Navigation
API > API/Runtime > API/Runtime/RHI
A mask where each bit is a GPU index. Can not be empty so that non SLI platforms can optimize it to be always 1.
| Name | FRHIGPUMask |
| Type | struct |
| Header File | /Engine/Source/Runtime/RHI/Public/MultiGPU.h |
| Include Path | #include "MultiGPU.h" |
Syntax
struct FRHIGPUMask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHIGPUMask () |
MultiGPU.h | ||
FRHIGPUMask
(
uint32 InGPUMask |
MultiGPU.h |
Structs
| Name | Remarks |
|---|---|
| FIterator |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Contains
(
uint32 GPUIndex |
MultiGPU.h | ||
bool ContainsAll
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
uint32 GetFirstIndex() |
MultiGPU.h | ||
uint32 GetForDisplay() |
Direct use of the internal mask is discouraged, but it can be useful for debugging to display. | MultiGPU.h | |
uint32 GetLastIndex() |
MultiGPU.h | ||
uint32 GetNative() |
MultiGPU.h | ||
uint32 GetNumActive() |
MultiGPU.h | ||
bool HasSingleIndex() |
MultiGPU.h | ||
bool Intersects
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
bool Invert
(
FRHIGPUMask& OutInverse |
Inverts a GPU mask, returning true if the inverse succeeded. If it fails, OutInverse is arbitrarily set to GPU0. | MultiGPU.h | |
uint32 ToIndex() |
MultiGPU.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FRHIGPUMask All() |
MultiGPU.h | ||
static FRHIGPUMask FilterGPUsBefore
(
uint32 GPUIndex |
MultiGPU.h | ||
static FRHIGPUMask FromIndex
(
uint32 GPUIndex |
MultiGPU.h | ||
static FRHIGPUMask GPU0() |
MultiGPU.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
FRHIGPUMask operator&
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
void operator&=
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
FRHIGPUMask operator|
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
void operator|=
(
FRHIGPUMask Rhs |
MultiGPU.h | ||
bool operator==
(
FRHIGPUMask Rhs |
MultiGPU.h |