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API > API/Runtime > API/Runtime/OpenGLDrv
Inheritance Hierarchy
- IOpenGLDynamicRHI
- IRHICommandContextPSOFallback
- FOpenGLDynamicRHI
References
| Module | OpenGLDrv |
| Header | /Engine/Source/Runtime/OpenGLDrv/Public/OpenGLDrv.h |
| Include | #include "OpenGLDrv.h" |
Syntax
class FOpenGLDynamicRHI :
public IOpenGLDynamicRHI,
public IRHICommandContextPSOFallback
Remarks
The interface which is implemented by the dynamically bound RHI.
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Initialization constructor. |
Destructors
| Type | Name | Description | |
|---|---|---|---|
| Destructor |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BeginRenderQuery_OnThisThread
(
FOpenGLRenderQuery* Query |
||
| void | CachedBindArrayBuffer
(
FOpenGLContextState& ContextState, |
||
| void | CachedBindElementArrayBuffer
(
FOpenGLContextState& ContextState, |
||
| void | CachedBindPixelUnpackBuffer
(
FOpenGLContextState& ContextState, |
||
| void | CachedBindStorageBuffer
(
FOpenGLContextState& ContextState, |
||
| void | CachedBindUniformBuffer
(
FOpenGLContextState& ContextState, |
||
| void | CachedSetupTextureStage
(
FOpenGLContextState& ContextState, |
Set a resource on texture target of a specific real OpenGL stage. | |
| void | CachedSetupTextureStageInner
(
FOpenGLContextState& ContextState, |
||
| void | CachedSetupUAVStage
(
FOpenGLContextState& ContextState, |
||
| void | Cleanup () |
||
| void | EndRenderQuery_OnThisThread
(
FOpenGLRenderQuery* Query |
||
| FOpenGLDynamicRHI & | Get () |
||
| FOpenGLContextState & | GetContextStateForCurrentContext
(
bool bAssertIfInvalid |
||
| FOpenGLGPUProfiler & | |||
| FOpenGLLinkedProgram * | GetLinkedComputeProgram
(
FRHIComputeShader* ComputeShaderRHI |
||
| void * | |||
| GLuint | GetOpenGLFramebuffer
(
uint32 NumSimultaneousRenderTargets, |
||
| GLuint | GetOpenGLFramebuffer
(
uint32 NumSimultaneousRenderTargets, |
||
| FOpenGLSamplerState * | |||
| void | GetRenderQueryResult_OnThisThread
(
FOpenGLRenderQuery* Query, |
||
| void | InitializeGLTexture
(
FOpenGLTexture* Texture, |
||
| void | InitializeGLTextureInternal
(
FOpenGLTexture* Texture, |
||
| void | InternalSetSamplerStates
(
GLint TextureIndex, |
||
| void | InternalSetShaderBufferUAV
(
GLint UAVIndex, |
||
| void | InternalSetShaderImageUAV
(
GLint UAVIndex, |
||
| void | InternalSetShaderTexture
(
FOpenGLTexture* Texture, |
Remember what RHI user wants set on a specific OpenGL texture stage, translating from Stage and TextureIndex for stage pair. | |
| void | Inform all queries about the need to recreate themselves after OpenGL context they're in gets deleted. | ||
| void | InvalidateTextureResourceInCache
(
GLuint Resource |
||
| void | InvalidateUAVResourceInCache
(
GLuint Resource |
||
| bool | IsUniformBufferBound
(
FOpenGLContextState& ContextState, |
||
| bool | LinkComputeShader
(
FRHIComputeShader* ComputeShaderRHI, |
||
| void | OnBufferDeletion
(
GLuint VertexBufferResource |
||
| void | OnPixelBufferDeletion
(
GLuint PixelBufferResource |
||
| void | OnProgramDeletion
(
GLint ProgramResource |
||
| void | OnUniformBufferDeletion
(
GLuint UniformBufferResource, |
||
| void | PurgeFramebufferFromCaches
(
GLuint Framebuffer |
||
| void | RegisterQuery
(
FOpenGLRenderQuery* Query |
Add query to Queries list upon its creation. | |
| FOpenGLTexture * | ResourceCast
(
FRHITexture* TextureRHI |
||
| auto * | ResourceCast
(
TRHIType* Resource |
||
| FBoundShaderStateRHIRef | RHICreateBoundShaderState_OnThisThread
(
FRHIVertexDeclaration* VertexDeclaration, |
||
| void | SetCustomPresent
(
FRHICustomPresent* InCustomPresent |
||
| void | SetRenderTargets
(
uint32 NumSimultaneousRenderTargets, |
||
| void | SetRenderTargetsAndClear
(
const FRHISetRenderTargetsInfo& RenderTargetsInfo |
||
| void | UnregisterQuery
(
FOpenGLRenderQuery* Query |
Remove query from Queries list upon its deletion. | |
| void | UpdateSRV
(
FOpenGLShaderResourceView* SRV |
Overridden from IOpenGLDynamicRHI
