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Unreal Engine C++ API Reference > Runtime > NullDrv
Inheritance Hierarchy
- FDynamicRHIPSOFallback
- IRHICommandContextPSOFallback
- FNullDynamicRHI
References
Module | NullDrv |
Header | /Engine/Source/Runtime/NullDrv/Public/NullRHI.h |
Include | #include "NullRHI.h" |
Syntax
class FNullDynamicRHI :
public FDynamicRHIPSOFallback,
public IRHICommandContextPSOFallback
Remarks
A null implementation of the dynamically bound RHI.
Constructors
Type | Name | Description | |
---|---|---|---|
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Overridden from FDynamicRHI
Type | Name | Description | |
---|---|---|---|
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ERHIInterfaceType | ||
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const TCHAR * | GetName () |
|
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void | Init () |
Initializes the RHI; separate from IDynamicRHIModule::CreateRHI so that GDynamicRHI is set when it is called. |
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void * | LockBuffer_BottomOfPipe
(
FRHICommandListBase& RHICmdList, |
Buffer Lock/Unlock. |
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void | FlushType: Flush RHI Thread. | |
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void | RHIAdvanceFrameForGetViewportBackBuffer
(
FRHIViewport* Viewport |
Only relevant with an RHI thread, this advances the backbuffer for the purpose of GetViewportBackBuffer FlushType: Thread safe |
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void | RHIAliasTextureResources
(
FTextureRHIRef& DestTexture, |
|
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FTextureRHIRef | RHIAsyncCreateTexture2D
(
uint32 SizeX, |
FlushType: Thread safe. |
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FTexture2DRHIRef | RHIAsyncReallocateTexture2D
(
FRHITexture2D* Texture2D, |
Starts an asynchronous texture reallocation. |
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void | RHIBindDebugLabelName
(
FRHITexture* Texture, |
FlushType: Thread safe. |
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void | Blocks the CPU until the GPU catches up and goes idle. FlushType: Flush Immediate (seems wrong) | |
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FRHICalcTextureSizeResult | RHICalcTexturePlatformSize
(
FRHITextureDesc const& Desc, |
FlushType: Thread safe. |
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ETextureReallocationStatus | RHICancelAsyncReallocateTexture2D
(
FRHITexture2D* Texture2D, |
FlushType: Wait RHI Thread. |
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void | RHICheckViewportHDRStatus
(
FRHIViewport* Viewport |
Tests the viewport to see if its HDR status has changed. This is usually tested after a window has been moved. |
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uint32 | RHIComputeMemorySize
(
FRHITexture* TextureRHI |
FlushType: Thread safe. |
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void | RHICopyBuffer
(
FRHIBuffer* SourceBuffer, |
FlushType: Flush Immediate (seems dangerous) |
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FBlendStateRHIRef | RHICreateBlendState
(
const FBlendStateInitializerRHI& Initializer |
FlushType: Thread safe. |
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FBoundShaderStateRHIRef | RHICreateBoundShaderState
(
FRHIVertexDeclaration* VertexDeclaration, |
FlushType: Thread safe, but varies depending on the RHI. |
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FBufferRHIRef | RHICreateBuffer
(
FRHICommandListBase& RHICmdList, |
|
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FComputeShaderRHIRef | RHICreateComputeShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. |
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FDepthStencilStateRHIRef | RHICreateDepthStencilState
(
const FDepthStencilStateInitializerRHI& Initializer |
FlushType: Thread safe. |
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FGeometryShaderRHIRef | RHICreateGeometryShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. |
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FPixelShaderRHIRef | RHICreatePixelShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. |
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FRasterizerStateRHIRef | RHICreateRasterizerState
(
const FRasterizerStateInitializerRHI& Initializer |
FlushType: Thread safe. |
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FRenderQueryRHIRef | RHICreateRenderQuery
(
ERenderQueryType QueryType |
FlushType: Wait RHI Thread. |
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FSamplerStateRHIRef | RHICreateSamplerState
(
const FSamplerStateInitializerRHI& Initializer |
FlushType: Thread safe. |
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FShaderResourceViewRHIRef | RHICreateShaderResourceView
(
FRHICommandListBase& RHICmdList, |
SRV / UAV creation functions. |
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FTextureRHIRef | RHICreateTexture
(
const FRHITextureCreateDesc& CreateDesc |
Creates an RHI texture resource. |
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void | RHICreateTransition
(
FRHITransition* Transition, |
|
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FUniformBufferRHIRef | RHICreateUniformBuffer
(
const void* Contents, |
FlushType: Thread safe, but varies depending on the RHI. |
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FUnorderedAccessViewRHIRef | RHICreateUnorderedAccessView
(
FRHICommandListBase& RHICmdList, |
|
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FVertexDeclarationRHIRef | RHICreateVertexDeclaration
(
const FVertexDeclarationElementList& Elements |
FlushType: Wait RHI Thread. |
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FVertexShaderRHIRef | RHICreateVertexShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. |
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FViewportRHIRef | RHICreateViewport
(
void* WindowHandle, |
Must be called from the main thread. FlushType: Thread safe |
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ETextureReallocationStatus | RHIFinalizeAsyncReallocateTexture2D
(
FRHITexture2D* Texture2D, |
FlushType: Wait RHI Thread. |
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IRHIPlatformCommandList * | RHIFinalizeContext
(
IRHIComputeContext* Context |
Finalizes (i.e. closes) the specified command context, returning the completed platform command list object. |
