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| Name | RenderCore |
| Type | Runtime |
| Location | /Engine/Source/Runtime/RenderCore/ |
| Module Build Rules | RenderCore.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FARGB16BigConvertPS | Pixel shader to convert ARGB16, big endian to RGB |
| FAYUVConvertPS | Pixel shader to convert an AYUV texture to RGBA. |
| FBinkParameters | |
| FBMPConvertPS | Pixel shader to convert a Windows Bitmap texture. |
| FBudget | Represent an independent budget to dynamically scale by its own. |
| FBufferWithRDG | |
| FClearVertexBuffer | |
| FCommandList | Utility class containing a simple linked list of render commands. |
| FCompareShaderTypes | Used to compare two shader types by name. |
| FCompareVertexFactoryTypes | Used to compare two Vertex Factory types by name. |
| FCopyRectPS | Pixel shader to copy pixels from src to dst performing a format change that works on all platforms. |
| FCopyRectSrvPS | Pixel shader to copy pixels from src to dst performing a format change that works on all platforms variation that accepts SRV |
| FCopyTextureCS | |
| FCoreRenderDelegates | |
| FCubeIndexBuffer | |
| FDeferredCleanupInterface | The base class of objects that need to defer deletion until the render command queue has been flushed. |
| FDeprecatedSerializedPackedNormal | |
| FDispatchShaderBundleCS | Global shader to fill a shader bundle. |
| FDispatchShaderBundleWorkGraph | Global work graph shader used to dispatch a shader bundle. |
| FDumpScope | |
| FEmptyResourceCollection | |
| FEmptyShaderParameters | An empty shader parameter structure ready to be used anywhere. |
| FEmptyVertexDeclaration | The empty vertex declaration resource type. |
| FFillTextureCS | Compute shader for writing values |
| FFilterVertexDeclaration | The filter vertex declaration resource type. |
| FGenerateMips | |
| FGlobalBoundShaderStateResource | FGlobalBoundShaderState |
| FGlobalDynamicIndexBuffer | A system for dynamically allocating GPU memory for indices. |
| FGlobalDynamicReadBuffer | A system for dynamically allocating GPU memory for rendering. |
| FGlobalDynamicVertexBuffer | A system for dynamically allocating GPU memory for vertices. |
| FGlobalShader | FGlobalShader |
| FGlobalShaderMap | |
| FGlobalShaderMapContent | |
| FGlobalShaderMapId | Class that encapsulates logic to create a DDC key for the global shader map. |
| FGlobalShaderMapSection | |
| FGlobalShaderType | A shader meta type for the simplest shaders; shaders which are not material or vertex factory linked. |
| FHandler | Base class persistent handler for receiving messages. |
| FImagePreTransformVS | Vertex shader to perform a screen rotation for Vulkan pre-rotation on mobile. |
| FIndexBuffer | An index buffer resource. |
| FInitStaticResourceRenderThreadTask | Helper task to initialize a static resource on the render thread. |
| FInstancedScreenVertexShaderVS | Vertex shader to draw an instanced quad covering all the viewports (SV_ViewportArrayIndex is output for each SV_InstanceID). |
| FIoStoreShaderCodeArchive | |
| FLongGPUTaskPS | |
| FMediaShadersVS | Media vertex shader (shared by all media shaders). |
| FMediaVertexDeclaration | The simple element vertex declaration resource type. |
| FMobileMultiViewVertexShaderVS | Vertex shader to draw a quad covering all the viewports with mobile multi view (SV_RenderTargetArrayIndex is output for each SV_InstanceID if using the multi view fallback path). |
| FModifyAlphaSwizzleRgbaPS | Pixel shader to swizzle R G B A components, set alpha to 1 or inverts alpha |
| FNullColorVertexBuffer | A vertex buffer with a single color component. |
| FNULLPS | An internal dummy pixel shader to use when the user calls RHISetPixelShader(NULL). |
| FNullVertexBuffer | A vertex buffer with a single zero float3 component. |
| FNV12ConvertAsBytesPS | Pixel shader to convert a NV12 frame to RGBA (NV12 data; texture viewed as G8) |
| FNV12ConvertPS | Pixel shader to convert a NV12 frame to RGBA. |
| FNV21ConvertPS | Pixel shader to convert a NV21 frame to RGBA. |
| FOculusAlphaInverseShader | |
| FOculusBlackShader | |
| FOculusCubemapPS | A pixel shader for rendering a textured screen element. |
| FOculusVertexShader | |
| FOculusWhiteShader | |
| FOneColorPS | Pixel shader for rendering a single, constant color. |
| FP010_2101010ConvertPS | Pixel shader to convert a P010 frame stored as 3 plane RGB2101010 to RGBA. |
| FP010ConvertAsUINT16sPS | Pixel shader to convert a P010 frame inside a G16 texture to RGBA. |
| FP010ConvertPS | Pixel shader to convert a P010 frame to RGBA. |
| FParameters | Shader parameters used to write to write a GPU message. |
| FPendingCleanupObjects | A set of cleanup objects which are pending deletion. |
| FPixelInspectorRequest | Class use to add FScene pixel inspect request |
| FPixelRenderCounters | |
| FPostOpaqueRenderParameters | |
| FPrimitiveIdDummyBuffer | Default PrimitiveId vertex buffer. |
| FRayTracingGeometry | A ray tracing geometry resource |
| FRDGAllocator | |
| FRDGAllocatorScope | |
| FRDGAsyncComputeBudgetScopeGuard | |
| FRDGAsyncScatterUploadBuffer | |
| FRDGBarrierBatchBegin | |
| FRDGBarrierBatchEnd | |
| FRDGBarrierValidation | This class validates and logs barriers submitted by the graph. |
| FRDGBlackboard | The blackboard is a map of struct instances with a lifetime tied to a render graph allocator. |
| FRDGBuffer | A render graph tracked buffer. |
| FRDGBufferAccess | |
| FRDGBufferSRV | Render graph tracked buffer SRV. |
| FRDGBufferUAV | Render graph tracked buffer UAV. |
| FRDGBuilder | Use the render graph builder to build up a graph of passes and then call Execute() to process them. |
| FRDGDispatchPass | |
| FRDGDispatchPassBuilder | |
| FRDGEventName | Stores a GPU event name for the render graph. |
| FRDGExternalAccessQueue | Batches up RDG external resource access mode requests and submits them all at once to RDG. |
| FRDGParameter | A helper class for identifying and accessing a render graph pass parameter. |
| FRDGParameterStruct | Wraps a pass parameter struct payload and provides helpers for traversing members. |
| FRDGPass | Base class of a render graph pass. |
| FRDGPooledBuffer | |
| FRDGPooledTexture | |
| FRDGResource | Generic graph resource. |
| FRDGScatterUploadBase | |
| FRDGScatterUploadBuffer | |
| FRDGScatterUploadBuilder | |
| FRDGScatterUploader | |
| FRDGScope | |
| FRDGScope_RHI | Scope type for inserting named events on the CPU and GPU timelines. |
| FRDGScopeState | |
| FRDGSentinelPass | Render graph pass used for the prologue / epilogue passes. |
| FRDGShaderResourceView | Render graph tracked SRV. |
| FRDGTexture | Render graph tracked Texture. |
| FRDGTextureAccess | |
| FRDGTextureSRV | Render graph tracked SRV. |
| FRDGTextureSRVDesc | Descriptor for render graph tracked SRV. |
| FRDGTextureUAV | Render graph tracked texture UAV. |
| FRDGTextureUAVDesc | Descriptor for render graph tracked UAV. |
| FRDGUniformBuffer | |
| FRDGUniformBufferBinding | |
| FRDGUnorderedAccessView | Render graph tracked UAV. |
| FRDGUserValidation | Used by the render graph builder to validate correct usage of the graph API from setup to execution. |
| FRDGView | A render graph resource (e.g. a view) which references a single viewable resource (e.g. a texture / buffer). |
| FRDGViewableResource | A render graph resource with an allocation lifetime tracked by the graph. |
| FReadbackBufferParameters | |
| FReadbackTextureParameters | |
| FReader | Interface for the handelr to read data from the GPU buffer during readback. |
| FReadTextureExternalPS | Pixel shader to read from TextureExternal source |
| FRenderCommand | |
| FRenderCommandDispatcher | |
| FRenderCommandFence | Render fences. |
| FRenderCommandList | Represents a command list of render commands that can be recorded on a thread and submitted. |
| FRenderCommandPipe | |
| FRenderCommandPipeBase | |
| FRenderCommandTag | |
| FRenderResource | A rendering resource which is owned by the rendering thread. |
| FRenderTargetParameters | Useful parameter struct that only have render targets. |
| FRenderTargetPool | Encapsulates the render targets pools that allows easy sharing (mostly used on the render thread side) |
| FRenderThreadCommandPipe | |
| FRenderThreadScope | |
| FRenderTimer | Timer helper class. |
| FResolveArrayVS | |
| FResolveDepth2XPS | |
| FResolveDepth4XPS | |
| FResolveDepth8XPS | |
| FResolveDepthArray2XPS | |
| FResolveDepthArray4XPS | |
| FResolveDepthArray8XPS | |
| FResolveDepthPS | |
| FResolveSingleSamplePS | |
| FResolveVS | A vertex shader for rendering a textured screen element. |
| FRGB10toYUVv210ConvertPS | Pixel shader to convert RGB 10 bits to YUV v210 |
| FRGB8toUYVY8ConvertPS | Pixel shader to convert RGB 8 bits to UYVY 8 bits |
| FRGB8toY8ConvertPS | Pixel shader to convert RGB 8 bits to Y 8 bits |
| FRGBConvertPS | Pixel shader to convert an RGB texture. |
| FRGBToYUVConversion | Struct of common parameters used in media capture shaders to do RGB to YUV conversions |
| FScatterUploadBuffer | |
| FScope | RAII object for controlling a new GPU message scope. |
| FScopedCapture | Helper for capturing within a scope. |
| FScreenRectangleIndexBuffer | |
| FScreenRectangleVertexBuffer | Static vertex and index buffer used for 2D screen rectangles. |
| FScreenSpaceVertexBuffer | |
| FScreenVertexShaderVS | Vertex shader to draw a screen quad that works on all platforms. |
| FSerializedShaderArchive | Portion of shader code archive that's serialize to disk. |
| FShader | A compiled shader and its parameter bindings. |
| FShaderBindingLayout | RenderCore wrapper around FRHIShaderBindingLayout which can also cache the uniform buffer declarations used during shader code generation |
| FShaderBindingLayoutContainer | Static shader binding layout object managing all possible binding type versions of the FShaderBindingLayout |
| FShaderCode | |
| FShaderCodeArchive | |
| FShaderCodeReader | Later we can transform that to the actual class passed around at the RHI level |
| FShaderCodeResource | |
| FShaderCommonCompileJob | Stores all of the common information used to compile a shader or pipeline. |
| FShaderCompileJob | Stores all of the input and output information used to compile a single shader. |
| FShaderCompileJobStatus | |
| FShaderCompilerDefineNameCache | |
| FShaderCompilerFlags | Simple wrapper for a uint64 bitfield; doesn't use TBitArray as it is fixed size and doesn't need dynamic memory allocations. |
| FShaderId | Uniquely identifies an FShader instance. |
| FShaderKey | Encapsulates information about a shader's serialization behavior, used to detect when C++ serialization changes to auto-recompile. |
| FShaderLooseParameterBufferInfo | |
| FShaderLooseParameterInfo | |
| FShaderMapBase | |
| FShaderMapContent | A collection of shaders of different types |
| FShaderMapPointerTable | |
| FShaderMapResource | |
| FShaderMapResource_InlineCode | |
| FShaderMapResourceCode | |
| FShaderParameter | A shader parameter's register binding. e.g. float1/2/3/4, can be an array, UAV |
| FShaderParameterBindings | Stores all shader parameter bindings and their corresponding offset and size in the shader's parameters struct. |
| FShaderParameterMap | A map of shader parameter names to registers allocated to that parameter. |
| FShaderParameterMapInfo | |
| FShaderParameterParser | Validates and moves all the shader loose data parameter defined in the root scope of the shader into the root uniform buffer. |
| FShaderParametersMetadata | A uniform buffer struct. |
| FShaderParametersMetadataBuilder | |
| FShaderParametersMetadataRegistration | |
| FShaderPipeline | A Shader Pipeline instance with compiled stages. |
| FShaderPipelineCache | FShaderPipelineCache: The FShaderPipelineCache provides the new Pipeline State Object (PSO) logging, serialisation & precompilation mechanism that replaces FShaderCache. |
| FShaderPipelineCompileJob | |
| FShaderPipelineRef | |
| FShaderPipelineType | Binding of a set of shader stages in a single pipeline. |
| FShaderPipelineTypeDependency | |
| FShaderPreprocessOutput | |
| FShaderResourceParameter | A shader resource binding (textures or samplerstates). |
| FShaderResourceParameterInfo | |
| FShaderSource | Class used in shader compilation pipelines which wraps source code and ensures sufficient padding such that 16-byte wide SIMD operations on the source are guaranteed to read valid memory even if starting from the last character. |
| FShaderStableKeyDebugInfoReader | Class that uses build metadata (*.shk files storing mapping of stable shader keys to their hashes) to provide high level info on shaders and PSOs. |
| FShaderType | An object which is used to serialize/deserialize, compile, and cache a particular shader class. |
| FShaderTypeDependency | Encapsulates a dependency on a shader type and saved state from that shader type. |
| FShaderTypeRegistration | Registers a shader type in various systems. |
| FShaderUniformBufferMemberParameter | A shader uniform buffer member binding, this is only used to determine if the member is used in the compiled shader. |
| FShaderUniformBufferParameter | |
| FShaderUniformBufferParameterInfo | |
| FSocket | A socket object mapped to a persistently registered handler. |
| FStereoShaderAspects | Detect the single-draw stereo shader variant, in order to support usage across different platforms |
| FSyncScope | [Game Thread] Stops render command pipe recording during the duration of the scope and restarts recording once the scope is complete. |
| FTexture | A textures resource. |
| FTextureReference | A texture reference resource. |
| FTextureWithSRV | A textures resource that includes an SRV. |
| FTickableObjectRenderThread | This class provides common registration for render thread tickable objects. |
| FTileVertexDeclaration | |
| FTwoTrianglesIndexBuffer | |
| FUniformBufferBinding | |
| FUniformBufferStaticSlotRegistrar | Simple class that registers a uniform buffer static slot in the constructor. |
| FUniformBufferStaticSlotRegistry | Registry for uniform buffer static slots. |
| FUYVYConvertPS | Pixel shader to convert a UYVY (Y422, UYNV) frame to RGBA. |
| FVertexBuffer | A vertex buffer resource |
| FVertexBufferWithSRV | |
| FVertexFactory | Encapsulates a vertex data source which can be linked into a vertex shader. |
| FVertexFactoryShaderParameters | An interface to the parameter bindings for the vertex factory used by a shader. |
| FVertexFactoryType | An object used to represent the type of a vertex factory. |
| FVertexFactoryTypeDependency | Encapsulates a dependency on a vertex factory type and saved state from that vertex factory type. |
| FVirtualTextureLocalTile | Identifies a VT tile within a given producer |
| FVirtualTextureLocalTileRequest | Identifies a VT tile request : a VT tile, along with priority information for processing this request |
| FVirtualTextureProducerHandle | |
| FVisualizeTexture | |
| FVYUConvertPS | Pixel shader to convert a VYU frame to RGBA. |
| FYCbCrConvertPS | Pixel shader to convert a PS4 YCbCr texture to RGBA. |
| FYCbCrConvertPS_4x4Matrix | |
| FYCoCgConvertPS | Pixel convert to resize an YCoCg texture. |
| FYUVConvertPS | Pixel shader to convert Y, U, and V planes to RGBA. |
| FYUVv210ConvertPS | Pixel shader to convert YUV v210 to RGB |
| FYUVv216ConvertPS | Pixel shader to convert YUV v216/2vuy/yuv2 to RGB |
| FYUVY416ConvertPS | Pixel shader to convert YUV Y416 to RGB |
| FYUY2ConvertPS | Pixel shader to convert a YUY2 frame to RGBA. |
| FYVYUConvertPS | Pixel shader to convert a YVYU frame to RGBA. |
| TAlignedShaderParameterPtr | PLATFORM_64BITS. |
| TAlignedTypedef | Alignements tools because alignas() does not work on type in clang. |
| TClearReplacementCS | |
| TClearReplacementPS | |
| TClearReplacementVS | |
| TCompareShaderTypePermutation | Used to compare order shader types permutation deterministically. |
| TCopyResourceCS | |
| TEnqueueUniqueRenderCommandType | |
| TGlobalResource | Used to declare a render resource that is initialized/released by static initialization/destruction. |
| TLambdaHandler | Lambda persistent handler which calls the provided lambda when a message is received. |
| TMap | Map of FBudget -> |
| TOneColorPixelShaderMRT | Pixel shader for rendering a single, constant color to MRTs. |
| TOneColorVS | Vertex shader for rendering a single, constant color. |
| TOptionalShaderMapRef | A reference to an optional shader, initialized with a shader type from a shader map if it is available or nullptr if it is not. |
| TRDGArrayAllocator | A container allocator that allocates from a global RDG allocator instance. |
| TRDGBufferAccess | |
| TRDGDispatchPass | |
| TRDGEmptyLambdaPass | |
| TRDGEventScopeGuard | |
| TRDGHandle | Disable false positive buffer overrun warning during pgo linking step. |
| TRDGHandleBitArray | Specialization of bit array with compile-time type checking for handles and a pre-configured allocator. |
| TRDGHandleRegistry | Helper handle registry class for internal tracking of RDG types. |
| TRDGHandleUniqueFilter | Esoteric helper class which accumulates handles and will return a valid handle only if a single unique handle was added. |
| TRDGLambdaPass | Render graph pass with lambda execute function. |
| TRDGParameterStruct | |
| TRDGResourceAccessArray | |
| TRDGTextureAccess | |
| TRDGUniformBuffer | |
| TRDGUniformBufferBinding | |
| TRenderCommandTag | Type that contains profiler data necessary to mark up render commands for various profilers. |
| TRenderThreadStruct | Represents a struct with a lifetime that spans multiple render commands with scoped initialization and release on the render thread. |
| TShaderMap | |
| TShaderMapRef | A reference which is initialized with the requested shader type from a shader map. |
| TShaderPermutationDomainSpetialization | C++11 doesn't allow partial specialization of templates method or function. |
| TShaderRefBase | |
| TShaderResourceParameterArray | Static array of shader resource shader that is initialized to nullptr. |
| TShaderUniformBufferParameter | A shader uniform buffer binding with a specific structure. |
| TStaticBlendState | A static RHI blend state resource. |
| TStaticBlendStateWriteMask | A static RHI blend state resource which only allows controlling MRT write masks, for use when only opaque blending is needed. |
| TStaticDepthStencilState | A static RHI stencil state resource. |
| TStaticRasterizerState | A static RHI rasterizer state resource. |
| TStaticSamplerState | A static RHI sampler state resource. |
| TStaticStateRHI | The base class of the static RHI state classes. |
| TUniformBuffer | A uniform buffer resource. |
| TUniformBufferBinding | |
| TUniformBufferRef | A reference to a uniform buffer RHI resource with a specific structure. |
Structs
| Name | Remarks |
|---|---|
| DispatchContext | |
| FACESTonemapParams | |
| FAdaptiveVTDescription | Describes an adaptive virtual texture. |
| FAllocatedVTDescription | Parameters needed to create an IAllocatedVirtualTexture Describes both page table and physical texture size, format, and layout |
| FAsyncScatterCopyParams | |
| FBinkDrawICtCpPS | |
| FBinkDrawVS | |
| FBinkDrawYCbCrPS | |
| FClearQuadCallbacks | |
| FCompactFullName | |
| FCompressedTransform | |
| FDepthStencilBinding | Render graph information about how to bind a depth-stencil render target. |
| FDisplayInformation | |
| FDummyResolveParameter | |
| FDynamicAllocReadBuffer | |
| FExtraShaderCompilerSettings | Additional compilation settings that can be configured by each FMaterial instance before compilation |
| FFilterVertex | The vertex data used to filter a texture. |
| FGBufferBinding | |
| FGBufferBindings | Describes the bindings of the GBuffer for a given layout. |
| FGBufferCompressionInfo | |
| FGBufferInfo | |
| FGBufferItem | The texture positions in the GBuffer |
| FGBufferPacking | |
| FGBufferParams | |
| FGBufferTarget | |
| FGenerateMipsParams | |
| FGenericShaderStat | |
| FGlobalBoundShaderState | |
| FGlobalBoundShaderStateArgs | |
| FGlobalBoundShaderStateWorkArea | |
| FGlobalDynamicIndexBufferAllocation | |
| FGlobalDynamicIndexBufferAllocationEx | |
| FGlobalDynamicVertexBufferAllocation | |
| FGlobalShaderPermutationParameters | |
| FHeuristicSettings | Represent an independent budget to dynamically scale by its own. |
| FInputLatencyTimer | Encapsulates a latency timer that measures the time from when mouse input is read on the gamethread until that frame is fully displayed by the GPU. |
| FIoStoreShaderCodeArchiveHeader | |
| FIoStoreShaderCodeEntry | Descriptor of an individual shader. |
| FIoStoreShaderGroupEntry | Descriptor of a group of shaders compressed together. |
| FIoStoreShaderMapEntry | Descriptor of a shader map. |
| FMediaElementVertex | Stores media drawing vertices. |
| FMemcpyResourceParams | |
| FMemsetResourceParams | Can store arbitrary data so long as it follows alignment restrictions. |
| FMipBiasFade | Functionality for fading in/out texture mip-levels. |
| FMipFadeSettings | Mip fade settings, selectable by chosing a different EMipFadeSettings. |
| FPackedArrayInfo | |
| FPackedNormal | A normal vector, quantized and packed into 32-bits. |
| FPackedPosition | A 3x1 of xyz(11:11:10) format. |
| FPackedRGB10A2N | A vector, quantized and packed into 32-bits. |
| FPackedRGBA16N | A vector, quantized and packed into 32-bits. |
| FParameterAllocation | |
| FPendingShaderMapCompileResults | |
| FPermsPerPSO | Describes a PSO with an array of other stable shaders that could be used with it. |
| FPermutation | Describes a particular combination of shaders. |
| FPixelShaderUtils | All utils for pixel shaders. |
| FPooledRenderTarget | The reference to a pooled render target, use like this: TRefCountPtr |
| FPooledRenderTargetDesc | All necessary data to create a render target from the pooled render targets. |
| FRDGAsyncTask | An RDG pass execution lambda MAY be executed in a parallel task IF the lambda references a non-immediate command list AND the builder flags are set to execute in parallel. |
| FRDGBarrierBatchBeginId | |
| FRDGBarrierBatchEndId | |
| FRDGBufferDesc | Descriptor for render graph tracked Buffer. |
| FRDGBufferSRVDesc | |
| FRDGBufferUAVDesc | |
| FRDGDrawTextureInfo | |
| FRDGFormatTag | Type to force the selection of the below TValue specialization. |
| FRDGProducerState | Used for tracking pass producer / consumer edges in the graph for culling and pipe fencing. |
| FRDGScope | Main RDG scope class. |
| FRDGScope_Budget | |
| FRDGSubresourceState | Used for tracking the state of an individual subresource during execution. |
| FRDGTextureClearInfo | |
| FRDGTextureDesc | |
| FRDGTextureMSAA | Simple pair of RDG textures used for MSAA. |
| FRDGTextureSubresource | |
| FRDGTextureSubresourceLayout | |
| FRDGTextureSubresourceRange | |
| FRDGTransitionInfo | |
| FRDGUploadData | Helper class to allocate data from a GraphBuilder in order to upload said data to an RDG resource. |
| FReadOnlyCVARCache | |
| FRegisterRayTracingPayloadTypeHelper | |
| FRenderBounds | |
| FRenderResourceNameScope | Helper for scoped render resource names |
| FRenderTargetBinding | Render graph information about how to bind a render target. |
| FRenderTargetBindingSlots | Special shader parameters type for a pass parameter to setup render targets. |
| FRenderThreadStructBase | RenderThread scoped work. |
| FRenderTransform | TODO: Further compress data size with tighter encoding LWC_TODO: Rebasing support (no 64bit types in here) TODO: Optimization (avoid full 4x4 math) |
| FResizeResourceSOAParams | |
| FRHIBreadcrumbScope_GameThread | |
| FScatterCopyParams | |
| FScenePrimitiveRenderingContextScopeHelper | |
| FSceneRenderingBlockAllocationTag | |
| FSceneRenderTargetItem | Single render target item consists of a render surface and its resolve texture, Render thread side |
| FShaderBindingInOutMask | |
| FShaderBindings | |
| FShaderCodeEntry | |
| FShaderCodeFeatures | |
| FShaderCodeGlobalUniformBufferConfiguration | Configuration for a different 'global constant buffer' register assignment. |
| FShaderCodeLibrary | Collection of unique shader code Populated at cook time |
| FShaderCodeLibraryPipeline | |
| FShaderCodeName | If this changes you need to make sure all shaders get invalidated |
| FShaderCodePackedResourceCounts | If this changes you need to make sure all shaders get invalidated |
| FShaderCodeResourceMasks | |
| FShaderCodeShaderResourceTableDataDesc | |
| FShaderCodeUniformBuffers | |
| FShaderCodeValidationExtension | |
| FShaderCodeVendorExtension | If this changes you need to make sure all shaders get invalidated |
| FShaderCompiledShaderInitializerType | |
| FShaderCompileJobKey | |
| FShaderCompilerDefines | These are also the platform defines. |
| FShaderCompilerEnvironment | The environment used to compile a shader. |
| FShaderCompilerError | A shader compiler error or warning. |
| FShaderCompilerInput | Struct that gathers all readonly inputs needed for the compilation of a single shader. |
| FShaderCompilerOutput | The output of the shader compiler. |
| FShaderCompilerResourceTable | |
| FShaderCompileWorkerDiagnostics | Serializable structure of diagnostic output from a SCW process. |
| FShaderDebugDataContext | |
| FShaderDiagnosticData | |
| FShaderDiagnosticExtension | |
| FShaderDiagnosticRemapper | Helper class used to remap compiler diagnostic messages from stripped preprocessed source (i.e. source with all whitespace normalized and comments and line directives removed) back to line numbers/locations from the original source. |
| FShaderGlobalDefines | |
| FShaderJobCacheRef | Cached reference to the location of an in-flight job's FShaderJobData in the FShaderJobDataMap, used by the private FShaderJobCache class. |
| FShaderLibraryCooker | |
| FShaderLightmapPropertyDefines | Maybe should rename this to VertexFactoryDefines? |
| FShaderMapCompileResults | Results for a single compiled shader map. |
| FShaderMapEntry | |
| FShaderMaterialDerivedDefines | |
| FShaderMaterialPropertyDefines | |
| FShaderPermutationBool | Defines at compile time a boolean permutation dimension. |
| FShaderPermutationParameters | |
| FShaderPipelineCompileJobKey | |
| FShaderPlatformCachedIniValue | |
| FShaderPreprocessDependencies | Structure that provides an array of #include dependencies for a given root shader file, including not just immediate dependencies, but recursive dependencies from children as well. |
| FShaderPreprocessDependency | |
| FShaderResourceTableMap | |
| FShaderTarget | |
| FShaderUsageVisualizer | Run-time only debugging facility |
| FSharedShaderCompilerEnvironment | |
| FStableShaderKeyAndValue | |
| FStableShaderKeyFuncs | |
| FTextureRenderTargetBinding | |
| FUniformBufferCopyInfo | Information for copying members from uniform buffers to packed. |
| FUniformBufferEntry | Minimal information about each uniform buffer entry fed to the shader compiler. |
| FUniformBufferNameSortOrder | |
| FUniformResourceEntry | Each entry in a resource table is provided to the shader compiler for creating mappings. |
| FUpdateDescriptorHandleCS | |
| FVertexInputStream | |
| FVertexStreamComponent | A typed data source for a vertex factory which streams data from a vertex buffer. |
| FVTProducerDescription | |
| FVTProduceTargetLayer | Describes a location to write a single layer of a VT tile |
| FVTRequestPageResult | |
| IPooledRenderTarget | Render thread side, use TRefCountPtr |
| TClearReplacementBase | |
| TClearReplacementTypeSelector | |
| TRDGResourceAccessTypeInfo | |
| TRDGTextureAccessTypeInfo | |
| TShaderParameterScalarArrayTypeInfo | Upgrade the scalar type to a vector for storage. |
| TShaderParameterStructTypeInfo | |
| TShaderParameterTypeInfo | Template to transcode some meta data information for a type |
| TShaderPermutationDomain | Variadic template that defines an arbitrary multi-dimensional permutation domain, that can be instantiated to represent a vector within the domain. |
| TShaderPermutationInt | Defines at compile time a permutation dimension made of int32 from 0 to N -1. |
| TShaderPermutationSparseInt | Defines at compile time a permutation dimension made of specific int32. |
| TShaderResourceParameterTypeInfo | |
| TShaderTypePermutation | Define a shader permutation uniquely according to its type, and permutation id. |
| TThreadGroupSize | |
| TThreadGroupSize | |
| TUniformBufferMetadataHelper | Retrieve the metadata of a UB type |
| TVertexFactoryParameterTraits |
Interfaces
| Name | Remarks |
|---|---|
| IAdaptiveVirtualTexture | Interface for adaptive virtual textures. |
| IAllocatedVirtualTexture | This interface represents a chunk of VT data allocated and owned by the renderer module, backed by both a page table texture, and a physical texture cache for each layer. |
| ICustomCulling | |
| ICustomResourcePool | |
| ICustomVisibilityQuery | |
| IDumpGPUUploadServiceProvider | |
| IMeshDeformerProvider | Modular feature interface for mesh deformer providers. |
| IPersistentViewUniformBufferExtension | |
| IRenderCaptureProvider | |
| IRendererModule | The public interface of the renderer module. |
| IScenePrimitiveRenderingContext | |
| IVirtualTexture | This is the interface that can produce tiles of virtual texture data This can be extended to represent different ways of generating VT, such as disk streaming, runtime compositing, or whatever It's provided to the renderer module |
| IVirtualTextureFinalizer | A Finalizer is an object that does the final work of filling the physical textures. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ERDGTextureMetaDataAccess | ERHITextureMetaDataAccess | RenderGraphDefinitions.h | |
| FClearReplacementBase_Float_Bounds | TClearReplacementBase< EClearReplacementValueType::Float, 1, false, true > | ClearReplacementShaders.h | |
| FClearReplacementBase_Float4 | TClearReplacementBase< EClearReplacementValueType::Float, 4, false, false > | ClearReplacementShaders.h | |
| FClearReplacementBase_Float4_Bounds | TClearReplacementBase< EClearReplacementValueType::Float, 4, false, true > | ClearReplacementShaders.h | |
| FClearReplacementBase_Float4_Zero | TClearReplacementBase< EClearReplacementValueType::Float, 4, true, false > | ClearReplacementShaders.h | |
| FClearReplacementBase_Float4_Zero_Bounds | TClearReplacementBase< EClearReplacementValueType::Float, 4, true, true > | ClearReplacementShaders.h | |
| FClearReplacementBase_Sint4_Bounds | TClearReplacementBase< EClearReplacementValueType::Int32, 4, false, true > | ClearReplacementShaders.h | |
| FClearReplacementBase_Uint | TClearReplacementBase< EClearReplacementValueType::Uint32, 1, false, false > | Not all combinations are defined here. Add more if required. Type NC Zero Bounds | ClearReplacementShaders.h |
| FClearReplacementBase_Uint_Bounds | TClearReplacementBase< EClearReplacementValueType::Uint32, 1, false, true > | ClearReplacementShaders.h | |
| FClearReplacementBase_Uint_Zero | TClearReplacementBase< EClearReplacementValueType::Uint32, 1, true, false > | ClearReplacementShaders.h | |
| FClearReplacementBase_Uint4 | TClearReplacementBase< EClearReplacementValueType::Uint32, 4, false, false > | ClearReplacementShaders.h | |
| FClearReplacementBase_Uint4_Bounds | TClearReplacementBase< EClearReplacementValueType::Uint32, 4, false, true > | ClearReplacementShaders.h | |
| FClearReplacementCS_Buffer_Float_Bounds | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Float_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Buffer_Float4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Float4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Buffer_Sint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Sint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Buffer_Uint | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Uint > | ClearReplacementShaders.h | |
| FClearReplacementCS_Buffer_Uint_Bounds | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Uint_Bounds > | Compute shaders for clearing each resource type, with a min/max bounds enabled. | ClearReplacementShaders.h |
| FClearReplacementCS_Buffer_Uint_Zero | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Uint_Zero > | Compute shaders for clearing each resource type. No bounds checks enabled. | ClearReplacementShaders.h |
| FClearReplacementCS_Buffer_Uint4 | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Uint4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_Buffer_Uint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Buffer, FClearReplacementBase_Uint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Float_Bounds | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Float_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Float4_Bounds | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Float4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Sint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Sint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Uint | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Uint > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Uint_Bounds | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Uint_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Uint4 | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Uint4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_LargeBuffer_Uint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::LargeBuffer, FClearReplacementBase_Uint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Float_Bounds | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Float_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Float4_Bounds | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Float4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Sint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Sint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Uint | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Uint > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Uint_Bounds | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Uint_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Uint_Zero | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Uint_Zero > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Uint4 | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Uint4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_StructuredBuffer_Uint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::StructuredBuffer, FClearReplacementBase_Uint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2D_Float4 | TClearReplacementCS< EClearReplacementResourceType::Texture2D, FClearReplacementBase_Float4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2D_Float4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture2D, FClearReplacementBase_Float4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2D_Sint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture2D, FClearReplacementBase_Sint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2D_Uint4 | TClearReplacementCS< EClearReplacementResourceType::Texture2D, FClearReplacementBase_Uint4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2D_Uint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture2D, FClearReplacementBase_Uint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Float4 | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Float4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Float4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Float4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Sint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Sint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Uint | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Uint > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Uint_Zero | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Uint_Zero > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Uint4 | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Uint4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture2DArray_Uint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture2DArray, FClearReplacementBase_Uint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture3D_Float4 | TClearReplacementCS< EClearReplacementResourceType::Texture3D, FClearReplacementBase_Float4 > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture3D_Float4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture3D, FClearReplacementBase_Float4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture3D_Sint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture3D, FClearReplacementBase_Sint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementCS_Texture3D_Uint4 | TClearReplacementCS< EClearReplacementResourceType::Texture3D, FClearReplacementBase_Uint4 > | Used by ClearUAV_T in ClearQuad.cpp. | ClearReplacementShaders.h |
| FClearReplacementCS_Texture3D_Uint4_Bounds | TClearReplacementCS< EClearReplacementResourceType::Texture3D, FClearReplacementBase_Uint4_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementPS | TClearReplacementPS< false, FClearReplacementBase_Float4 > | Simple pixel shader which outputs a specified solid color to MRT0. | ClearReplacementShaders.h |
| FClearReplacementPS_128 | TClearReplacementPS< true, FClearReplacementBase_Float4 > | ClearReplacementShaders.h | |
| FClearReplacementPS_Zero | TClearReplacementPS< false, FClearReplacementBase_Float4_Zero > | Simple pixel shader which outputs zero to MRT0. | ClearReplacementShaders.h |
| FClearReplacementVS | TClearReplacementVS< false, FClearReplacementBase_Float4_Zero > | Simple vertex shaders for generating screen quads. Optionally with a min/max bounds in NDC space, and depth value. | ClearReplacementShaders.h |
| FClearReplacementVS_Bounds | TClearReplacementVS< false, FClearReplacementBase_Float4_Zero_Bounds > | ClearReplacementShaders.h | |
| FClearReplacementVS_Depth | TClearReplacementVS< true, FClearReplacementBase_Float4_Zero > | ClearReplacementShaders.h | |
| FDisplayInformationArray | TArray< FDisplayInformation > | HDRHelper.h | |
| FDynamicIndexBuffer | TDynamicBuffer< FIndexBuffer > | GlobalRenderResources.h | |
| FDynamicVertexBuffer | TDynamicBuffer< FVertexBuffer > | GlobalRenderResources.h | |
| FGeometryGroupHandle | int32 | RayTracingGeometry.h | |
| FGlobalBoundShaderState_Internal | TGlobalResource< FGlobalBoundShaderStateResource > | StaticBoundShaderState.h | |
| FMessageId | TRDGHandle< FSocket, uint32 > | GPUMessaging.h | |
| FOnPostOpaqueRender | TMulticastDelegate_OneParam< void, class FPostOpaqueRenderParameters & > | RendererInterface.h | |
| FPendingShaderMapCompileResultsPtr | TRefCountPtr< FPendingShaderMapCompileResults > | ShaderCompilerJobTypes.h | |
| FPostOpaqueRenderDelegate | FOnPostOpaqueRender::FDelegate | RendererInterface.h | |
| FRDGArrayAllocator | TRDGArrayAllocator<> | RenderGraphAllocator.h | |
| FRDGBitArrayAllocator | TInlineAllocator< 4, FRDGArrayAllocator > | RenderGraphAllocator.h | |
| FRDGBufferAccessArray | TRDGResourceAccessArray< FRDGBufferAccess > | ShaderParameterMacros.h | |
| FRDGBufferBitArray | TRDGHandleBitArray< FRDGBufferHandle > | RenderGraphDefinitions.h | |
| FRDGBufferHandle | TRDGHandle< FRDGBuffer, uint32 > | RenderGraphDefinitions.h | |
| FRDGBufferInitialDataCallback | TFunction< const void *()> | RenderGraphDefinitions.h | |
| FRDGBufferInitialDataFillCallback | TFunction< void(void *InData, uint32 InDataSize)> | RenderGraphDefinitions.h | |
| FRDGBufferInitialDataFreeCallback | TFunction< void(const void *InData)> | RenderGraphDefinitions.h | |
| FRDGBufferInitialDataSizeCallback | TFunction< uint64()> | RenderGraphDefinitions.h | |
| FRDGBufferNumElementsCallback | TFunction< uint32()> | RenderGraphDefinitions.h | |
| FRDGBufferRef | FRDGBuffer * | RenderGraphFwd.h | |
| FRDGBufferRegistry | TRDGHandleRegistry< FRDGBufferHandle, ERDGHandleRegistryDestructPolicy::Never > | RenderGraphDefinitions.h | |
| FRDGBufferReservedCommitHandle | TRDGHandle< FRDGBuffer, uint16 > | RenderGraphDefinitions.h | |
| FRDGBufferSRVRef | FRDGBufferSRV * | RenderGraphFwd.h | |
| FRDGBufferUAVRef | FRDGBufferUAV * | RenderGraphFwd.h | |
| FRDGDispatchGroupCountCallback | TFunction< FIntVector()> | RenderGraphDefinitions.h | |
| FRDGDispatchLateParamCallback | TFunction< void()> | Callback to modify pass parameters just prior to dispatch, used for indirect dispatches where the group count callback cannot be used for this purpose. | RenderGraphUtils.h |
| FRDGPassBitArray | TRDGHandleBitArray< FRDGPassHandle > | RenderGraphDefinitions.h | |
| FRDGPassesByPipeline | TRHIPipelineArray< FRDGPass * > | RenderGraphDefinitions.h | |
| FRDGPassHandle | TRDGHandle< FRDGPass, uint32 > | RenderGraphDefinitions.h | |
| FRDGPassHandleArray | TArray< FRDGPassHandle, TInlineAllocator< 4, FRDGArrayAllocator > > | RenderGraphDefinitions.h | |
| FRDGPassHandlesByPipeline | TRHIPipelineArray< FRDGPassHandle > | RenderGraphDefinitions.h | |
| FRDGPassRef | FRDGPass * | RenderGraphFwd.h | |
| FRDGPassRegistry | TRDGHandleRegistry< FRDGPassHandle > | RenderGraphDefinitions.h | |
| FRDGProducerStatesByPipeline | TRHIPipelineArray< FRDGProducerState > | RenderGraphResources.h | |
| FRDGResourceRef | FRDGResource * | RenderGraphFwd.h | |
| FRDGSetAllocator | TSetAllocator< FRDGSparseArrayAllocator, TInlineAllocator< 1, FRDGBitArrayAllocator > > | RenderGraphAllocator.h | |
| FRDGShaderResourceViewRef | FRDGShaderResourceView * | RenderGraphFwd.h | |
| FRDGSparseArrayAllocator | TSparseArrayAllocator< FRDGArrayAllocator, FRDGBitArrayAllocator > | RenderGraphAllocator.h | |
| FRDGTextureAccessArray | TRDGResourceAccessArray< FRDGTextureAccess > | ShaderParameterMacros.h | |
| FRDGTextureBitArray | TRDGHandleBitArray< FRDGTextureHandle > | RenderGraphDefinitions.h | |
| FRDGTextureHandle | TRDGHandle< FRDGTexture, uint32 > | RenderGraphDefinitions.h | |
| FRDGTextureRef | FRDGTexture * | RenderGraphFwd.h | |
| FRDGTextureRegistry | TRDGHandleRegistry< FRDGTextureHandle, ERDGHandleRegistryDestructPolicy::Never > | RenderGraphDefinitions.h | |
| FRDGTextureSRVRef | FRDGTextureSRV * | RenderGraphFwd.h | |
| FRDGTextureSubresourceState | TRDGTextureSubresourceArray< FRDGSubresourceState *, FRDGArrayAllocator > | RenderGraphResources.h | |
| FRDGTextureUAVRef | FRDGTextureUAV * | RenderGraphFwd.h | |
| FRDGTransitionCreateQueue | TArray< FRDGBarrierBatchBegin *, FRDGArrayAllocator > | RenderGraphPass.h | |
| FRDGTransitionQueue | TArray< const FRHITransition *, TInlineAllocator< 8 > > | RenderGraphPass.h | |
| FRDGUniformBufferBitArray | TRDGHandleBitArray< FRDGUniformBufferHandle > | RenderGraphDefinitions.h | |
| FRDGUniformBufferHandle | TRDGHandle< FRDGUniformBuffer, uint32 > | RenderGraphDefinitions.h | |
| FRDGUniformBufferRef | FRDGUniformBuffer * | RenderGraphFwd.h | |
| FRDGUniformBufferRegistry | TRDGHandleRegistry< FRDGUniformBufferHandle > | RenderGraphDefinitions.h | |
| FRDGUnorderedAccessViewRef | FRDGUnorderedAccessView * | RenderGraphFwd.h | |
| FRDGViewBitArray | TRDGHandleBitArray< FRDGViewHandle > | RenderGraphDefinitions.h | |
| FRDGViewHandle | TRDGHandle< FRDGView, uint32 > | RenderGraphDefinitions.h | |
| FRDGViewRef | FRDGView * | RenderGraphFwd.h | |
| FRDGViewRegistry | TRDGHandleRegistry< FRDGViewHandle, ERDGHandleRegistryDestructPolicy::Never > | RenderGraphDefinitions.h | |
| FRDGViewUniqueFilter | TRDGHandleUniqueFilter< FRDGViewHandle > | RenderGraphDefinitions.h | |
| FRenderCommandFunctionVariant | TVariant< TUniqueFunction< void()>, TUniqueFunction< void(FRHICommandList &)>, TUniqueFunction< void(FRHICommandListImmediate &)> > | RenderingThread.h | |
| FRenderCommandPipeBitArray | TBitArray< FRenderCommandPipeBitArrayAllocator > | RenderingThread.h | |
| FRenderCommandPipeBitArrayAllocator | TInlineAllocator< 1, FConcurrentLinearArrayAllocator > | RenderingThread.h | |
| FRenderCommandPipeSetBitIterator | TConstSetBitIterator< FRenderCommandPipeBitArrayAllocator > | RenderingThread.h | |
| FSceneRenderingAllocator | TConcurrentLinearAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| FSceneRenderingAllocatorObject | TConcurrentLinearObject< T, FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| FSceneRenderingArrayAllocator | TConcurrentLinearArrayAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| FSceneRenderingBulkObjectAllocator | TConcurrentLinearBulkObjectAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| FShaderCommonCompileJobPtr | TRefCountPtr< FShaderCommonCompileJob > | ShaderCompilerJobTypes.h | |
| FShaderCompilerInputHash | FBlake3Hash | ShaderCompilerCore.h | |
| FShaderListReport | TBaseDelegate_EightParams< void, const TCHAR *, const TCHAR *, const TCHAR *, const TCHAR *, uint32, uint32, const TCHAR *, void * > | Shader.h | |
| FShaderMapAssetPaths | TSet< FName > | ShaderCodeLibrary.h | |
| FShaderMapAssetPaths | TSet< FName > | Shader.h | |
| FShaderPermutation | TShaderTypePermutation< FShaderType > | Shader.h | |
| FShaderPermutationNone | TShaderPermutationDomain<> | Global shader permutation domain with no dimension. | ShaderPermutation.h |
| FShaderPreprocessDependenciesShared | TSharedPtr< FShaderPreprocessDependencies, ESPMode::ThreadSafe > | ShaderCompilerCore.h | |
| FShaderSharedAnsiStringPtr | TSharedPtr< TArray< ANSICHAR >, ESPMode::ThreadSafe > | ShaderCompilerCore.h | |
| FShaderSharedStringPtr | TSharedPtr< FString, ESPMode::ThreadSafe > | ShaderCompilerCore.h | |
| FShaderStatVariant | TVariant< bool, float, int32, uint32, FString > | ShaderCore.h | |
| FSharedShaderCodeRelease | TMulticastDelegate< void(const FSHAHash &)> | ShaderCodeLibrary.h | |
| FSharedShaderCodeRequest | TTSMulticastDelegate< void(const FSHAHash &, FArchive *)> | ShaderCodeLibrary.h | |
| FSharedShaderMapResourceExplicitRelease | TBaseDelegate_OneParam< void, const FShaderMapResource * > | ShaderCodeLibrary.h | |
| FStableShaderSet | TSet< TUniquePtr< FStableShaderKeyAndValue >, FStableShaderKeyFuncs > | ShaderCodeLibrary.h | |
