IRHICommandContext::RHITransitionResources

Explicitly transition a UAV from readable -> writable by the GPU or vice versa.

Windows
MacOS
Linux

Override Hierarchy

IRHIComputeContext::RHITransitionResources()

IRHICommandContext::RHITransitionResources()

References

Module

RHI

Header

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

Include

#include "RHIContext.h"

Syntax

virtual void RHITransitionResources
(
    EResourceTransitionAccess TransitionType,
    EResourceTransitionPipeline TransitionPipeline,
    FRHIUnorderedAccessView ** InUAVs,
    int32 NumUAVs,
    FRHIComputeFence * WriteComputeFence
)

Remarks

Explicitly transition a UAV from readable -> writable by the GPU or vice versa. Also explicitly states which pipeline the UAV can be used on next. For example, if a Compute job just wrote this UAV for a Pixel shader to read you would do EResourceTransitionAccess::Readable and EResourceTransitionPipeline::EComputeToGfx

Parameters

Parameter

Description

TransitionType

direction of the transition

EResourceTransitionPipeline

How this UAV is transitioning between Gfx and Compute, if at all.

InUAVs

array of UAV objects to transition

NumUAVs

number of UAVs to transition

WriteComputeFence

Optional ComputeFence to write as part of this transition

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback