FRHICommandList

Inheritance Hierarchy

References

Module

RHI

Header

/Engine/Source/Runtime/RHI/Public/RHICommandList.h

Include

#include "RHICommandList.h"

Syntax

class FRHICommandList : public FRHIComputeCommandList

Constructors

Name Description

Public function

FRHICommandList

(
    FRHICommandListBase&& Other
)

Public function

FRHICommandList

(
    FRHIGPUMask GPUMask,
    ERecordingThread InRecordingThread
)

Functions

Name Description

Public function

void

 

ApplyCachedRenderTargets

Public function

void

 

BeginRenderPass

(
    const FRHIRenderPassInfo& InInfo,
    const TCHAR* Name
)

Public function

void

 

BeginRenderQuery

(
    FRHIRenderQuery* RenderQuery
)

Public function

void

 

CalibrateTimers

Public function

void

 

CopyBufferRegion

(
    FRHIBuffer* DestBuffer,
    uint64 DstOffset,
    FRHIBuffer* SourceBuffer,
    uint64 SrcOffset,
    uint64 NumBytes
)

Public function

void

 

CopyTexture

(
    FRHITexture* SourceTextureRHI,
    FRHITexture* DestTextureRHI,
    const FRHICopyTextureInfo& CopyInf...
)

Public function

void

 

DiscardRenderTargets

(
    bool Depth,
    bool Stencil,
    uint32 ColorBitMask
)

Public function

void

 

DispatchIndirectMeshShader

(
    FRHIBuffer* ArgumentBuffer,
    uint32 ArgumentOffset
)

Public function

void

 

DispatchMeshShader

(
    uint32 ThreadGroupCountX,
    uint32 ThreadGroupCountY,
    uint32 ThreadGroupCountZ
)

Public function

void

 

DrawIndexedIndirect

(
    FRHIBuffer* IndexBufferRHI,
    FRHIBuffer* ArgumentsBufferRHI,
    uint32 DrawArgumentsIndex,
    uint32 NumInstances
)

Public function

void

 

DrawIndexedPrimitive

(
    FRHIBuffer* IndexBuffer,
    int32 BaseVertexIndex,
    uint32 FirstInstance,
    uint32 NumVertices,
    uint32 StartIndex,
    uint32 NumPrimitives,
    uint32 NumInstances
)

Public function

void

 

DrawIndexedPrimitiveIndirect

(
    FRHIBuffer* IndexBuffer,
    FRHIBuffer* ArgumentsBuffer,
    uint32 ArgumentOffset
)

Public function

void

 

DrawPrimitive

(
    uint32 BaseVertexIndex,
    uint32 NumPrimitives,
    uint32 NumInstances
)

Public function

void

 

DrawPrimitiveIndirect

(
    FRHIBuffer* ArgumentBuffer,
    uint32 ArgumentOffset
)

Public function

void

 

EndRenderPass()

Public function

void

 

EndRenderQuery

(
    FRHIRenderQuery* RenderQuery
)

Public function

void

 

EnqueueLambda

(
    LAMBDA&& Lambda
)

Public function

void

 

EnqueueLambda

(
    const TCHAR* LambdaName,
    LAMBDA&& Lambda
)

Public function Static

FRHICommandL...

 

Get

(
    FRHICommandListBase& RHICmdList
)

Public function Const

FRHIAmplific...

 

GetBoundAmplificationShader()

Public function Const

FRHIGeometry...

 

GetBoundGeometryShader()

Public function Const

FRHIMeshShad...

 

GetBoundMeshShader()

Public function Const

FRHIPixelSha...

 

GetBoundPixelShader()

Public function Const

FRHIVertexSh...

 

GetBoundVertexShader()

Public function

void

 

MultiDrawIndexedPrimitiveIndirect

(
    FRHIBuffer* IndexBuffer,
    FRHIBuffer* ArgumentsBuffer,
    uint32 ArgumentOffset,
    FRHIBuffer* CountBuffer,
    uint32 CountBufferOffset,
    uint32 MaxDrawArguments
)

Public function

void

 

NextSubpass()

Protected function

void

 

OnBoundShaderChanged

(
    const FBoundShaderStateInput& InBo...
)

Public function

void

 

PollOcclusionQueries()

Public function

void

 

ResummarizeHTile

(
    FRHITexture2D* DepthTexture
)

Public function

void

 

RHIInvalidateCachedState()

Public function

void

 

SetBatchedShaderParameters

(
    FRHIGraphicsShader* InShader,
    FRHIBatchedShaderParameters& InBat...
)

Public function

void

 

SetBatchedShaderUnbinds

(
    FRHIGraphicsShader* InShader,
    FRHIBatchedShaderUnbinds& InBatche...
)

Public function

void

 

SetBlendFactor

(
    const FLinearColor& BlendFactor
)

Public function

void

 

SetDepthBounds

(
    float MinDepth,
    float MaxDepth
)

Public function

void

 