| FStopRecordingDelegate | TMulticastDelegate_OneParam< void, const FRenderCommandPipeBitArray & > | A delegate to receive events at sync points when recording is stopped. Input is a bit array of pipes that were stopped. | RenderingThread.h |
| FStopRenderingThread | TMulticastDelegate_NoParams< void > | RenderingThread.h | |
| FStopRenderingThreadDelegate | FStopRenderingThread::FDelegate | RenderingThread.h | |
| FThreadSafeNameBufferPtr | TSharedPtr< TArray< TCHAR >, ESPMode::ThreadSafe > | ShaderCore.h | |
| FThreadSafeNameBufferPtr | TSharedPtr< TArray< TCHAR >, ESPMode::ThreadSafe > | ShaderParameterMetadata.h | |
| FThreadSafeSharedAnsiStringPtr | TSharedPtr< TArray< ANSICHAR >, ESPMode::ThreadSafe > | ShaderParameterMetadata.h | |
| FThreadSafeSharedStringPtr | TSharedPtr< FString, ESPMode::ThreadSafe > | ShaderCore.h | |
| FThreadSafeSharedStringPtr | TSharedPtr< FString, ESPMode::ThreadSafe > | ShaderParameterMetadata.h | |
| FVertexInputStreamArray | TArray< FVertexInputStream, TInlineAllocator< 7 > > | Number of vertex input bindings to allocate inline within a FMeshDrawCommand. | VertexFactory.h |
| FVTProducerDestroyedFunction | void | VirtualTexturing.h | |
| SceneRenderingAllocator | TConcurrentLinearArrayAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| SceneRenderingBitArrayAllocator | TConcurrentLinearBitArrayAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| SceneRenderingSetAllocator | TConcurrentLinearSetAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| SceneRenderingSparseArrayAllocator | TConcurrentLinearSparseArrayAllocator< FSceneRenderingBlockAllocationTag > | RendererInterface.h | |
| TRaytracingPayloadSizeFunction | uint32(* | Shader.h | |
| TRDGBufferArrayCallback | TFunction< const ArrayType &()> | RenderGraphDefinitions.h | |
| TRDGTextureSubresourceArray | TArray< InElementType, InAllocatorType > | RenderGraphTextureSubresource.h | |
| TRDGUniformBufferRef | TRDGUniformBuffer< TUniformStruct > * | RenderGraphFwd.h | |
| TShaderRef | TShaderRefBase< ShaderType, FShaderMapPointerTable > | ShaderParameterUtils.h | |
| TShaderRef | TShaderRefBase< ShaderType, FShaderMapPointerTable > | Shader.h | |
| unaligned_int32 | int32 | ShaderCore.h | |
| unaligned_uint32 | uint32 | ShaderCore.h |
Enums
Public
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FComputeShaderUtils::kGolden2DGroupSize | int32 | Ideal size of group size 8x8 to occupy at least an entire wave on GCN, two warp on Nvidia. | RenderGraphUtils.h |
| FComputeShaderUtils::WrappedGroupStride | int32 | Constant stride used when wrapping too large 1D dispatches using GetGroupCountWrapped, selected as 128 appears to be the lowest common denominator for mobile (GLES 3.1). | RenderGraphUtils.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLogPermutations | bool | Enable this to log the parameters of each compiled permutation. | ShaderPermutation.h | |
| DebugUtilColor | FColor | RenderUtils.h | ||
| GBlackAlpha1VolumeTexture | FTexture * | A global black volume texture, with alpha=1. | GlobalRenderResources.h | |
| GBlackArrayTexture | FTexture * | A global black array texture. | GlobalRenderResources.h | |
| GBlackCubeArrayTexture | FTexture * | A global black cube array texture. | GlobalRenderResources.h | |
| GBlackFloat4StructuredBufferWithSRV | FVertexBufferWithSRV * | An empty float4 structured buffer. | GlobalRenderResources.h | |
| GBlackFloat4VertexBufferWithSRV | FVertexBufferWithSRV * | An empty float4 vertex buffer. | GlobalRenderResources.h | |
| GBlackTexture | FTexture * | A global black texture. | GlobalRenderResources.h | |
| GBlackTextureCube | FTexture * | A global black cube texture. | GlobalRenderResources.h | |
| GBlackTextureDepthCube | FTexture * | A global black cube depth texture. | GlobalRenderResources.h | |
| GBlackTextureWithSRV | FTextureWithSRV * | A global black texture with an SRV. | GlobalRenderResources.h | |
| GBlackUintTexture | FTexture * | A global black texture |
GlobalRenderResources.h | |
| GBlackUintVolumeTexture | FTexture * | A global black volume texture |
GlobalRenderResources.h | |
| GBlackVertexBufferWithSRV | FVertexBufferWithSRV * | An black vertex buffer with a SRV. | GlobalRenderResources.h | |
| GBlackVolumeTexture | FTexture * | A global black volume texture. | GlobalRenderResources.h | |
| GClearVertexBuffer | TGlobalResource< FClearVertexBuffer > | ClearQuad.h | ||
| GCubeIndexBuffer | TGlobalResource< FCubeIndexBuffer, FRenderResource::EInitPhase::Pre > | GlobalRenderResources.h | ||
| GCubeIndices | const uint16 | The indices for drawing a cube. | RenderUtils.h | |
| GCustomResourcePool | ICustomResourcePool * | CustomResourcePool.h | ||
| GDiffuseConvolveMipLevel | const uint32 | 4: 8x8 cubemap resolution, shader needs to use the same value as preprocessing | GlobalRenderResources.h | |
| GDummyTransitionTexture | FTexture * | A global dummy texture used for manual transition (Ex: when the VS is sampling produce in a previous pass, and needs a barrier) | GlobalRenderResources.h | |
| GEmptyResourceCollection | TGlobalResource< FEmptyResourceCollection, FRenderResource::EInitPhase::Pre > | GlobalRenderResources.h | ||
| GEmptyStructuredBufferWithUAV | FVertexBufferWithSRV * | An empty structured buffer with a UAV. | GlobalRenderResources.h | |
| GEmptyVertexBufferUInt4WithUAV | FVertexBufferWithSRV * | An empty uint4 vertex buffer with a UAV. | GlobalRenderResources.h | |
| GEmptyVertexBufferWithUAV | FVertexBufferWithSRV * | An empty vertex buffer with a UAV. | GlobalRenderResources.h | |
| GEmptyVertexDeclaration | TGlobalResource< FEmptyVertexDeclaration, FRenderResource::EInitPhase::Pre > | CommonRenderResources.h | ||
| GEnableMipLevelFading | float | Whether to enable mip-level fading or not: +1.0f if enabled, -1.0f if disabled. | RenderResource.h | |
| GFilterVertexDeclaration | TGlobalResource< FFilterVertexDeclaration, FRenderResource::EInitPhase::Pre > | CommonRenderResources.h | ||
| GGameThreadTime | uint32 | How many cycles the gamethread used (excluding idle time). | RenderTimer.h | |
| GGameThreadTimeCriticalPath | uint32 | How many cycles the gamethread used, including dependent wait time. | RenderTimer.h | |
| GGameThreadWaitTime | uint32 | How much idle time in the game thread. | RenderTimer.h | |
| GGlobalShaderMap | FGlobalShaderMap * | The global shader map. | GlobalShader.h | |
| GInputLatencyTimer | FInputLatencyTimer | Global input latency timer. Defined in UnrealClient.cpp | RenderTimer.h | |
| GIsThreadedRendering | bool | Whether the renderer is currently running in a separate thread. | RenderingThread.h | |
| GlobalShaderMapId | const int32 | Used to identify the global shader map in compile queues. | GlobalShader.h | |
| GMainThreadBlockedOnRenderThread | TAtomic< bool > | Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands. | RenderingThread.h | |
| GMediaVertexDeclaration | TGlobalResource< FMediaVertexDeclaration > | MediaShaders.h | ||
| GMipColorTexture | FTexture * | A global texture that has a different solid color in each mip-level. | GlobalRenderResources.h | |
| GMipColorTextureMipLevels | int32 | Number of mip-levels in 'GMipColorTexture' | GlobalRenderResources.h | |
| GMipFadeSettings | FMipFadeSettings | Global mip fading settings, indexed by EMipFadeSettings. | RenderResource.h | |
| GNullColorVertexBuffer | TGlobalResource< FNullColorVertexBuffer, FRenderResource::EInitPhase::Pre > | The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component. | GlobalRenderResources.h | |
| GNullVertexBuffer | TGlobalResource< FNullVertexBuffer, FRenderResource::EInitPhase::Pre > | The global null vertex buffer, which is set with a stride of 0 on meshes | GlobalRenderResources.h | |
| GPauseRenderingRealtimeClock | bool | Whether to pause the global realtime clock for the rendering thread (read and write only on main thread). | RenderTimer.h | |
| GPendingUseThreadedRendering | TOptional< bool > | Global for handling the "togglerenderthread" command. | RenderingThread.h | |
| GPixelRenderCounters | FPixelRenderCounters | RenderCounters.h | ||
| GPrimitiveIdDummy | TGlobalResource< FPrimitiveIdDummyBuffer > | VertexFactory.h | ||
| GRenderCommandPipeMode | ERenderCommandPipeMode | RenderingThread.h | ||
| GRenderingRealtimeClock | FRenderTimer | Global realtime clock for the rendering thread. | RenderTimer.h | |
| GRenderTargetPool | TGlobalResource< FRenderTargetPool > | The global render targets for easy shading. |
The global render targets pool. | RenderTargetPool.h | |
| GRenderThreadTime | uint32 | How many cycles the renderthread used (excluding idle time). | RenderTimer.h | |
| GRenderThreadTimeCriticalPath | uint32 | How many cycles the renderthread used, including dependent wait time. | RenderTimer.h | |
| GRenderThreadWaitTime | uint32 | How many cycles the renderthread was waiting. | RenderTimer.h | |
| GRequiredRecursiveShaders | ERecursiveShader | Set by the platform RHI implementations to indicate which groups of global shaders will be used recursively. | GlobalShader.h | |
| GRHIThreadTime | uint32 | How many cycles the rhithread used (excluding idle time). | RenderTimer.h | |
