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Common base for platform-specific implementations of GPU diagnostic buffer. The diagnostic buffer contains GPU messages (debug logs, shader asserts, etc.) and GPU progress breadcrumbs. This buffer is persistently mapped and can be accessed on CPU at any point, including after a GPU crash has been detected. Platform-specific code is responsible for allocating the actual underlying resource and binding it to shaders that need it. Diagnostic buffer functionality may be used independently of GPU breadcrumbs.
| Name | FRHIDiagnosticBuffer |
| Type | class |
| Header File | /Engine/Source/Runtime/RHICore/Public/RHIDiagnosticBuffer.h |
| Include Path | #include "RHIDiagnosticBuffer.h" |
Syntax
class FRHIDiagnosticBuffer
Structs
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SizeInBytes | uint32 | RHIDiagnosticBuffer.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | FQueue * | Persistently mapped diagnostic buffer data, initialized by platform-specific code. | RHIDiagnosticBuffer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetShaderDiagnosticMessages
(
uint32 DeviceIndex, |
Log the GPU progress of the given queue to the Error log if breadcrumb data is available. | RHIDiagnosticBuffer.h |