTextureRHIR... |
RHICreateAliasedTexture ( |
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FBlendStateR... |
RHICreateBlendState ( |
FlushType: Thread safe. |
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FBoundShader... |
RHICreateBoundShaderState ( |
FlushType: Thread safe, but varies depending on the RHI. |
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FComputeFenc... |
RHICreateComputeFence ( |
FlushType: Thread safe, but varies depending on the RHI. |
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FComputeShad... |
RHICreateComputeShader ( |
FlushType: Wait RHI Thread. |
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FDepthStenci... |
RHICreateDepthStencilState ( |
FlushType: Thread safe. |
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FDomainShade... |
RHICreateDomainShader ( |
FlushType: Wait RHI Thread. |
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FGeometrySha... |
RHICreateGeometryShader ( |
FlushType: Wait RHI Thread. |
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FGPUFenceRHI... |
RHICreateGPUFence ( |
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FGraphicsPip... |
RHICreateGraphicsPipelineState ( |
Creates a graphics pipeline state object (PSO) that represents a complete gpu pipeline for rendering. |
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FHullShaderR... |
RHICreateHullShader ( |
FlushType: Wait RHI Thread. |
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FIndexBuffer... |
RHICreateIndexBuffer ( |
FlushType: Wait RHI Thread. |
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FPixelShader... |
RHICreatePixelShader ( |
FlushType: Wait RHI Thread. |
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FRasterizerS... |
RHICreateRasterizerState ( |
FlushType: Thread safe. |
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FRenderQuery... |
RHICreateRenderQuery ( |
FlushType: Wait RHI Thread. |
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FRenderQuery... |
RHICreateRenderQuery_RenderThread ( |
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FSamplerStat... |
RHICreateSamplerState ( |
FlushType: Thread safe. |
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FShaderResou... |
RHICreateShaderResourceView ( |
Creates a shader resource view |
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FShaderResou... |
RHICreateShaderResourceView ( |
FlushType: Wait RHI Thread. |
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FShaderResou... |
RHICreateShaderResourceView ( |
FlushType: Wait RHI Thread. |
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FShaderResou... |
RHICreateShaderResourceView ( |
FlushType: Wait RHI Thread. |
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FShaderResou... |
RHICreateShaderResourceView ( |
FlushType: Wait RHI Thread. |
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FShaderResou... |
RHICreateShaderResourceView_RenderThread ( |
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FShaderResou... |
RHICreateShaderResourceView_RenderThread ( |
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FShaderResou... |
RHICreateShaderResourceView_RenderThread ( |
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FStagingBuff... |
RHICreateStagingBuffer() |
FlushType: Thread safe. |
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FStructuredB... |
RHICreateStructuredBuffer ( |
FlushType: Wait RHI Thread. |
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FTexture2DRH... |
RHICreateTexture2D |
FlushType: Wait RHI Thread. |
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FTexture2DRH... |
RHICreateTexture2D_RenderThread ( |
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FTexture2DAr... |
RHICreateTexture2DArray |
FlushType: Wait RHI Thread. |
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FTexture2DAr... |
RHICreateTexture2DArray_RenderThread ( |
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FTexture3DRH... |
RHICreateTexture3D |
FlushType: Wait RHI Thread. |
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FTexture3DRH... |
RHICreateTexture3D_RenderThread ( |
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FTextureCube... |
RHICreateTextureCube ( |
FlushType: Wait RHI Thread. |
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FTextureCube... |
RHICreateTextureCube_RenderThread ( |
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FTextureCube... |
RHICreateTextureCubeArray |
FlushType: Wait RHI Thread. |
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FTextureCube... |
RHICreateTextureCubeArray_RenderThread ( |
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FTexture2DRH... |
RHICreateTextureExternal2D_RenderThread ( |
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FTextureRefe... |
RHICreateTextureReference ( |
FlushType: Wait RHI Thread. |
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FTextureRefe... |
RHICreateTextureReference_RenderThread ( |
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FUniformBuff... |
RHICreateUniformBuffer ( |
FlushType: Thread safe, but varies depending on the RHI. |
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FUnorderedAc... |
RHICreateUnorderedAccessView ( |
FlushType: Wait RHI Thread. |
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FUnorderedAc... |
RHICreateUnorderedAccessView ( |
FlushType: Wait RHI Thread. |
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FUnorderedAc... |
RHICreateUnorderedAccessView ( |
FlushType: Wait RHI Thread. |
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FUnorderedAc... |
RHICreateUnorderedAccessView ( |
FlushType: Wait RHI Thread. |
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FUnorderedAc... |
RHICreateUnorderedAccessView_RenderThread ( |
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FUnorderedAc... |
RHICreateUnorderedAccessView_RenderThread ( |
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FUnorderedAc... |
RHICreateUnorderedAccessView_RenderThread ( |
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FVertexBuffe... |
RHICreateVertexBuffer ( |
FlushType: Wait RHI Thread. |
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FVertexDecla... |
RHICreateVertexDeclaration ( |
FlushType: Wait RHI Thread. |
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FVertexShade... |
RHICreateVertexShader ( |
FlushType: Wait RHI Thread. |
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FViewportRHI... |
RHICreateViewport ( |
Must be called from the main thread. FlushType: Thread safe |
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RHIExecuteCommandList ( |
FlushType: Wait RHI Thread. |
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ETextureReal... |
RHIFinalizeAsyncReallocateTexture2D ( |
FlushType: Wait RHI Thread. |
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RHIFlushResources() |
Flush driver resources. |
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RHIGetAvailableResolutions ( |
FlushType: Thread safe. |
