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Unreal Engine C++ API Reference > Runtime > RHI
Inheritance Hierarchy
- FNoncopyable
- FRHICommandListBase
- FRHIComputeCommandList
- FRHICommandList
- FRHICommandList_RecursiveHazardous
- TRHICommandList_RecursiveHazardous
- FRHICommandListImmediate
- FRHIComputeCommandList_RecursiveHazardous
- TRHIComputeCommandList_RecursiveHazardous
References
Module | RHI |
Header | /Engine/Source/Runtime/RHI/Public/RHICommandList.h |
Include | #include "RHICommandList.h" |
Syntax
class FRHIComputeCommandList : public FRHICommandListBase
Constructors
Type | Name | Description | |
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FRHIComputeCommandList
(
FRHICommandListBase&& Other |
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FRHIComputeCommandList
(
FRHIGPUMask GPUMask, |
Functions
Type | Name | Description | |
---|---|---|---|
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void | BeginTransition
(
const FRHITransition* Transition |
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void | BeginTransitions
(
TArrayView< const FRHITransition* > Transitions |
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void | BeginUAVOverlap
(
TArrayView< FRHIUnorderedAccessView*const > UAVs |
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void | BeginUAVOverlap
(
FRHIUnorderedAccessView* UAV |
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void | ||
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void | ClearUAVFloat
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
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void | ClearUAVUint
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
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void | CopyToStagingBuffer
(
FRHIBuffer* SourceBuffer, |
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void | CrossGPUTransfer
(
TConstArrayView< FTransferResourceParams > Params, |
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void | CrossGPUTransferSignal
(
TConstArrayView< FTransferResourceParams > Params, |
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void | CrossGPUTransferWait
(
TConstArrayView< FCrossGPUTransferFence* > SyncPoints |
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void | DispatchComputeShader
(
uint32 ThreadGroupCountX, |
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void | DispatchIndirectComputeShader
(
FRHIBuffer* ArgumentBuffer, |
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void | EndTransition
(
const FRHITransition* Transition |
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void | EndTransitions
(
TArrayView< const FRHITransition* > Transitions |
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void | EndUAVOverlap
(
TArrayView< FRHIUnorderedAccessView*const > UAVs |
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void | EndUAVOverlap
(
FRHIUnorderedAccessView* UAV |
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void | ||
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void | EnqueueLambda
(
const TCHAR* LambdaName, |
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void | EnqueueLambda
(
LAMBDA&& Lambda |
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FRHIComputeCommandList & | Get
(
FRHICommandListBase& RHICmdList |
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FRHIComputeShader * | ||
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void | OnBoundShaderChanged
(
FRHIComputeShader* InBoundComputeShaderRHI |
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void | ||
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void | PopEvent () |
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void | ||
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void | PushBreadcrumb
(
const TCHAR* InText |
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void | PushBreadcrumbPrintf
(
const TCHAR* Format, |
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void | ||
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void | SetAsyncComputeBudget
(
EAsyncComputeBudget Budget |
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void | SetBatchedShaderParameters
(
FRHIComputeShader* InShader, |
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void | SetBatchedShaderUnbinds
(
FRHIComputeShader* InShader, |
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void | SetComputePipelineState
(
FComputePipelineState* ComputePipelineState, |
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void | SetGPUMask
(
FRHIGPUMask InGPUMask |
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void | SetShaderParameters
(
FRHIComputeShader* InShader, |
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void | SetShaderUnbinds
(
FRHIComputeShader* InShader, |
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void | SetStaticUniformBuffers
(
const FUniformBufferStaticBindings& UniformBuffers |
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void | SetTrackedAccess
(
TArrayView< const FRHITransitionInfo > Infos |
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void | SetTrackedAccess
(
TArrayView< const FRHITrackedAccessInfo > Infos |
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void | TransferResources
(
TConstArrayView< FTransferResourceParams > Params |
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void | TransferResourceSignal
(
TConstArrayView< FTransferResourceFenceData* > FenceDatas, |
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void | TransferResourceWait
(
TConstArrayView< FTransferResourceFenceData* > FenceDatas |
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void | Transition
(
TArrayView< const FRHITransitionInfo > Infos |
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void | Transition
(
const FRHITransitionInfo& Info |
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void | WriteGPUFence
(
FRHIGPUFence* Fence |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | FlushAllPendingComputeParameters isn't needed with automatic batching removed. | |
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void | SetBindlessResourceView
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetBindlessSampler
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetBindlessTexture
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetBindlessUAV
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderParameter
(
FComputeShaderRHIRef& Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderResourceViewParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderSampler
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderTexture
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderUniformBuffer
(
const FComputeShaderRHIRef& Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetShaderUniformBuffer
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetUAVParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SetUAVParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. |
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void | SubmitCommandsHint is deprecated, and has no effect if called on a non-immediate RHI command list. Consider calling ImmediateFlush(EImmediateFlushType::DispatchToRHIThread) on the immediate command list instead. |