| GScreenRectangleIndexBuffer | TGlobalResource< FScreenRectangleIndexBuffer, FRenderResource::EInitPhase::Pre > | CommonRenderResources.h | ||
| GScreenRectangleVertexBuffer | TGlobalResource< FScreenRectangleVertexBuffer, FRenderResource::EInitPhase::Pre > | CommonRenderResources.h | ||
| GScreenSpaceVertexBuffer | TGlobalResource< FScreenSpaceVertexBuffer, FRenderResource::EInitPhase::Pre > | GlobalRenderResources.h | ||
| GSwapBufferTime | uint32 | How many cycles it took to swap buffers to present the frame. | RenderTimer.h | |
| GTileVertexDeclaration | TGlobalResource< FTileVertexDeclaration, FRenderResource::EInitPhase::Pre > | GlobalRenderResources.h | ||
| GTransparentBlackTexture | FTexture * | A global black transparent texture. | GlobalRenderResources.h | |
| GTransparentBlackTextureWithSRV | FTextureWithSRV * | A global black transparent texture with an SRV. | GlobalRenderResources.h | |
| GTwoTrianglesIndexBuffer | TGlobalResource< FTwoTrianglesIndexBuffer, FRenderResource::EInitPhase::Pre > | GlobalRenderResources.h | ||
| GUseThreadedRendering | bool | Whether the rendering thread should be created or not. | RenderingThread.h | |
| GVisualizeTexture | TGlobalResource< FVisualizeTexture > | The global render targets for easy shading. | VisualizeTexture.h | |
| GWhiteTexture | FTexture * | A global white texture. | GlobalRenderResources.h | |
| GWhiteTextureCube | FTexture * | A global white cube texture. | GlobalRenderResources.h | |
| GWhiteTextureWithSRV | FTextureWithSRV * | A global white texture with an SRV. | GlobalRenderResources.h | |
| GWhiteVertexBufferWithRDG | FBufferWithRDG * | A white vertex buffer used with RenderGraph. | GlobalRenderResources.h | |
| GWhiteVertexBufferWithSRV | FVertexBufferWithSRV * | An white vertex buffer with a SRV. | GlobalRenderResources.h | |
| kUniqueShaderPermutationId | const int32 | Shader.h | ||
| NumShaderCompileJobPriorities | int32 | ShaderCore.h | ||
| NumShaderCompileJobTypes | int32 | ShaderCompilerCore.h | ||
| OnSharedShaderMapResourceExplicitRelease | FSharedShaderMapResourceExplicitRelease | ShaderCodeLibrary.h | ||
| ShaderCompileWorkerInputVersion | const int32 | This is for the protocol, not the data, bump if FShaderCompilerInput/FShaderPreprocessOutput serialization, SerializeWorkerInput or ProcessInputFromArchive changes. | ShaderCompilerCore.h | |
| ShaderCompileWorkerOutputVersion | const int32 | This is for the protocol, not the data, bump if FShaderCompilerOutput or WriteToOutputArchive changes. | ShaderCompilerCore.h | |
| ShaderCompileWorkerPipelineJobHeader | const int32 | This is for the protocol, not the data. | ShaderCompilerCore.h | |
| ShaderCompileWorkerSingleJobHeader | const int32 | This is for the protocol, not the data. | ShaderCompilerCore.h | |
| STATCAT_Advanced | RenderingThread.h | |||
| STATCAT_Advanced | VirtualTexturing.h | |||
| UE_SHADER_CACHE_VERSION | const FGuid | Modify this in ShaderCompilerCore.cpp to invalidate just the cache/DDC entries for individual shaders (will not cause shadermaps to rebuild if they are not otherwise out-of-date). | ShaderCompilerCore.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddClearDepthStencilPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a depth stencil target to its optimized clear value using a raster pass. | RenderGraphUtils.h | |
void AddClearDepthStencilPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a depth stencil target. Prefer to use clear actions if possible. | RenderGraphUtils.h | |
void AddClearRenderTargetPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a render target to its clear value (single mip, single slice) | RenderGraphUtils.h | |
void AddClearRenderTargetPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a render target (single mip, single slice). | RenderGraphUtils.h | |
void AddClearRenderTargetPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a render target to its clear value. | RenderGraphUtils.h | |
void AddClearRenderTargetPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a part of a render target (single mip, single slice). | RenderGraphUtils.h | |
void AddClearStencilPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear the stencil portion of a depth / stencil target to its fast clear value. | RenderGraphUtils.h | |
void AddClearUAVFloatPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to clear a texture or buffer UAV with a single typed value. | RenderGraphUtils.h | |
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddClearUAVPass
(
FRDGBuilder& GraphBuilder, |
Clears parts of UAV specified by an array of screen rects. | RenderGraphUtils.h | |
void AddCopyBufferPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddCopyBufferPass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to copy SrcBuffer content into DstBuffer. | RenderGraphUtils.h | |
void AddCopyTexturePass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to copy a region from one texture to another. | RenderGraphUtils.h | |
void AddCopyTexturePass
(
FRDGBuilder& GraphBuilder, |
Simpler variant of the above function for 2D textures. | RenderGraphUtils.h | |
void AddDispatchToRHIThreadPass
(
FRDGBuilder& GraphBuilder |
RenderGraphUtils.h | ||
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddEnqueueCopyPass
(
FRDGBuilder& GraphBuilder, |
Adds a pass to readback contents of an RDG buffer. | RenderGraphUtils.h | |
void AddEnqueueCopyPass
(
FRDGBuilder& GraphBuilder, |
Adds a pass to readback contents of an RDG texture. | RenderGraphUtils.h | |
FVirtualTextureLocalTileRequest & AddOrMergeTileRequest
(
const FVirtualTextureLocalTileRequest& InTileRequest, |
Helper function that tries to add a new FVirtualTextureLocalTileRequest to a TSet but, in case this tile is already in the set, merges it with the existing request : | VirtualTexturing.h | |
void AddPass
(
FRDGBuilder& GraphBuilder, |
Helper functions to add parameterless passes to the graph. | RenderGraphUtils.h | |
void AddPassIfDebug
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddReadbackBufferPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddReadbackTexturePass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddResummarizeHTilePass
(
FRDGBuilder& GraphBuilder, |
Adds a render graph pass to resummarize the htile plane. | RenderGraphUtils.h | |
| Maps a real shader directory existing on disk to a virtual shader directory. | ShaderCore.h | ||
void AddShaderSourceFileEntry
(
TArray< FString >& OutVirtualFilePaths, |
Add a new entry to the list of shader source files Only unique entries which can be loaded are added as well as their #include files | ShaderCore.h | |
void AddShaderSourceSharedVirtualDirectory
(
const FString& VirtualShaderDirectory |
Specifies that the virtual shader directory and all subdirectories should contain only .h files that are shared between C++ / shader | ShaderCore.h | |
void AdvanceRenderingThreadStatsGT
(
bool bDiscardCallstack, |
Advances stats for the rendering thread. Called from the game thread. | RenderingThread.h | |
TRefCountPtr< FRDGPooledBuffer > AllocatePooledBuffer
(
const FRDGBufferDesc& Desc, |
RenderGraphUtils.h | ||
bool AllocatePooledBuffer
(
const FRDGBufferDesc& Desc, |
Allocates an RDG pooled buffer instance. Attempts to reuse allocation if Out has a value. Returns true a new instance was allocated, or false if the existing allocation was reused. | RenderGraphUtils.h | |
TRefCountPtr< FRDGPooledBuffer > AllocatePooledBufferCurrentLLMTag
(
FRHICommandListBase& RHICmdList, |
Same as AllocatePooledBuffer but will rebase the allocated buffer under the current LLM tag. | RenderGraphUtils.h | |
TRefCountPtr< IPooledRenderTarget > AllocatePooledTexture
(
const FRDGTextureDesc& Desc, |
RenderGraphUtils.h | ||
bool AllocatePooledTexture
(
const FRDGTextureDesc& Desc, |
RenderGraphUtils.h | ||
bool Allow128BitBasePassPSCompilation
(
const FStaticShaderPlatform Platform |
Read-only switch to check if compiling explicit 128BitRT BasePass Pixel Shaders is allowed They are infrequently necessary, and can save 50k shaders / 15 MiB / platform on large projects Check bRequiresExplicit128bitRT in a platform's DataDrivenPlatformInfo.ini to see if that platform requires explicit 128Bit shaders | RenderUtils.h | |
bool AllowDebugViewmodes () |
Returns true if debug viewmodes are allowed for the current platform. | ShaderCore.h | |
bool AllowDebugViewmodes
(
EShaderPlatform Platform |
Returns true if debug viewmodes are allowed for the given platform. | ShaderCore.h | |
bool AllowGlobalShaderLoad() |
Returns true if the global shader cache should be loaded (and potentially compiled if allowed/needed | ShaderCompilerCore.h | |
bool AllowPerPixelShadingModels
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool AllowPixelDepthOffset
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool AllowShaderCompiling() |
Returns true is shader compiling is allowed | ShaderCompilerCore.h | |
bool AllowTranslucencyPerObjectShadows
(
const FStaticShaderPlatform Platform |
Read-only switch to check if translucency per object shadows are enabled. | RenderUtils.h | |
| Returns the map virtual shader directory path -> real shader directory path. | ShaderCore.h | ||