| Type | Name | Description | |
|---|---|---|---|
| FTexture2DRHIRef | RHICreateTexture2DArrayFromResource
(
EPixelFormat Format, |
||
| FTexture2DRHIRef | RHICreateTexture2DFromResource
(
EPixelFormat Format, |
||
| FTextureCubeRHIRef | RHICreateTextureCubeFromResource
(
EPixelFormat Format, |
||
| int32 | |||
| int32 | |||
| GLuint | RHIGetResource
(
FRHITexture* InTexture |
||
| bool | RHIIsValidTexture
(
GLuint InTexture |
||
| void | RHISetExternalGPUTime
(
uint32 InExternalGPUTime |
||
| bool |
Overridden from FDynamicRHI
| Type | Name | Description | |
|---|---|---|---|
| FTexture2DRHIRef | AsyncReallocateTexture2D_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| ETextureReallocationStatus | CancelAsyncReallocateTexture2D_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| ETextureReallocationStatus | FinalizeAsyncReallocateTexture2D_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| const TCHAR * | GetName () |
||
| void | Init () |
Initializes the RHI; separate from IDynamicRHIModule::CreateRHI so that GDynamicRHI is set when it is called. | |
| void * | LockBuffer_BottomOfPipe
(
FRHICommandListBase& RHICmdList, |
Buffer Lock/Unlock. | |
| void * | LockStagingBuffer_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Lock a staging buffer to read contents on the CPU that were written by the GPU, without having to stall. | |
| void * | LockTexture2D_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| void * | LockTexture2DArray_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| void | FlushType: Flush RHI Thread. | ||
| void | RHIAdvanceFrameForGetViewportBackBuffer
(
FRHIViewport* Viewport |
Only relevant with an RHI thread, this advances the backbuffer for the purpose of GetViewportBackBuffer FlushType: Thread safe | |
| void | RHIAliasTextureResources
(
FTextureRHIRef& DestTextureRHI, |
||
| FTextureRHIRef | RHIAsyncCreateTexture2D
(
uint32 SizeX, |
FlushType: Thread safe. | |
| FTexture2DRHIRef | RHIAsyncReallocateTexture2D
(
FRHITexture2D* Texture2D, |
Starts an asynchronous texture reallocation. | |
| void | RHIBindDebugLabelName
(
FRHITexture* Texture, |
FlushType: Thread safe. | |
| void | Blocks the CPU until the GPU catches up and goes idle. FlushType: Flush Immediate (seems wrong) | ||
| FRHICalcTextureSizeResult | RHICalcTexturePlatformSize
(
FRHITextureDesc const& Desc, |
FlushType: Thread safe. | |
| ETextureReallocationStatus | RHICancelAsyncReallocateTexture2D
(
FRHITexture2D* Texture2D, |
Cancels an async reallocation for the specified texture. | |
| uint32 | RHIComputeMemorySize
(
FRHITexture* TextureRHI |
Computes the size in memory required by a given texture. | |
| void | RHICopyBuffer
(
FRHIBuffer* SourceBuffer, |
FlushType: Flush Immediate (seems dangerous) | |
| FTextureRHIRef | RHICreateAliasedTexture
(
FTextureRHIRef& SourceTexture |
||
| FBlendStateRHIRef | RHICreateBlendState
(
const FBlendStateInitializerRHI& Initializer |
FlushType: Thread safe. | |
| FBoundShaderStateRHIRef | RHICreateBoundShaderState
(
FRHIVertexDeclaration* VertexDeclaration, |
FlushType: Thread safe, but varies depending on the RHI. | |
| FBufferRHIRef | RHICreateBuffer
(
FRHICommandListBase& RHICmdList, |
||
| FComputeShaderRHIRef | RHICreateComputeShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. | |
| FDepthStencilStateRHIRef | RHICreateDepthStencilState
(
const FDepthStencilStateInitializerRHI& Initializer |
FlushType: Thread safe. | |
| FGeometryShaderRHIRef | RHICreateGeometryShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. | |
| FGPUFenceRHIRef | RHICreateGPUFence
(
const FName& Name |
||
| FGraphicsPipelineStateRHIRef | RHICreateGraphicsPipelineState
(
const FGraphicsPipelineStateInitializer& Initializer |
FlushType: Thread safe. | |
| FPixelShaderRHIRef | RHICreatePixelShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. | |
| FRasterizerStateRHIRef | RHICreateRasterizerState
(
const FRasterizerStateInitializerRHI& Initializer |
FlushType: Thread safe. | |
