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API > API/Runtime > API/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 | |
|---|---|---|---|
FRHIComputeCommandList
(
FRHICommandListBase&& Other |
|||
FRHIComputeCommandList
(
FRHIGPUMask GPUMask, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BeginTransition
(
const FRHITransition* Transition |
||
| void | BeginTransitions
(
TArrayView< const FRHITransition* > Transitions |
||
| void | BeginUAVOverlap
(
TArrayView< FRHIUnorderedAccessView*const > UAVs |
||
| void | BeginUAVOverlap
(
FRHIUnorderedAccessView* UAV |
||
| void | |||
| void | ClearUAVFloat
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
||
| void | ClearUAVUint
(
FRHIUnorderedAccessView* UnorderedAccessViewRHI, |
||
| void | CopyToStagingBuffer
(
FRHIBuffer* SourceBuffer, |
||
| void | CrossGPUTransfer
(
TConstArrayView< FTransferResourceParams > Params, |
||
| void | CrossGPUTransferSignal
(
TConstArrayView< FTransferResourceParams > Params, |
||
| void | CrossGPUTransferWait
(
TConstArrayView< FCrossGPUTransferFence* > SyncPoints |
||
| void | DispatchComputeShader
(
uint32 ThreadGroupCountX, |
||
| void | DispatchIndirectComputeShader
(
FRHIBuffer* ArgumentBuffer, |
||
| void | EndTransition
(
const FRHITransition* Transition |
||
| void | EndTransitions
(
TArrayView< const FRHITransition* > Transitions |
||
| void | EndUAVOverlap
(
TArrayView< FRHIUnorderedAccessView*const > UAVs |
||
| void | EndUAVOverlap
(
FRHIUnorderedAccessView* UAV |
||
| void | |||
| void | EnqueueLambda
(
const TCHAR* LambdaName, |
||
| void | EnqueueLambda
(
LAMBDA&& Lambda |
||
| FRHIComputeCommandList & | Get
(
FRHICommandListBase& RHICmdList |
||
| FRHIComputeShader * | |||
| void | OnBoundShaderChanged
(
FRHIComputeShader* InBoundComputeShaderRHI |
||
| void | |||
| void | PopEvent () |
||
| void | |||
| void | PushBreadcrumb
(
const TCHAR* InText |
||
| void | PushBreadcrumbPrintf
(
const TCHAR* Format, |
||
| void | |||
| void | SetAsyncComputeBudget
(
EAsyncComputeBudget Budget |
||
| void | SetBatchedShaderParameters
(
FRHIComputeShader* InShader, |
||
| void | SetBatchedShaderUnbinds
(
FRHIComputeShader* InShader, |
||
| void | SetComputePipelineState
(
FComputePipelineState* ComputePipelineState, |
||
| void | SetGPUMask
(
FRHIGPUMask InGPUMask |
||
| void | SetShaderParameters
(
FRHIComputeShader* InShader, |
||
| void | SetShaderUnbinds
(
FRHIComputeShader* InShader, |
||
| void | SetStaticUniformBuffers
(
const FUniformBufferStaticBindings& UniformBuffers |
||
| void | SetTrackedAccess
(
TArrayView< const FRHITransitionInfo > Infos |
||
| void | SetTrackedAccess
(
TArrayView< const FRHITrackedAccessInfo > Infos |
||
| void | TransferResources
(
TConstArrayView< FTransferResourceParams > Params |
||
| void | TransferResourceSignal
(
TConstArrayView< FTransferResourceFenceData* > FenceDatas, |
||
| void | TransferResourceWait
(
TConstArrayView< FTransferResourceFenceData* > FenceDatas |
||
| void | Transition
(
TArrayView< const FRHITransitionInfo > Infos |
||
| void | Transition
(
const FRHITransitionInfo& Info |
||
| void | WriteGPUFence
(
FRHIGPUFence* Fence |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | FlushAllPendingComputeParameters isn't needed with automatic batching removed. | ||
| void | SetBindlessResourceView
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetBindlessSampler
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetBindlessTexture
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetBindlessUAV
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderParameter
(
FComputeShaderRHIRef& Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderResourceViewParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderSampler
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderTexture
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderUniformBuffer
(
const FComputeShaderRHIRef& Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetShaderUniformBuffer
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetUAVParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| void | SetUAVParameter
(
FRHIComputeShader* Shader, |
FRHIBatchedShaderParameters and SetBatchedShaderParameters should be used instead of setting individual parameters. | |
| 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. |