FRDGSubresourceState

Used for tracking the state of an individual subresource during execution.

Windows
MacOS
Linux

References

Module

RenderCore

Header

/Engine/Source/Runtime/RenderCore/Public/RenderGraphResources.h

Include

#include "RenderGraphResources.h"

Syntax

struct FRDGSubresourceState

Remarks

Used for tracking the state of an individual subresource during execution.

Variables

Name Description

Public variable

ERHIAccess

 

Access

The last used access on the pass.

Public variable

FRDGPassHandle

 

FirstPass

The first pass in this state.

Public variable

EResourceTransi...

 

Flags

The last used transition flags on the pass.

Public variable

FRDGPassHandle

 

LastPass

The last pass in this state.

Public variable

FRDGViewUniqueF...

 

NoUAVBarrierFilter

The last no-UAV barrier to be used by this subresource.

Public variable

ERHIPipeline

 

Pipeline

The last used pass hardware pipeline.

Constructors

Name Description

Public function

FRDGSubresourceState()

Functions

Name Description

Public function

void

 

Finalize()

Finalizes the state at the end of the transition chain; keeps access intact.

Public function Static

bool

 

IsMergeAllowed

(
    ERDGParentResourceType ResourceType,
    const FRDGSubresourceState& Previo...,
    const FRDGSubresourceState& Next
)

Given a before and after state, returns whether they can be merged into a single state.

Public function Static

bool

 

IsTransitionRequired

(
    const FRDGSubresourceState& Previo...,
    const FRDGSubresourceState& Next
)

Given a before and after state, returns whether a resource barrier is required.

Public function

void

 

SetPass

(
    FRDGPassHandle PassHandle
)

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss