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FRHICommandList

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Inheritance Hierarchy

Syntax

class FRHICommandList : public FRHICommandListBase

Constructors

Name Description

Public function

FRHICommandList

(
    FRHIGPUMask GPUMask
)

Functions

Name Description

Public function

void

 

ApplyCachedRenderTargets

Public function

void

 

AutomaticCacheFlushAfterComputeShader

(
    bool bEnable
)

Public function

void

 

BeginComputePass

(
    const TCHAR * Name
)

Public function

void

 

BeginDrawIndexedPrimitiveUP

(
    uint32 PrimitiveType,
    uint32 NumPrimitives,
    uint32 NumVertices,
    uint32 VertexDataStride,
    void*& OutVertexData,
    uint32 MinVertexIndex,
    uint32 NumIndices,
    uint32 IndexDataStride,
    void*& OutIndexData
)

Public function

void

 

BeginDrawingViewport

(
    FViewportRHIParamRef Viewport,
    FTextureRHIParamRef RenderTargetRHI
)

Public function

void

 

BeginDrawPrimitiveUP

(
    uint32 PrimitiveType,
    uint32 NumPrimitives,
    uint32 NumVertices,
    uint32 VertexDataStride,
    void*& OutVertexData
)

Public function

void

 

BeginFrame()

Public function

void

 

BeginRenderPass

(
    const FRHIRenderPassInfo & InInfo,
    const TCHAR * Name
)

Public function

void

 

BeginRenderQuery

(
    FRenderQueryRHIParamRef RenderQuery
)

Public function

void

 

BeginScene()

These 6 are special in that they must be called on the immediate command list and they force a flush only when we are not doing RHI thread.

Public function

void

 

BeginUpdateMultiFrameResource

Public function

void

 

BeginUpdateMultiFrameResource

(
    FTextureRHIParamRef Texture
)

Public function

void

 

BindClearMRTValues

(
    bool bClearColor,
    bool bClearDepth,
    bool bClearStencil
)

Public function

void

 

BreakPoint()

Public function

FLocalGraphi ...

 

BuildLocalGraphicsPipelineState

(
    const FGraphicsPipelineStateInitial ...
)

Public function

FLocalUnifor ...

 

BuildLocalUniformBuffer

(
    const void* Contents,
    uint32 ContentsSize,
    const FRHIUniformBufferLayout & Lay...
)

Public function

void

 

ClearTinyUAV

(
    FUnorderedAccessViewRHIParamRef Uno...,
    const uint32 Values
)

Public function

void

 

CopyTexture

(
    FTextureRHIParamRef SourceTextureRH...,
    FTextureRHIParamRef DestTextureRHI,
    const FRHICopyTextureInfo & CopyInf...
)

Public function

void

 

CopyToResolveTarget

(
    FTextureRHIParamRef SourceTextureRH...,
    FTextureRHIParamRef DestTextureRHI,
    const FResolveParams & ResolveParam...
)

Public function

void

 

CopyToResolveTarget

(
    FTextureRHIParamRef SourceTextureRH...,
    FTextureRHIParamRef DestTextureRHI,
    bool bKeepOriginalSurface,
    const FResolveParams & ResolveParam...
)

Public function

void

 

DiscardRenderTargets

(
    bool Depth,
    bool Stencil,
    uint32 ColorBitMask
)

Public function

void

 

DispatchComputeShader

(
    uint32 ThreadGroupCountX,
    uint32 ThreadGroupCountY,
    uint32 ThreadGroupCountZ
)

Public function

void

 

DispatchIndirectComputeShader

(
    FVertexBufferRHIParamRef ArgumentBu...,
    uint32 ArgumentOffset
)

Public function

void

 

DrawIndexedIndirect

(
    FIndexBufferRHIParamRef IndexBuffer...,
    uint32 PrimitiveType,
    FStructuredBufferRHIParamRef Argume...,
    uint32 DrawArgumentsIndex,
    uint32 NumInstances
)

Public function

void

 

DrawIndexedPrimitive

(
    FIndexBufferRHIParamRef IndexBuffer,
    uint32 PrimitiveType,
    int32 BaseVertexIndex,
    uint32 FirstInstance,
    uint32 NumVertices,
    uint32 StartIndex,
    uint32 NumPrimitives,
    uint32 NumInstances
)

