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API > API/Runtime > API/Runtime/RHI > API/Runtime/RHI/FGraphicsPipelineStateInitialize-
Overloads
| Name |
Remarks |
Include Path |
Unreal Specifiers |
|
|
RHIResources.h |
|
FGraphicsPipelineStateInitializer
(
FBoundShaderStateInput InBoundShaderState,
FRHIBlendState* InBlendState,
FRHIRasterizerState* InRasterizerState,
FRHIDepthStencilState* InDepthStencilState,
FImmutableSamplerState InImmutableSamplerState,
EPrimitiveType InPrimitiveType,
uint32 InRenderTargetsEnabled,
const TRenderTargetFormats& InRenderTargetFormats,
const TRenderTargetFlags& InRenderTargetFlags,
EPixelFormat InDepthStencilTargetFormat,
ETextureCreateFlags InDepthStencilTargetFlag,
ERenderTargetLoadAction InDepthTargetLoadAction,
ERenderTargetStoreAction InDepthTargetStoreAction,
ERenderTargetLoadAction InStencilTargetLoadAction,
ERenderTargetStoreAction InStencilTargetStoreAction,
FExclusiveDepthStencil InDepthStencilAccess,
uint16 InNumSamples,
ESubpassHint InSubpassHint,
uint8 InSubpassIndex,
EConservativeRasterization InConservativeRasterization,
uint16 InFlags,
bool bInDepthBounds,
uint8 InMultiViewCount,
bool bInHasFragmentDensityAttachment,
bool bInAllowVariableRateShading,
EVRSShadingRate InShadingRate
)
|
|
RHIResources.h |
|
FGraphicsPipelineStateInitializer()
| |
|
| Name |
FGraphicsPipelineStateInitializer |
| Type |
function |
| Header File |
/Engine/Source/Runtime/RHI/Public/RHIResources.h |
| Include Path |
#include "RHIResources.h" |
FGraphicsPipelineStateInitializer()
| |
|
| Name |
FGraphicsPipelineStateInitializer |
| Type |
function |
| Header File |
/Engine/Source/Runtime/RHI/Public/RHIResources.h |
| Include Path |
#include "RHIResources.h" |
FGraphicsPipelineStateInitializer
(
FBoundShaderStateInput InBoundShaderState,
FRHIBlendState * InBlendState,
FRHIRasterizerState * InRasterizerState,
FRHIDepthStencilState * InDepthStencilState,
FImmutableSamplerState InImmutableSamplerState,
EPrimitiveType InPrimitiveType,
uint32 InRenderTargetsEnabled,
const TRenderTargetFormats & InRenderTargetFormats,
const TRenderTargetFlags & InRenderTargetFlags,
EPixelFormat InDepthStencilTargetFormat,
ETextureCreateFlags InDepthStencilTargetFlag,
ERenderTargetLoadAction InDepthTargetLoadAction,
ERenderTargetStoreAction InDepthTargetStoreAction,
ERenderTargetLoadAction InStencilTargetLoadAction,
ERenderTargetStoreAction InStencilTargetStoreAction,
FExclusiveDepthStencil InDepthStencilAccess,
uint16 InNumSamples,
ESubpassHint InSubpassHint,
uint8 InSubpassIndex,
EConservativeRasterization InConservativeRasterization,
uint16 InFlags,
bool bInDepthBounds,
uint8 InMultiViewCount,
bool bInHasFragmentDensityAttachment,
bool bInAllowVariableRateShading,
EVRSShadingRate InShadingRate
)