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| IRHIComputeContext
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Module |
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Header |
/Engine/Source/Runtime/RHI/Public/RHIContext.h |
Include |
#include "RHIContext.h" |
class IRHICommandContext : public IRHIComputeContext
The interface RHI command context. Sometimes the RHI handles these. On platforms that can processes command lists in parallel, it is a separate object.
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RenderPassInfo |
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~IRHICommandContext() |
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RHIBeginDrawingViewport ( |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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RHIBeginFrame() |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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RHIBeginRenderPass ( |
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RHIBeginRenderQuery ( |
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RHIBeginScene() |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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RHIBeginUpdateMultiFrameResource ( |
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RHIBeginUpdateMultiFrameResource ( |
Signals the beginning and ending of rendering to a resource to be used in the next frame on a multiGPU system |
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RHIBuildAccelerationStructure ( |
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RHICalibrateTimers |
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RHICalibrateTimers() |
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RHIClearRayTracingBindings ( |
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RHICopyBufferRegion ( |
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RHICopyTexture ( |
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RHICopyToResolveTarget ( |
Resolves from one texture to another. |
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RHIDiscardRenderTargets |
Not all RHIs need this (Mobile specific) |
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RHIDispatchIndirectMeshShader ( |
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RHIDispatchMeshShader |
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RHIDrawIndexedIndirect ( |
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RHIDrawIndexedPrimitive |
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RHIDrawIndexedPrimitiveIndirect ( |
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RHIDrawPrimitive |
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RHIDrawPrimitiveIndirect ( |
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RHIEndDrawingViewport ( |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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RHIEndFrame() |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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RHIEndRenderPass() |
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RHIEndRenderQuery ( |
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RHIEndScene() |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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RHIEndUpdateMultiFrameResource ( |
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RHIEndUpdateMultiFrameResource ( |
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RHINextSubpass() |
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RHIPollOcclusionQueries() |
Used for OpenGL to check and see if any occlusion queries can be read back on the RHI thread. If they aren't ready when we need them, then we end up stalling. |
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RHIRayTraceDispatch ( |
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RHIRayTraceDispatchIndirect ( |
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RHIRayTraceIntersection ( |
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RHIRayTraceOcclusion ( |
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RHIResummarizeHTile ( |
Rebuilds the depth target HTILE meta data (on supported platforms). |
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RHISetBlendFactor ( |
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RHISetDepthBounds ( |
Sets Depth Bounds range with the given min/max depth. |
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RHISetGraphicsPipelineState ( |
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RHISetMultipleViewports ( |
Useful when used with geometry shader (emit polygons to different viewports), otherwise SetViewPort() is simpler |
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RHISetRayTracingCallableShader ( |
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RHISetRayTracingHitGroup ( |
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RHISetRayTracingHitGroups ( |
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RHISetRayTracingMissShader ( |
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RHISetScissorRect |
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RHISetShaderParameter ( |
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RHISetShaderResourceViewParameter ( |
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RHISetShaderSampler ( |
Sets sampler state. |
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RHISetShaderTexture ( |
Set the shader resource view of a surface. |
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RHISetShaderUniformBuffer ( |
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RHISetShadingRate ( |
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RHISetStencilRef ( |
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RHISetStereoViewport ( |
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RHISetStreamSource ( |
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RHISetUAVParameter ( |
Sets a pixel shader UAV parameter. |
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RHISetViewport ( |
Name | Description | ||
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RHISetGraphicsPipelineState ( |
SetGraphicsPipelineState now requires a StencilRef argument |