SetGraphicsPipelineState

(
    FGraphicsPipelineState* Graphi...,
    const FBoundShaderStateInput& Shad...,
    uint32 StencilRef,
    bool bApplyAdditionalState
)

Public function

void

 

SetScissorRect

(
    bool bEnable,
    uint32 MinX,
    uint32 MinY,
    uint32 MaxX,
    uint32 MaxY
)

Public function

void

 

SetShaderParameters

(
    FRHIGraphicsShader* InShader,
    TConstArrayView< uint8 > InParamete...,
    TConstArrayView< FRHIShaderParamete...,
    TConstArrayView< FRHIShaderParamete...,
    TConstArrayView< FRHIShaderParamete...
)

Public function

void

 

SetShaderUnbinds

(
    FRHIGraphicsShader* InShader,
    TConstArrayView< FRHIShaderParamete...
)

Public function

void

 

SetShadingRate

(
    EVRSShadingRate ShadingRate,
    EVRSRateCombiner Combiner
)

Public function

void

 

SetStencilRef

(
    uint32 StencilRef
)

Public function

void

 

SetStereoViewport

(
    float LeftMinX,
    float RightMinX,
    float LeftMinY,
    float RightMinY,
    float MinZ,
    float LeftMaxX,
    float RightMaxX,
    float LeftMaxY,
    float RightMaxY,
    float MaxZ
)

Public function

void

 

SetStreamSource

(
    uint32 StreamIndex,
    FRHIBuffer* VertexBuffer,
    uint32 Offset
)

Public function

void

 

SetViewport

(
    float MinX,
    float MinY,
    float MinZ,
    float MaxX,
    float MaxY,
    float MaxZ
)

Deprecated Functions

Name Description

Public function

void

 

BeginUpdateMultiFrameResource

(
    FRHIUnorderedAccessView* UAV
)

AFR support has been removed in 5.2, function is a nop and calls should be removed.

Public function

void

 

BeginUpdateMultiFrameResource

(
    FRHITexture* Texture
)

AFR support has been removed in 5.2, function is a nop and calls should be removed.

Public function

void

 

EndUpdateMultiFrameResource

(
    FRHITexture* Texture
)

AFR support has been removed in 5.2, function is a nop and calls should be removed.

Public function

void

 

EndUpdateMultiFrameResource

(
    FRHIUnorderedAccessView* UAV
)

AFR support has been removed in 5.2, function is a nop and calls should be removed.

Public function

void

 

SetBindlessResourceView

(
    FRHIGraphicsShader* Shader,
    uint32 Index,
    FRHIShaderResourceView* SRV
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetBindlessSampler

(
    FRHIGraphicsShader* Shader,
    uint32 Index,
    FRHISamplerState* State
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetBindlessTexture

(
    FRHIGraphicsShader* Shader,
    uint32 Index,
    FRHITexture* Texture
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetBindlessUAV

(
    FRHIPixelShader* Shader,
    uint32 Index,
    FRHIUnorderedAccessView* UAV
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderParameter

(
    FRHIGraphicsShader* Shader,
    uint32 BufferIndex,
    uint32 BaseIndex,
    uint32 NumBytes,
    const void* NewValue
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderParameter

(
    const TRefCountPtr< TShaderRHI >& ...,
    uint32 BufferIndex,
    uint32 BaseIndex,
    uint32 NumBytes,
    const void* NewValue
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderResourceViewParameter

(
    const TRefCountPtr< TShaderRHI >& ...,
    uint32 SamplerIndex,
    FRHIShaderResourceView* SRV
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderResourceViewParameter

(
    FRHIGraphicsShader* Shader,
    uint32 SamplerIndex,
    FRHIShaderResourceView* SRV
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderSampler

(
    const TRefCountPtr< TShaderRHI >& ...,
    uint32 SamplerIndex,
    FRHISamplerState* State
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderSampler

(
    FRHIGraphicsShader* Shader,
    uint32 SamplerIndex,
    FRHISamplerState* State
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderTexture

(
    FRHIGraphicsShader* Shader,
    uint32 TextureIndex,
    FRHITexture* Texture
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderTexture

(
    const TRefCountPtr< TShaderRHI >& ...,
    uint32 TextureIndex,
    FRHITexture* Texture
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderUniformBuffer

(
    FRHIGraphicsShader* Shader,
    uint32 BaseIndex,
    FRHIUniformBuffer* UniformBuff...
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetShaderUniformBuffer

(
    const TRefCountPtr< TShaderRHI >& ...,
    uint32 BaseIndex,
    FRHIUniformBuffer* UniformBuff...
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetUAVParameter

(
    FRHIPixelShader* Shader,
    uint32 UAVIndex,
    FRHIUnorderedAccessView* UAV
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

Public function

void

 

SetUAVParameter

(
    const TRefCountPtr< FRHIPixelShader...,
    uint32 UAVIndex,
    FRHIUnorderedAccessView* UAV
)

FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters.

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