| FRenderQueryRHIRef | RHICreateRenderQuery
(
ERenderQueryType QueryType |
FlushType: Wait RHI Thread. | |
| FRenderQueryPoolRHIRef | RHICreateRenderQueryPool
(
ERenderQueryType QueryType, |
FlushType: Must be Thread-Safe. | |
| FSamplerStateRHIRef | RHICreateSamplerState
(
const FSamplerStateInitializerRHI& Initializer |
FlushType: Thread safe. | |
| FShaderResourceViewRHIRef | RHICreateShaderResourceView
(
FRHICommandListBase& RHICmdList, |
SRV / UAV creation functions. | |
| FStagingBufferRHIRef | FlushType: Thread safe. | ||
| FTextureRHIRef | RHICreateTexture
(
const FRHITextureCreateDesc& CreateDesc |
Creates an RHI texture resource. | |
| FTextureRHIRef | RHICreateTexture_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| FUniformBufferRHIRef | RHICreateUniformBuffer
(
const void* Contents, |
FlushType: Thread safe, but varies depending on the RHI. | |
| FUnorderedAccessViewRHIRef | RHICreateUnorderedAccessView
(
FRHICommandListBase& RHICmdList, |
||
| FVertexDeclarationRHIRef | RHICreateVertexDeclaration
(
const FVertexDeclarationElementList& Elements |
FlushType: Wait RHI Thread. | |
| FVertexShaderRHIRef | RHICreateVertexShader
(
TArrayView< const uint8 > Code, |
FlushType: Wait RHI Thread. | |
| FViewportRHIRef | RHICreateViewport
(
void* WindowHandle, |
Must be called from the main thread. FlushType: Thread safe | |
| ETextureReallocationStatus | RHIFinalizeAsyncReallocateTexture2D
(
FRHITexture2D* Texture2D, |
Returns the status of an ongoing or completed texture reallocation: TexRealloc_Succeeded - The texture is ok, reallocation is not in progress. | |
| IRHIPlatformCommandList * | RHIFinalizeContext
(
IRHIComputeContext* Context |
Finalizes (i.e. closes) the specified command context, returning the completed platform command list object. | |
| void | Flush driver resources. | ||
| void | RHIGenerateMips
(
FRHITexture* Texture |
Generates mip maps for the surface. | |
| bool | RHIGetAvailableResolutions
(
FScreenResolutionArray& Resolutions, |
FlushType: Thread safe. | |
| IRHIComputeContext * | RHIGetCommandContext
(
ERHIPipeline Pipeline, |
Retrieves a new command context to begin the recording of a new platform command list. | |
| IRHICommandContext * | FlushType: Thread safe. | ||
| uint32 | RHIGetGPUFrameCycles
(
uint32 GPUIndex |
Returns the total GPU time taken to render the last frame. | |
| uint64 | RHIGetMinimumAlignmentForBufferBackedSRV
(
EPixelFormat Format |
FlushType: Thread safe. | |
| void * | FlushType: Flush RHI Thread. | ||
| void * | FlushType: Flush RHI Thread. | ||
| bool | RHIGetRenderQueryResult
(
FRHIRenderQuery* RenderQuery, |
CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread. | |
| void | RHIGetSupportedResolution
(
uint32& Width, |
FlushType: Thread safe. | |
| void | RHIGetTextureMemoryStats
(
FTextureMemoryStats& OutStats |
Retrieves texture memory stats. Unsupported with this allocator. | |
| bool | RHIGetTextureMemoryVisualizeData
(
FColor* TextureData, |
Fills a texture with to visualize the texture pool memory. | |
| FTexture2DRHIRef | RHIGetViewportBackBuffer
(
FRHIViewport* Viewport |
With RHI thread, this is the current backbuffer from the perspective of the render thread. | |
| void * | RHILockStagingBuffer
(
FRHIStagingBuffer* StagingBuffer, |
Lock a staging buffer to read contents on the CPU that were written by the GPU, without having to stall. | |
| void * | RHILockTexture2D
(
FRHITexture2D* Texture, |
FlushType: Flush RHI Thread. | |
| void * | RHILockTexture2DArray
(
FRHITexture2DArray* Texture, |
FlushType: Flush RHI Thread. | |
| void * | RHILockTextureCubeFace
(
FRHITextureCube* Texture, |
FlushType: Flush RHI Thread. | |
| void * | RHILockTextureCubeFace_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| void | RHIMapStagingSurface
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) | |
| void | FlushType: called from render thread when RHI thread is flushed. | ||
| EPixelFormat | RHIPreferredPixelFormatHint
(
EPixelFormat PreferredPixelFormat |
