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API > API/Runtime > API/Runtime/RHI
Inheritance Hierarchy
- IRHIComputeContext
- IRHICommandContext
- IRHICommandContextPSOFallback
- FNullDynamicRHI
- FOpenGLDynamicRHI
References
Module | RHI |
Header | /Engine/Source/Runtime/RHI/Public/RHIContext.h |
Include | #include "RHIContext.h" |
Syntax
class IRHICommandContext : public IRHIComputeContext
Remarks
The interface RHI command context. Sometimes the RHI handles these. On platforms that can processes command lists in parallel, it is a separate object.
Variables
Type | Name | Description | |
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FRHIRenderPassInfo | RenderPassInfo |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | RHIBeginDrawingViewport
(
FRHIViewport* Viewport, |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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void | This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. | |
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void | RHIBeginRenderPass
(
const FRHIRenderPassInfo& InInfo, |
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void | RHIBeginRenderQuery
(
FRHIRenderQuery* RenderQuery |
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void | This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. | |
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void | RHIBuildAccelerationStructure
(
FRHIRayTracingGeometry* Geometry |
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void | RHIBuildAccelerationStructures
(
TConstArrayView< FRayTracingGeometryBuildParams > Params |
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void | ||
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void | RHICalibrateTimers
(
FRHITimestampCalibrationQuery* CalibrationQuery |
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void | RHIClearRayTracingBindings
(
FRHIRayTracingScene* Scene |
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void | RHICopyBufferRegion
(
FRHIBuffer* DestBuffer, |
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void | RHICopyTexture
(
FRHITexture* SourceTexture, |
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void | RHIDiscardRenderTargets
(
bool Depth, |
Not all RHIs need this (Mobile specific) |
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void | RHIDispatchIndirectMeshShader
(
FRHIBuffer* ArgumentBuffer, |
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void | RHIDispatchMeshShader
(
uint32 ThreadGroupCountX, |
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void | RHIDrawIndexedIndirect
(
FRHIBuffer* IndexBufferRHI, |
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void | RHIDrawIndexedPrimitive
(
FRHIBuffer* IndexBuffer, |
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void | RHIDrawIndexedPrimitiveIndirect
(
FRHIBuffer* IndexBuffer, |
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void | RHIDrawPrimitive
(
uint32 BaseVertexIndex, |
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void | RHIDrawPrimitiveIndirect
(
FRHIBuffer* ArgumentBuffer, |
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void | RHIEndDrawingViewport
(
FRHIViewport* Viewport, |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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void | RHIEndFrame () |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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void | ||
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void | RHIEndRenderQuery
(
FRHIRenderQuery* RenderQuery |
|
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void | RHIEndScene () |
This method is queued with an RHIThread, otherwise it will flush after it is queued; without an RHI thread there is no benefit to queuing this frame advance commands. |
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void | RHIMultiDrawIndexedPrimitiveIndirect
(
FRHIBuffer* IndexBuffer, |
Similar to RHIDrawIndexedPrimitiveIndirect, but allows many draw arguments to be provided at once. |
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void | ||
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void | Used for OpenGL to check and see if any occlusion queries can be read back on the RHI thread. If they aren't ready when we need them, then we end up stalling. | |
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void | RHIRayTraceDispatch
(
FRHIRayTracingPipelineState* RayTracingPipelineState, |
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void | RHIRayTraceDispatchIndirect
(
FRHIRayTracingPipelineState* RayTracingPipelineState, |
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void | RHIResummarizeHTile
(
FRHITexture2D* DepthTexture |
Rebuilds the depth target HTILE meta data (on supported platforms). |
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void | RHISetBatchedShaderParameters
(
FRHIGraphicsShader* InShader, |
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void | RHISetBlendFactor
(
const FLinearColor& BlendFactor |
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void | RHISetDepthBounds
(
float MinDepth, |
Sets Depth Bounds range with the given min/max depth. |
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void | RHISetGraphicsPipelineState
(
FRHIGraphicsPipelineState* GraphicsState, |
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void | RHISetMultipleViewports
(
uint32 Count, |
Useful when used with geometry shader (emit polygons to different viewports), otherwise SetViewPort() is simpler |
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void | RHISetRayTracingBindings
(
FRHIRayTracingScene* Scene, |
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void | RHISetRayTracingCallableShader
(
FRHIRayTracingScene* Scene, |
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void | RHISetRayTracingHitGroup
(
FRHIRayTracingScene* Scene, |
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void | RHISetRayTracingMissShader
(
FRHIRayTracingScene* Scene, |
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void | RHISetScissorRect
(
bool bEnable, |
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void | RHISetShaderParameter
(
FRHIGraphicsShader* Shader, |
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void | RHISetShaderParameters
(
FRHIGraphicsShader* Shader, |
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void | RHISetShaderResourceViewParameter
(
FRHIGraphicsShader* Shader, |
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void | RHISetShaderSampler
(
FRHIGraphicsShader* Shader, |
Sets sampler state. |
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void | RHISetShaderTexture
(
FRHIGraphicsShader* Shader, |
Set the shader resource view of a surface. |
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void | RHISetShaderUnbinds
(
FRHIGraphicsShader* Shader, |
|
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void | RHISetShaderUniformBuffer
(
FRHIGraphicsShader* Shader, |
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void | RHISetShadingRate
(
EVRSShadingRate ShadingRate, |
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void | RHISetStencilRef
(
uint32 StencilRef |
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void | RHISetStereoViewport
(
float LeftMinX, |
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void | RHISetStreamSource
(
uint32 StreamIndex, |
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void | RHISetUAVParameter
(
FRHIPixelShader* PixelShader, |
Sets a pixel shader UAV parameter. |
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void | RHISetViewport
(
float MinX, |
Overridden from IRHIComputeContext
Type | Name | Description | |
---|---|---|---|
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ERHIPipeline | GetPipeline () |
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void | RHIBuildAccelerationStructure
(
const FRayTracingSceneBuildParams& SceneBuildParams |
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void | RHIBuildAccelerationStructures
(
TConstArrayView< FRayTracingGeometryBuildParams > Params, |
|
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void | RHIDispatchComputeShader
(
uint32 ThreadGroupCountX, |
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void | RHIDispatchIndirectComputeShader
(
FRHIBuffer* ArgumentBuffer, |