Public function

void

 

DrawIndexedPrimitiveIndirect

(
    uint32 PrimitiveType,
    FIndexBufferRHIParamRef IndexBuffer,
    FVertexBufferRHIParamRef ArgumentsB...,
    uint32 ArgumentOffset
)

Public function

void

 

DrawPrimitive

(
    uint32 PrimitiveType,
    uint32 BaseVertexIndex,
    uint32 NumPrimitives,
    uint32 NumInstances
)

Public function

void

 

DrawPrimitiveIndirect

(
    uint32 PrimitiveType,
    FVertexBufferRHIParamRef ArgumentBu...,
    uint32 ArgumentOffset
)

Public function

void

 

EndComputePass()

Public function

void

 

EndDrawIndexedPrimitiveUP()

Public function

void

 

EndDrawingViewport

(
    FViewportRHIParamRef Viewport,
    bool bPresent,
    bool bLockToVsync
)

Public function

void

 

EndDrawPrimitiveUP()

Public function

void

 

EndFrame()

Public function

void

 

EndRenderPass()

Public function

void

 

EndRenderQuery

(
    FRenderQueryRHIParamRef RenderQuery
)

Public function

void

 

EndScene()

Public function

void

 

EndUpdateMultiFrameResource

Public function

void

 

EndUpdateMultiFrameResource

(
    FTextureRHIParamRef Texture
)

Public function

void

 

EnqueueStagedRead

(
    FStagingBufferRHIParamRef StagingBu...,
    FGPUFenceRHIParamRef Fence,
    uint32 Offset,
    uint32 NumBytes
)

Public function

void

 

FlushComputeShaderCache()

Public function

void

 

PollOcclusionQueries()

Public function

void

 

PopEvent()

Public function

void

 

PushEvent

(
    const TCHAR * Name,
    FColor Color
)

Public function

void

 

RHIInvalidateCachedState()

Public function

void

 

SetBlendFactor

(
    const FLinearColor & BlendFactor
)

Public function

void

 

SetComputePipelineState

(
    FComputePipelineState* Compute...
)

Public function

void

 

SetComputeShader

(
    FComputeShaderRHIParamRef ComputeSh...
)

Public function

void

 

SetDepthBounds

(
    float MinDepth,
    float MaxDepth
)

Public function

void

 

SetGraphicsPipelineState

(
    FGraphicsPipelineState* Graphi...
)

Public function

void

 

SetLocalGraphicsPipelineState

(
    FLocalGraphicsPipelineState LocalGr...
)

Public function

void

 

SetLocalShaderUniformBuffer

(
    TRefCountPtr < TShaderRHI >& Shader,
    uint32 BaseIndex,
    const FLocalUniformBuffer & Uniform...
)

Public function

void

 

SetLocalShaderUniformBuffer

(
    TShaderRHIParamRef Shader,
    uint32 BaseIndex,
    const FLocalUniformBuffer & Uniform...
)

Public function

void

 

SetRenderTargets

(
    uint32 NewNumSimultaneousRenderTarg...,
    const FRHIRenderTargetView * Ne...,
    const FRHIDepthRenderTargetView ...,
    uint32 NewNumUAVs,
    const FUnorderedAccessViewRHIParamR ...
)

Public function

void

 

SetRenderTargetsAndClear

(
    const FRHISetRenderTargetsInfo & Re...
)

Public function

void

 

SetScissorRect

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

Public function

void

 

SetShaderParameter

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

Public function

void

 

SetShaderParameter

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

Public function

void

 

SetShaderResourceViewParameter

(
    TRefCountPtr < TShaderRHI >& Shader,
    uint32 SamplerIndex,
    FShaderResourceViewRHIParamRef SRV
)

Public function

void

 

SetShaderResourceViewParameter

(
    TShaderRHIParamRef Shader,
    uint32 SamplerIndex,
    FShaderResourceViewRHIParamRef SRV
)

Public function

void

 

SetShaderSampler

(
    TShaderRHIParamRef Shader,
    uint32 SamplerIndex,
    FSamplerStateRHIParamRef State
)

Public function

void

 

SetShaderSampler

(
    TRefCountPtr < TShaderRHI >& Shader,
    uint32 SamplerIndex,
    FSamplerStateRHIParamRef State
)

