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API > API/Runtime > API/Runtime/RHI
| Name | FRHIRenderPassInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/RHI/Public/RHIResources.h |
| Include Path | #include "RHIResources.h" |
Syntax
struct FRHIRenderPassInfo
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHIRenderPassInfo
(
FRHITexture* ColorRT, |
Color and depth with resolve. | RHIResources.h | |
FRHIRenderPassInfo
(
int32 NumColorRTs, |
Color MRTs and depth. | RHIResources.h | |
FRHIRenderPassInfo
(
FRHITexture* ColorRT, |
Color and depth. | RHIResources.h | |
FRHIRenderPassInfo
(
FRHITexture* DepthRT, |
Depth, no color, occlusion queries. | RHIResources.h | |
FRHIRenderPassInfo
(
FRHITexture* ColorRT, |
Color, no depth, optional resolve, optional mip, optional array slice. | RHIResources.h | |
FRHIRenderPassInfo
(
FRHITexture* DepthRT, |
Depth, no color. | RHIResources.h | |
FRHIRenderPassInfo
(
int32 NumColorRTs, |
Color MRTs, no depth. | RHIResources.h | |
FRHIRenderPassInfo
(
int32 NumColorRTs, |
Color MRTs, no depth. | RHIResources.h | |
FRHIRenderPassInfo
(
const FRHIRenderPassInfo& |
RHIResources.h | ||
| RHIResources.h | |||
FRHIRenderPassInfo
(
int32 NumColorRTs, |
Color MRTs and depth. | RHIResources.h | |
FRHIRenderPassInfo
(
FRHITexture* ColorRT, |
Color and depth with resolve and optional sample density. | RHIResources.h |
Structs
| Name | Remarks |
|---|---|
| FColorEntry | |
| FDepthStencilEntry |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOcclusionQueries | bool | RHIResources.h | ||
| ColorRenderTargets | TStaticArray< FColorEntry, MaxSimultaneousRenderTargets > | RHIResources.h | ||
| DepthStencilRenderTarget | FDepthStencilEntry | RHIResources.h | ||
| MultiViewCount | uint8 | If this renderpass should be multiview, and if so how many views are required | RHIResources.h | |
| NopAccess | ERHIAccess | Some RHIs need to know the layout of all planes in the depth target. | RHIResources.h | |
| NumOcclusionQueries | uint32 | Some RHIs require a hint that occlusion queries will be used in this render pass. | RHIResources.h | |
| ResolveRect | FResolveRect | Controls the area for a multisample resolve or raster UAV (i.e. no fixed-function targets) operation. | RHIResources.h | |
| ShadingRateTexture | FTextureRHIRef | Some RHIs can use a texture to control the sampling and/or shading resolution of different areas. | RHIResources.h | |
| ShadingRateTextureCombiner | EVRSRateCombiner | RHIResources.h | ||
| SubpassHint | ESubpassHint | Hint for some RHI's that renderpass will have specific sub-passes. | RHIResources.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConvertToRenderTargetsInfo
(
FRHISetRenderTargetsInfo& OutRTInfo |
RHIResources.h | ||
FGraphicsPipelineRenderTargetsInfo ExtractRenderTargetsInfo() |
RHIResources.h | ||
int32 GetNumColorRenderTargets() |
RHIResources.h | ||
void Validate() |
RHIResources.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHIRenderPassInfo & operator=
(
const FRHIRenderPassInfo& |
RHIResources.h |