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IRHICommandC... |
RHIGetCommandContextContainer |
FlushType: Thread safe. |
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IRHIComputeC... |
RHIGetDefaultAsyncComputeContext() |
FlushType: Thread safe. |
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IRHICommandC... |
RHIGetDefaultContext() |
FlushType: Thread safe. |
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RHIGetGPUFrameCycles ( |
FlushType: Thread safe. |
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RHIGetMinimumAlignmentForBufferBackedSRV ( |
FlushType: Thread safe. |
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void * |
RHIGetNativeDevice() |
FlushType: Flush RHI Thread. |
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void * |
RHIGetNativeInstance() |
FlushType: Flush RHI Thread. |
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RHIGetRenderQueryResult ( |
CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread. |
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RHIGetResourceInfo ( |
FlushType: Thread safe. |
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RHIGetSupportedResolution |
FlushType: Thread safe. |
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RHIGetTextureMemoryStats ( |
FlushType: Thread safe. |
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RHIGetTextureMemoryVisualizeData |
FlushType: Flush Immediate. |
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FTexture2DRH... |
RHIGetViewportBackBuffer ( |
With RHI thread, this is the current backbuffer from the perspective of the render thread. |
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RHIIsRenderingSuspended() |
FlushType: Flush Immediate. |
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void * |
RHILockStagingBuffer ( |
Lock a staging buffer to read contents on the CPU that were written by the GPU, without having to stall. |
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void * |
RHILockTexture2D ( |
FlushType: Flush RHI Thread. |
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void * |
RHILockTexture2DArray ( |
FlushType: Flush RHI Thread. |
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void * |
RHILockTextureCubeFace ( |
FlushType: Flush RHI Thread. |
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RHIMapStagingSurface ( |
FlushType: Flush Immediate (seems wrong) |
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RHIRead3DSurfaceFloatData ( |
FlushType: Flush Immediate (seems wrong) |
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RHIReadSurfaceData ( |
FlushType: Flush Immediate (seems wrong) |
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RHIReadSurfaceData ( |
Default fallback; will not work for non-8-bit surfaces and it's extremely slow. |
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RHIReadSurfaceFloatData ( |
FlushType: Flush Immediate (seems wrong) |
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RHIReleaseThreadOwnership() |
FlushType: Flush RHI Thread. |
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RHIRequiresComputeGenerateMips() |
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RHIResizeViewport ( |
Must be called from the main thread. FlushType: Thread safe |
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RHIResizeViewport ( |
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RHIResumeRendering() |
FlushType: Thread safe. |
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RHISubmitCommandsAndFlushGPU() |
Kicks the current frame and makes sure GPU is actively working on them FlushType: Flush Immediate (copied from RHIBlockUntilGPUIdle) |
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RHISuspendRendering() |
Operations to suspend title rendering and yield control to the system FlushType: Thread safe |
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RHITick ( |
Must be called from the main thread. FlushType: Thread safe |
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RHITransferIndexBufferUnderlyingResource ( |
Transfer metadata and underlying resource from src to dest and release any resource owned by dest. |
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RHITransferVertexBufferUnderlyingResource ( |
Transfer metadata and underlying resource from src to dest and release any resource owned by dest. |
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RHIUnlockStagingBuffer ( |
Unlock a staging buffer previously locked with RHILockStagingBuffer. |
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RHIUnlockTexture2D ( |
FlushType: Flush RHI Thread. |
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RHIUnlockTexture2DArray ( |
FlushType: Flush RHI Thread. |
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RHIUnlockTextureCubeFace ( |
FlushType: Flush RHI Thread. |
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RHIUnmapStagingSurface ( |
FlushType: Flush Immediate (seems wrong) |
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RHIUpdateShaderResourceView ( |
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RHIUpdateShaderResourceView ( |
Must be called on RHI thread timeline Make sure to call RHIThreadFence(true) afterwards so that parallel translation doesn't refer old resources |
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RHIUpdateTexture2D ( |
FlushType: Flush RHI Thread. |
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RHIUpdateTexture3D ( |
FlushType: Flush RHI Thread. |
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RHIUpdateUniformBuffer ( |
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RHIVirtualTextureSetFirstMipInMemory ( |
FlushType: Wait RHI Thread. |
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RHIVirtualTextureSetFirstMipVisible ( |
FlushType: Wait RHI Thread. |
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Shutdown() |
Shutdown the RHI; handle shutdown and resource destruction before the RHI's actual destructor is called (so that all resources of the RHI are still available for shutdown). |
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UnlockIndexBuffer_BottomOfPipe ( |
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UnlockStructuredBuffer_BottomOfPipe ( |
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UnlockTexture2D_RenderThread ( |
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UnlockVertexBuffer_BottomOfPipe ( |
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UpdateTexture2D_RenderThread ( |
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UpdateTexture3D_RenderThread ( |
Name |
Description |
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HMDVulkanExtensions |
Name | Description | ||
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RHIAliasTextureResources ( |
RHIAliasTextureResources now takes references to FTextureRHIRef objects as parameters |
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FTextureRHIR... |
RHICreateAliasedTexture ( |
RHICreateAliasedTexture now takes a reference to an FTextureRHIRef object |