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API > API/Runtime > API/Runtime/RHI
| Name | FRHICommandListImmediate |
| Type | class |
| Header File | /Engine/Source/Runtime/RHI/Public/RHICommandList.h |
| Include Path | #include "RHICommandList.h" |
Syntax
class FRHICommandListImmediate : public FRHICommandList
Inheritance Hierarchy
- FRHICommandListBase → FRHIComputeCommandList → FRHICommandList → FRHICommandListImmediate
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHICommandListImmediate() |
RHICommandList.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FRHICommandListImmediate() |
RHICommandList.h |
Structs
| Name | Remarks |
|---|---|
| FQueuedCommandList |
Enums
Public
| Name | Remarks |
|---|---|
| ETranslatePriority |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTextureRHIRef AsyncReallocateTexture2D
(
FRHITexture* Texture2D, |
RHICommandList.h | ||
void BeginDrawingViewport
(
FRHIViewport* Viewport, |
RHICommandList.h | ||
FUpdateTexture3DData BeginUpdateTexture3D
(
FRHITexture* Texture, |
RHICommandList.h | ||
void BlockUntilGPUIdle() |
RHICommandList.h | ||
ETextureReallocationStatus CancelAsyncReallocateTexture2D
(
FRHITexture* Texture2D, |
RHICommandList.h | ||
void EndDrawingViewport
(
FRHIViewport* Viewport, |
RHICommandList.h | ||
void EndFrame() |
RHICommandList.h | ||
void EndMultiUpdateTexture3D
(
TArray< FUpdateTexture3DData >& UpdateDataArray |
RHICommandList.h | ||
void EndUpdateTexture3D
(
FUpdateTexture3DData& UpdateData |
RHICommandList.h | ||
void EnqueueLambda
(
const TCHAR* LambdaName, |
RHICommandList.h | ||
void EnqueueLambda
(
LAMBDA&& Lambda |
RHICommandList.h | ||
ETextureReallocationStatus FinalizeAsyncReallocateTexture2D
(
FRHITexture* Texture2D, |
RHICommandList.h | ||
void FlushResources() |
RHICommandList.h | ||
uint32 GetGPUFrameCycles() |
RHICommandList.h | ||
void * GetNativeCommandBuffer() |
RHICommandList.h | ||
void * GetNativeComputeQueue() |
RHICommandList.h | ||
void * GetNativeDevice() |
RHICommandList.h | ||
void * GetNativeGraphicsQueue() |
RHICommandList.h | ||
void * GetNativeInstance() |
RHICommandList.h | ||
void * GetNativePhysicalDevice() |
RHICommandList.h | ||
bool GetTextureMemoryVisualizeData
(
FColor* TextureData, |
RHICommandList.h | ||
void ImmediateFlush
(
EImmediateFlushType::Type FlushType, |
Dispatches work to the RHI thread and the GPU. | RHICommandList.h | |
void InitializeImmediateContexts() |
RHICommandList.h | ||
bool IsRenderingSuspended() |
RHICommandList.h | ||
void * LockStagingBuffer
(
FRHIStagingBuffer* StagingBuffer, |
RHICommandList.h | ||
FRHILockTextureResult LockTexture
(
const FRHILockTextureArgs& Arguments |
RHICommandList.h | ||
void * LockTexture2D
(
FRHITexture* Texture, |
RHICommandList.h | ||
void * LockTexture2DArray
(
FRHITexture* Texture, |
RHICommandList.h | ||
void * LockTextureCubeFace
(
FRHITexture* Texture, |
RHICommandList.h | ||
void MapStagingSurface
(
FRHITexture* Texture, |
RHICommandList.h | ||
void MapStagingSurface
(
FRHITexture* Texture, |
RHICommandList.h | ||
void QueueAsyncCommandListSubmit
(
FQueuedCommandList QueuedCommandList, |
RHICommandList.h | ||
void QueueAsyncCommandListSubmit
(
TArrayView< FQueuedCommandList > CommandLists, |
Chains together one or more RHI command lists into the immediate command list, allowing in-order submission of parallel rendering work. | RHICommandList.h | |
void Read3DSurfaceFloatData
(
FRHITexture* Texture, |
RHICommandList.h | ||
void ReadSurfaceData
(
FRHITexture* Texture, |
ReadSurfaceFloatData reads texture data into FLinearColor pixels in other formats are converted to FLinearColor reading from float surfaces remaps the values into an interpolation of their {min,max} ; use RCM_MinMax to prevent that | RHICommandList.h | |
void ReadSurfaceData
(
FRHITexture* Texture, |
ReadSurfaceFloatData reads texture data into FColor pixels in other formats are converted to FColor | RHICommandList.h | |
void ReadSurfaceFloatData
(
FRHITexture* Texture, |
ReadSurfaceFloatData reads texture data into FFloat16Color it only works if Texture is exactly PF_FloatRGBA (RGBA16F) ! no conversion is done | RHICommandList.h | |
void ReadSurfaceFloatData
(
FRHITexture* Texture, |
RHICommandList.h | ||
void SerializeAccelerationStructure
(
FRHIRayTracingScene* Scene, |
RHICommandList.h | ||
bool StallRHIThread() |
RHICommandList.h | ||
void SubmitAndBlockUntilGPUIdle() |
RHICommandList.h | ||
void SubmitCommandsAndFlushGPU() |
RHICommandList.h | ||
void SubmitCommandsHint() |
RHICommandList.h | ||
void UnlockStagingBuffer
(
FRHIStagingBuffer* StagingBuffer |
RHICommandList.h | ||
void UnlockTexture
(
const FRHILockTextureArgs& Arguments |
RHICommandList.h | ||
void UnlockTexture2D
(
FRHITexture* Texture, |
RHICommandList.h | ||
void UnlockTexture2DArray
(
FRHITexture* Texture, |
RHICommandList.h | ||
void UnlockTextureCubeFace
(
FRHITexture* Texture, |
RHICommandList.h | ||
void UnmapStagingSurface
(
FRHITexture* Texture, |
RHICommandList.h | ||
void UnStallRHIThread() |
RHICommandList.h | ||
void VirtualTextureSetFirstMipInMemory
(
FRHITexture* Texture, |
RHICommandList.h | ||
void VirtualTextureSetFirstMipVisible
(
FRHITexture* Texture, |
RHICommandList.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FRHICommandListImmediate & Get () |
RHICommandList.h | ||
static FRHICommandListImmediate & Get
(
FRHICommandListBase& RHICmdList |
RHICommandList.h | ||
static bool IsStalled() |
RHICommandList.h |