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void | Flush driver resources. | |
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bool | RHIGetAvailableResolutions
(
FScreenResolutionArray& Resolutions, |
FlushType: Thread safe. |
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EColorSpaceAndEOTF | RHIGetColorSpace
(
FRHIViewport* Viewport |
Return what colour space the viewport is in. Used for HDR displays. |
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IRHIComputeContext * | RHIGetCommandContext
(
ERHIPipeline Pipeline, |
Retrieves a new command context to begin the recording of a new platform command list. |
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IRHICommandContext * | FlushType: Thread safe. | |
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uint32 | RHIGetGPUFrameCycles
(
uint32 GPUIndex |
FlushType: Thread safe. |
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void * | FlushType: Flush RHI Thread. | |
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void * | FlushType: Flush RHI Thread. | |
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bool | RHIGetRenderQueryResult
(
FRHIRenderQuery* RenderQuery, |
CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread. |
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void | RHIGetSupportedResolution
(
uint32& Width, |
FlushType: Thread safe. |
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void | RHIGetTextureMemoryStats
(
FTextureMemoryStats& OutStats |
FlushType: Thread safe. |
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bool | RHIGetTextureMemoryVisualizeData
(
FColor* TextureData, |
FlushType: Flush Immediate. |
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FTexture2DRHIRef | RHIGetViewportBackBuffer
(
FRHIViewport* Viewport |
With RHI thread, this is the current backbuffer from the perspective of the render thread. |
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void * | RHILockTexture2D
(
FRHITexture2D* Texture, |
FlushType: Flush RHI Thread. |
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void * | RHILockTexture2DArray
(
FRHITexture2DArray* Texture, |
FlushType: Flush RHI Thread. |
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void * | RHILockTextureCubeFace
(
FRHITextureCube* Texture, |
FlushType: Flush RHI Thread. |
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void | RHIMapStagingSurface
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) |
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void | RHIRead3DSurfaceFloatData
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) |
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void | RHIReadSurfaceData
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) |
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void | RHIReadSurfaceFloatData
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) |
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void | FlushType: Flush RHI Thread. | |
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void | RHIReleaseTransition
(
FRHITransition* Transition |
|
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void | RHIResizeViewport
(
FRHIViewport* Viewport, |
Must be called from the main thread. FlushType: Thread safe |
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void | RHISubmitCommandLists
(
TArrayView< IRHIPlatformCommandList* > CommandLists, |
Submits a batch of previously recorded/finalized command lists to the GPU. |
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void | RHITick
(
float DeltaTime |
Must be called from the main thread. FlushType: Thread safe |
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void | RHITransferBufferUnderlyingResource
(
FRHIBuffer* DestBuffer, |
Transfer metadata and underlying resource from src to dest and release any resource owned by dest. |
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void | RHIUnlockTexture2D
(
FRHITexture2D* Texture, |
FlushType: Flush RHI Thread. |
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void | RHIUnlockTexture2DArray
(
FRHITexture2DArray* Texture, |
FlushType: Flush RHI Thread. |
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void | RHIUnlockTextureCubeFace
(
FRHITextureCube* Texture, |
FlushType: Flush RHI Thread. |
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void | RHIUnmapStagingSurface
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) |
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void | RHIUpdateTexture2D
(
FRHICommandListBase& RHICmdList, |
Updates a region of a 2D texture from system memory |
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void | RHIUpdateTexture3D
(
FRHICommandListBase& RHICmdList, |
Updates a region of a 3D texture from system memory |
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void | RHIUpdateUniformBuffer
(
FRHICommandListBase& RHICmdList, |
|
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void | Shutdown () |
Shutdown the RHI; handle shutdown and resource destruction before the RHI's actual destructor is called (so that all resources of the RHI are still available for shutdown). |
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void | UnlockBuffer_BottomOfPipe
(
FRHICommandListBase& RHICmdList, |
Overridden from IRHICommandContextPSOFallback
Type | Name | Description | |
---|---|---|---|
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void | RHIEnableDepthBoundsTest
(
bool bEnable |
|
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void | RHISetBlendState
(
FRHIBlendState* NewState, |
|
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void | RHISetBoundShaderState
(
FRHIBoundShaderState* BoundShaderState |
|
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void | RHISetComputeShader
(
FRHIComputeShader* ComputeShader |
|
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void | RHISetDepthStencilState
(
FRHIDepthStencilState* NewState, |
|
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void | RHISetRasterizerState
(
FRHIRasterizerState* NewState |
Overridden from IRHICommandContext
Type | Name | Description | |
---|---|---|---|
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void | RHIBeginDrawingViewport
(
FRHIViewport* Viewport, |
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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void | 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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void | RHIBeginRenderPass