Return preferred pixel format if given format is unsupported. | |
| void | RHIRead3DSurfaceFloatData
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) | |
| void | RHIReadSurfaceData
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) | |
| void | RHIReadSurfaceData
(
FRHITexture* Texture, |
Default fallback; will not work for non-8-bit surfaces and it's extremely slow. | |
| void | RHIReadSurfaceFloatData
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) | |
| void | FlushType: Flush RHI Thread. | ||
| bool | |||
| void | RHIResizeViewport
(
FRHIViewport* Viewport, |
Must be called from the main thread. FlushType: Thread safe | |
| void | RHISubmitCommandLists
(
TArrayView< IRHIPlatformCommandList* > CommandLists, |
Submits a batch of previously recorded/finalized command lists to the GPU. | |
| void | Kicks the current frame and makes sure GPU is actively working on them FlushType: Flush Immediate (copied from RHIBlockUntilGPUIdle) | ||
| void | RHITick
(
float DeltaTime |
Must be called from the main thread. FlushType: Thread safe | |
| void | RHITransferBufferUnderlyingResource
(
FRHIBuffer* DestBuffer, |
Transfer metadata and underlying resource from src to dest and release any resource owned by dest. | |
| void | RHIUnlockStagingBuffer
(
FRHIStagingBuffer* StagingBuffer |
Unlock a staging buffer previously locked with RHILockStagingBuffer. | |
| void | RHIUnlockTexture2D
(
FRHITexture2D* Texture, |
FlushType: Flush RHI Thread. | |
| void | RHIUnlockTexture2DArray
(
FRHITexture2DArray* Texture, |
FlushType: Flush RHI Thread. | |
| void | RHIUnlockTextureCubeFace
(
FRHITextureCube* Texture, |
FlushType: Flush RHI Thread. | |
| void | RHIUnlockTextureCubeFace_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| void | RHIUnmapStagingSurface
(
FRHITexture* Texture, |
FlushType: Flush Immediate (seems wrong) | |
| void | RHIUpdateTexture2D
(
FRHICommandListBase& RHICmdList, |
Updates a region of a 2D texture from system memory | |
| void | RHIUpdateTexture3D
(
FRHICommandListBase& RHICmdList, |
Updates a region of a 3D texture from system memory | |
| void | RHIUpdateUniformBuffer
(
FRHICommandListBase& RHICmdList, |
||
| 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). | |
| void | UnlockBuffer_BottomOfPipe
(
FRHICommandListBase& RHICmdList, |
||
| void | UnlockStagingBuffer_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Unlock a staging buffer previously locked with LockStagingBuffer_RenderThread. | |
| void | UnlockTexture2D_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
||
| void | UnlockTexture2DArray_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Overridden from IRHICommandContextPSOFallback
| Type | Name | Description | |
|---|---|---|---|
| void | RHIEnableDepthBoundsTest
(
bool bEnable |
||
| void | RHISetBlendState
(
FRHIBlendState* NewState, |
||
| void | RHISetBoundShaderState
(
FRHIBoundShaderState* BoundShaderState |
Set bound shader state. This will set the vertex decl/shader, and pixel shader | |
| void | RHISetComputeShader
(
FRHIComputeShader* ComputeShader |
||
| void | RHISetDepthStencilState
(
FRHIDepthStencilState* NewState, |
||
| void | RHISetRasterizerState
(
FRHIRasterizerState* NewState |
Overridden from IRHICommandContext
| Type | Name | Description | |
|---|---|---|---|
| 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. | |
| 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. | ||
| void | RHIBeginRenderPass
(
const FRHIRenderPassInfo& InInfo, |
||
| void | RHIBeginRenderQuery
(
FRHIRenderQuery* RenderQuery |
||
| 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. | ||
| void | RHICopyBufferRegion
(
FRHIBuffer* DestBuffer, |
||
| void | RHICopyTexture
(
FRHITexture* SourceTexture, |
FIXME: Broken on Android for cubemaps. | |
| void | RHIDiscardRenderTargets
(
bool Depth, |
Not all RHIs need this (Mobile specific) | |
| void | RHIDrawIndexedIndirect
(
FRHIBuffer* IndexBufferRHI, |
||
| void | RHIDrawIndexedPrimitive
(
FRHIBuffer* IndexBuffer, |
||
| void | RHIDrawIndexedPrimitiveIndirect