Public function

void

 

SetShaderTexture

(
    TShaderRHIParamRef Shader,
    uint32 TextureIndex,
    FTextureRHIParamRef Texture
)

Public function

void

 

SetShaderTexture

(
    TRefCountPtr < TShaderRHI >& Shader,
    uint32 TextureIndex,
    FTextureRHIParamRef Texture
)

Public function

void

 

SetShaderUniformBuffer

(
    TShaderRHI* Shader,
    uint32 BaseIndex,
    FUniformBufferRHIParamRef UniformBu...
)

Public function

void

 

SetShaderUniformBuffer

(
    TRefCountPtr < TShaderRHI >& Shader,
    uint32 BaseIndex,
    FUniformBufferRHIParamRef UniformBu...
)

Public function

void

 

SetStencilRef

(
    uint32 StencilRef
)

Public function

void

 

SetStereoViewport

(
    uint32 LeftMinX,
    uint32 RightMinX,
    uint32 LeftMinY,
    uint32 RightMinY,
    float MinZ,
    uint32 LeftMaxX,
    uint32 RightMaxX,
    uint32 LeftMaxY,
    uint32 RightMaxY,
    float MaxZ
)

Public function

void

 

SetStreamSource

(
    uint32 StreamIndex,
    FVertexBufferRHIParamRef VertexBuff...,
    uint32 Offset
)

Public function

void

 

SetUAVParameter

(
    TRefCountPtr < FRHIComputeShader >&...,
    uint32 UAVIndex,
    FUnorderedAccessViewRHIParamRef UAV,
    uint32 InitialCount
)

Public function

void

 

SetUAVParameter

(
    FComputeShaderRHIParamRef Shader,
    uint32 UAVIndex,
    FUnorderedAccessViewRHIParamRef UAV
)

Public function

void

 

SetUAVParameter

(
    TRefCountPtr < FRHIComputeShader >&...,
    uint32 UAVIndex,
    FUnorderedAccessViewRHIParamRef UAV
)

Public function

void

 

SetUAVParameter

(
    FComputeShaderRHIParamRef Shader,
    uint32 UAVIndex,
    FUnorderedAccessViewRHIParamRef UAV,
    uint32 InitialCount
)

Public function

void

 

SetViewport

(
    uint32 MinX,
    uint32 MinY,
    float MinZ,
    uint32 MaxX,
    uint32 MaxY,
    float MaxZ
)

Public function

void

 

SubmitCommandsHint()

Public function

void

 

TransitionResource

(
    EResourceTransitionAccess Transitio...,
    EResourceTransitionPipeline Transit...,
    FUnorderedAccessViewRHIParamRef InU...,
    FComputeFenceRHIParamRef WriteFence
)

Public function

void

 

TransitionResource

(
    EResourceTransitionAccess Transitio...,
    EResourceTransitionPipeline Transit...,
    FUnorderedAccessViewRHIParamRef InU...
)

Public function

void

 

TransitionResource

(
    EResourceTransitionAccess Transitio...,
    FTextureRHIParamRef InTexture
)

Public function

void

 

TransitionResourceArrayNoCopy

(
    EResourceTransitionAccess Transitio...,
    TArray < FTextureRHIParamRef >& InT...
)

Public function

void

 

TransitionResources

(
    EResourceTransitionAccess Transitio...,
    EResourceTransitionPipeline Transit...,
    FUnorderedAccessViewRHIParamRef ...,
    int32 NumUAVs
)

Public function

void

 

TransitionResources

(
    EResourceTransitionAccess Transitio...,
    FTextureRHIParamRef * InTexture...,
    int32 NumTextures
)

Public function

void

 

TransitionResources

(
    EResourceTransitionAccess Transitio...,
    EResourceTransitionPipeline Transit...,
    FUnorderedAccessViewRHIParamRef ...,
    int32 NumUAVs,
    FComputeFenceRHIParamRef WriteFence
)

Public function

void

 

WaitComputeFence

(
    FComputeFenceRHIParamRef WaitFence
)

Operators

Name Description

Public function

void

 

operator delete

(
    void* RawMemory
)

Public function

void *

 

operator new

(
    size_t Size
)

Custom new/delete with recycling

References

Module

RHI

Header

Runtime/RHI/Public/RHICommandList.h