(
const FRHIRenderPassInfo& InInfo, |
|
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void | RHIBeginRenderQuery
(
FRHIRenderQuery* RenderQuery |
|
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void | 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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void | RHICopyTexture
(
FRHITexture* SourceTexture, |
|
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void | RHIDrawIndexedIndirect
(
FRHIBuffer* IndexBufferRHI, |
|
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void | RHIDrawIndexedPrimitive
(
FRHIBuffer* IndexBuffer, |
|
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void | RHIDrawIndexedPrimitiveIndirect
(
FRHIBuffer* IndexBuffer, |
|
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void | RHIDrawPrimitive
(
uint32 BaseVertexIndex, |
|
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void | RHIDrawPrimitiveIndirect
(
FRHIBuffer* ArgumentBuffer, |
|
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void | RHIEndDrawingViewport
(
FRHIViewport* Viewport, |
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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void | 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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void | ||
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void | RHIEndRenderQuery
(
FRHIRenderQuery* RenderQuery |
|
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void | 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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void | RHIMultiDrawIndexedPrimitiveIndirect
(
FRHIBuffer* IndexBuffer, |
Similar to RHIDrawIndexedPrimitiveIndirect, but allows many draw arguments to be provided at once. |
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void | RHISetDepthBounds
(
float MinDepth, |
Sets Depth Bounds range with the given min/max depth. |
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void | RHISetMultipleViewports
(
uint32 Count, |
Useful when used with geometry shader (emit polygons to different viewports), otherwise SetViewPort() is simpler |
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void | RHISetScissorRect
(
bool bEnable, |
|
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void | RHISetShaderParameter
(
FRHIGraphicsShader* Shader, |
|
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void | RHISetShaderParameters
(
FRHIGraphicsShader* Shader, |
|
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void | RHISetShaderResourceViewParameter
(
FRHIGraphicsShader* Shader, |
|
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void | RHISetShaderSampler
(
FRHIGraphicsShader* Shader, |
Sets sampler state. |
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void | RHISetShaderTexture
(
FRHIGraphicsShader* Shader, |
Set the shader resource view of a surface. |
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void | RHISetShaderUnbinds
(
FRHIGraphicsShader* ComputeShader, |
|
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void | RHISetShaderUniformBuffer
(
FRHIGraphicsShader* Shader, |
|
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void | RHISetShadingRate
(
EVRSShadingRate ShadingRate, |
|
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void | RHISetStreamSource
(
uint32 StreamIndex, |
|
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void | RHISetUAVParameter
(
FRHIPixelShader* PixelShader, |
Sets a pixel shader UAV parameter. |
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void | RHISetViewport
(
float MinX, |
Overridden from IRHIComputeContext
Type | Name | Description | |
---|---|---|---|
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void | RHIBeginTransitions
(
TArrayView< const FRHITransition* > Transitions |
|
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void | RHIClearUAVFloat
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
Clears a UAV to the multi-channel floating point value provided. |
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void | RHIClearUAVUint
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
Clears a UAV to the multi-component unsigned integer value provided. |
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void | RHIDispatchComputeShader
(
uint32 ThreadGroupCountX, |
|
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void | RHIDispatchIndirectComputeShader
(
FRHIBuffer* ArgumentBuffer, |
|
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void | RHIEndTransitions
(
TArrayView< const FRHITransition* > Transitions |
|
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void | RHIPopEvent () |
|
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void | RHIPushEvent
(
const TCHAR* Name, |
|
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void | RHISetShaderParameter
(
FRHIComputeShader* ComputeShader, |
|
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void | RHISetShaderParameters
(
FRHIComputeShader* Shader, |
|
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void | RHISetShaderResourceViewParameter
(
FRHIComputeShader* ComputeShader, |
|
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void | RHISetShaderSampler
(
FRHIComputeShader* ComputeShader, |
Sets sampler state. |
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void | RHISetShaderTexture
(
FRHIComputeShader* ComputeShader, |
Set the shader resource view of a surface. |
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void | RHISetShaderUnbinds
(
FRHIComputeShader* ComputeShader, |
|
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void | RHISetShaderUniformBuffer
(
FRHIComputeShader* ComputeShader, |
|
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void | RHISetUAVParameter
(
FRHIComputeShader* ComputeShader, |
Sets a compute shader counted UAV parameter and initial count |
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void | RHISetUAVParameter
(
FRHIComputeShader* ComputeShader, |
Sets a compute shader UAV parameter. |
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void | Submit the current command buffer to the GPU if possible. |
Classes
Type | Name | Description | |
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FNullTexture |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | RHIGenerateMips
(
FRHITexture* Texture |
This function is deprecated and will be removed in future releases. Renderer version implemented. |