(
FRHIBuffer* IndexBuffer, |
||
| void | RHIDrawPrimitive
(
uint32 BaseVertexIndex, |
||
| void | RHIDrawPrimitiveIndirect
(
FRHIBuffer* ArgumentBuffer, |
||
| 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. | |
| 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. | |
| void | |||
| void | RHIEndRenderQuery
(
FRHIRenderQuery* RenderQuery |
||
| 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. | |
| void | |||
| void | 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. | ||
| void | RHISetBlendFactor
(
const FLinearColor& BlendFactor |
||
| void | RHISetDepthBounds
(
float MinDepth, |
Sets Depth Bounds range with the given min/max depth. | |
| void | RHISetGraphicsPipelineState
(
FRHIGraphicsPipelineState* GraphicsState, |
This will set most relevant pipeline state. | |
| void | RHISetMultipleViewports
(
uint32 Count, |
Useful when used with geometry shader (emit polygons to different viewports), otherwise SetViewPort() is simpler | |
| void | RHISetScissorRect
(
bool bEnable, |
||
| void | RHISetShaderParameter
(
FRHIGraphicsShader* Shader, |
||
| void | RHISetShaderParameters
(
FRHIGraphicsShader* Shader, |
||
| void | RHISetShaderResourceViewParameter
(
FRHIGraphicsShader* Shader, |
||
| void | RHISetShaderSampler
(
FRHIGraphicsShader* Shader, |
Sets sampler state. | |
| void | RHISetShaderTexture
(
FRHIGraphicsShader* Shader, |
Set the shader resource view of a surface. | |
| void | RHISetShaderUnbinds
(
FRHIGraphicsShader* Shader, |
||
| void | RHISetShaderUniformBuffer
(
FRHIGraphicsShader* Shader, |
||
| void | RHISetStencilRef
(
uint32 StencilRef |
||
| void | RHISetStreamSource
(
uint32 StreamIndex, |
||
| void | RHISetUAVParameter
(
FRHIPixelShader* PixelShader, |
Sets a pixel shader UAV parameter. | |
| void | RHISetViewport
(
float MinX, |
Overridden from IRHIComputeContext
| Type | Name | Description | |
|---|---|---|---|
| void | RHIBeginTransitions
(
TArrayView< const FRHITransition* > Transitions |
||
| void | RHIClearUAVFloat
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
Clears a UAV to the multi-channel floating point value provided. | |
| void | RHIClearUAVUint
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
Clears a UAV to the multi-component unsigned integer value provided. | |
| void | RHICopyToStagingBuffer
(
FRHIBuffer* SourceBufferRHI, |
Inline copy. | |
| void | RHIDispatchComputeShader
(
uint32 ThreadGroupCountX, |
||
| void | RHIDispatchIndirectComputeShader
(
FRHIBuffer* ArgumentBuffer, |
||
| void | RHIEndTransitions
(
TArrayView< const FRHITransition* > Transitions |
||
| void | Some RHI implementations (OpenGL) cache render state internally Signal to RHI that cached state is no longer valid | ||
| void | RHIPopEvent () |
||
| void | |||
| void | RHIPushEvent
(
const TCHAR* Name, |
||
| void | RHISetShaderParameter
(
FRHIComputeShader* ComputeShader, |
||
| void | RHISetShaderParameters
(
FRHIComputeShader* Shader, |
||
| void | RHISetShaderResourceViewParameter
(
FRHIComputeShader* ComputeShader, |
||
| void | RHISetShaderSampler
(
FRHIComputeShader* ComputeShader, |
Sets sampler state. | |
| void | RHISetShaderTexture
(
FRHIComputeShader* ComputeShader, |
Set the shader resource view of a surface. | |
| void | RHISetShaderUnbinds
(
FRHIComputeShader* Shader, |
||
| void | RHISetShaderUniformBuffer
(
FRHIComputeShader* ComputeShader, |
||
| void | RHISetStaticUniformBuffers
(
const FUniformBufferStaticBindings& InUniformBuffers |
||
| void | RHISetUAVParameter
(
FRHIComputeShader* ComputeShader, |
Sets a compute shader counted UAV parameter and initial count | |
| void | RHISetUAVParameter
(
FRHIComputeShader* ComputeShader, |
Sets a compute shader UAV parameter. | |
| void | Submit the current command buffer to the GPU if possible. | ||
| void | RHIWriteGPUFence
(
FRHIGPUFence* FenceRHI |
Write the fence in the GPU timeline. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FTextureLockTracker |
Constants
| Name | Description |
|---|---|
| Singleton |