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Unreal Engine C++ API Reference > Runtime > RHI > FDynamicRHI > RHICreateGraphicsPipelineState
- FDynamicRHI::RHICreateGraphicsPipelineState()
- FVulkanDynamicRHI::RHICreateGraphicsPipelineState()
- FOpenGLDynamicRHI::RHICreateGraphicsPipelineState()
- FDynamicRHIPSOFallback::RHICreateGraphicsPipelineState()
- FOpenGLDynamicRHI::RHICreateGraphicsPipelineState()
References
Module | RHI |
Header | /Engine/Source/Runtime/RHI/Public/DynamicRHI.h |
Include | #include "DynamicRHI.h" |
FGraphicsPipelineStateRHIRef RHICreateGraphicsPipelineState
&40;
const FGraphicsPipelineStateInitializer & Initializer
&41;
Remarks
Creates a graphics pipeline state object (PSO) that represents a complete gpu pipeline for rendering. This function should be considered expensive to call at runtime and may cause hitches as pipelines are compiled. FGraphicsPipelineStateRHIRef that can be bound for rendering; nullptr if the compilation fails. CAUTION: On certain RHI implementations (eg, ones that do not support runtime compilation) a compilation failure is a Fatal error and this function will not return. CAUTION: Even though this is marked as threadsafe, it is only valid to call from the render thread or the RHI thread. It need not be threadsafe unless the RHI support parallel translation. CAUTION: Platforms that support RHIThread but don't actually have a threadsafe implementation must flush internally with FScopedRHIThreadStaller StallRHIThread(FRHICommandListExecutor::GetImmediateCommandList()); when the call is from the render thread
Parameters
Name | Description |
---|---|
Initializer | Descriptor object defining all the information needed to create the PSO, as well as behavior hints to the RHI. |