void AppendKeyStringShaderDependencies
(
TConstArrayView< FShaderTypeDependency > ShaderTypeDependencies, |
Appends information to a KeyString for a given shader to reflect its dependencies | ShaderCore.h | |
void AppendKeyStringShaderDependencies
(
TConstArrayView< FShaderTypeDependency > ShaderTypeDependencies, |
ShaderCore.h | ||
void AppendShaderDependencies
(
FShaderKeyGenerator& KeyGen, |
ShaderCore.h | ||
bool AreBufferSRVsAlwaysCreatedByDefault
(
EShaderPlatform ShaderPlatform |
Returns true if we need to create SRVs for all index/vertex buffers. | RenderUtils.h | |
bool AreMobileScreenSpaceReflectionsEnabled
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool AreNaniteFallbackMeshesEnabledForPlatform
(
const FStaticShaderPlatform Platform |
Returns true if Nanite Fallback Meshes are enabled for the given shader platform. | RenderUtils.h | |
bool AreSkinCacheShadersEnabled
(
EShaderPlatform Platform |
Checks if skin cache shaders are enabled for the platform (via r.SkinCache.CompileShaders) | RenderUtils.h | |
void BeginCleanup
(
FDeferredCleanupInterface* CleanupObject |
Adds the specified deferred cleanup object to the current set of pending cleanup objects. | RenderDeferredCleanup.h | |
void BeginInitResource
(
FRenderResource* Resource, |
Sends a message to the rendering thread to initialize a resource. | RenderResource.h | |
void BeginInitResource
(
FName OwnerName, |
RenderResource.h | ||
void BeginReleaseResource
(
FRenderResource* Resource, |
Sends a message to the rendering thread to release a resource. This is called in the game thread. | RenderResource.h | |
void BeginSetUniformBufferContents
(
TUniformBuffer< TBufferStruct >& UniformBuffer, |
Sends a message to the rendering thread to set the contents of a uniform buffer. | UniformBuffer.h | |
void BeginUpdateResourceRHI
(
FRenderResource* Resource, |
Sends a message to the rendering thread to update a resource. This is called in the game thread. | RenderResource.h | |
void BindForLegacyShaderParameters
(
FShader* Shader, |
ShaderParameterStruct.h | ||
void BuildShaderBindingLayout
(
TConstArrayView< FShaderParametersMetadata* > UniformBuffers, |
Build the shader binding layout desc from array of used Uniform buffers which will be bound as static uniform buffers to the rhi | ShaderParameterMacros.h | |
bool CacheRenderTarget
(
FRHITexture* Texture, |
Creates an untracked pooled render target from the RHI texture, but only if the pooled render target is empty or doesn't match the input texture. | RendererInterface.h | |
FIntPoint CalcMipMapExtent
(
uint32 TextureSizeX, |
Calculates the extent of a mip. | RenderUtils.h | |
void CalcMipMapExtent3D
(
uint32 TextureSizeX, |
Calculates the extent of a mip. | RenderUtils.h | |
uint32 CalcPackedArrayIndex
(
uint32 ElementIndex |
ShaderParameterMacros.h | ||
uint32 CalcPackedArraySize
(
uint32 NumElements |
ShaderParameterMacros.h | ||
uint32 CalcPackedComponentIndex
(
uint32 ElementIndex |
ShaderParameterMacros.h | ||
SIZE_T CalcTextureMipMapSize
(
uint32 TextureSizeX, |
Calculates the amount of memory used for a single mip-map of a texture. | RenderUtils.h | |
SIZE_T CalcTextureMipMapSize3D
(
uint32 TextureSizeX, |
Calculates the amount of memory used for a single mip-map of a texture 3D. | RenderUtils.h | |
SIZE_T CalcTextureSize
(
uint32 SizeX, |
Calculates the amount of memory used for a texture. | RenderUtils.h | |
SIZE_T CalcTextureSize3D
(
uint32 SizeX, |
Calculates the amount of memory used for a texture. | RenderUtils.h | |
FShaderMaterialDerivedDefines CalculateDerivedMaterialParameters
(
const FShaderMaterialPropertyDefines& Mat, |
ShaderMaterial.h | ||
FVector CalculateGridZParams
(
float NearPlane, |
Helper function to calculate Z params for froxel grids Used in shaders with ComputeDepthFromZSlice(...) | RenderUtils.h | |
void CheckNotBlockedOnRenderThread() |
Asserts if called from the main thread when the main thread is blocked on the rendering thread. | RenderingThread.h | |
void CheckRenderingThreadHealth () |
Checks if the rendering thread is healthy and running. | RenderingThread.h | |
void CheckShaderHashCacheInclude
(
const FString& VirtualFilePath, |
Checks if shader include isn't skipped by a shader hash cache. | ShaderCore.h | |
bool CheckVirtualShaderFilePath
(
FStringView VirtualPath, |
Validates the format of a virtual shader file path. | ShaderCompilerCore.h | |
void ClearUAV
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void ClearUAVShader_T
(
FRHIComputeCommandList& RHICmdList, |
Default implementation of ClearUAVShader_T which simply binds the UAV to the compute shader via RHICmdList.SetUAVParameter. | ClearReplacementShaders.h | |
void ClearUAVShader_T
(
FRHIComputeCommandList& RHICmdList, |
Helper functions for running the clear replacement shader for specific resource types, values types and number of channels. | ClearReplacementShaders.h | |
void ClearUAVShader_T
(
FRHIComputeCommandList& RHICmdList, |
Helper version of ClearUAVShader_T for determining float vs uint32 at runtime. Uses the above default implementation. | ClearReplacementShaders.h | |
void ClearUnusedGraphResources
(
const TShaderRef< TShaderClass >& Shader, |
RenderGraphUtils.h | ||
void ClearUnusedGraphResources
(
const TShaderRef< TShaderClass >& Shader, |
RenderGraphUtils.h | ||
void ClearUnusedGraphResources
(
const TShaderRef< TShaderClassA >& ShaderA, |
RenderGraphUtils.h | ||
void ClearUnusedGraphResourcesImpl
(
const FShaderParameterBindings& ShaderBindings, |
Clears all render graph tracked resources that are not bound by a shader. | RenderGraphUtils.h | |
void ClearUnusedGraphResourcesImpl
(
TArrayView< const FShaderParameterBindings* > ShaderBindingsList, |
Similar to the function above, but takes a list of shader bindings and only clears if none of the shaders contain the resource. | RenderGraphUtils.h | |
void CollectSRVsToUnset
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterStruct.h | ||
void CollectUAVsToUnset
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterStruct.h | ||
void CompileShader
(
const TArray< const IShaderFormat* >& ShaderFormats, |
ShaderCompilerCore.h | ||
void CompileShaderPipeline
(
const TArray< const IShaderFormat* >& ShaderFormats, |
ShaderCompilerCore.h | ||
void ConvertPixelDataToSCRGB
(
TArray< FLinearColor >& InOutRawPixels, |
HDRHelper.h | ||
const TRefCountPtr< FRDGPooledBuffer > & ConvertToExternalAccessBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
const TRefCountPtr< FRDGPooledBuffer > & ConvertToExternalAccessBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
const TRefCountPtr< IPooledRenderTarget > & ConvertToExternalAccessTexture
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
const TRefCountPtr< IPooledRenderTarget > & ConvertToExternalAccessTexture
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void CopyTextureData2D
(
const void* Source, |
Copies the data for a 2D texture between two buffers with potentially different strides. | RenderUtils.h | |
FRDGBufferRef CreateByteAddressBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a byte address buffer with initial data from a TArray with move semantics, this can be cheaper as it guarantees the lifetimes of the data & permits copy-free upload. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressBuffer
(
FRDGBuilder& GraphBuilder, |
Same as the previous function but where the type of the array is automatically inferred, so we can do : TArray |
RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGBufferRef CreateByteAddressBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a byte address buffer with initial data from a TConstArrayView. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressBuffer
(
FRDGBuilder& GraphBuilder, |
A variant where NumElements, InitialData, and InitialDataSize are supplied through callbacks. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressBuffer
(
FRDGBuilder& GraphBuilder, |
Creates a byte address buffer with initial data by creating an upload pass. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressBuffer_Impl
(
FRDGBuilder& GraphBuilder, |
A variant where the TArray is supplied through callbacks. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressUploadBuffer
(
FRDGBuilder& GraphBuilder, |
Same as the previous function but where the type of the array is automatically inferred, so we can do : TArray |
RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressUploadBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a byte address upload buffer with initial data from a TArray. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressUploadBuffer
(
FRDGBuilder& GraphBuilder, |
A variant where NumElements, InitialData, and InitialDataSize are supplied through callbacks. | RenderGraphUtils.h | |
FRDGBufferRef CreateByteAddressUploadBuffer_Impl
(
FRDGBuilder& GraphBuilder, |
A variant where the TArray is supplied through callbacks. | RenderGraphUtils.h | |
void CreateRecursiveShaders() |
Called on the render thread when the global shader map is available to force-init certain global shaders as specified by GRequiredRecursiveShaders. | GlobalShader.h | |
TRefCountPtr< IPooledRenderTarget > CreateRenderTarget
(
FRHITexture* Texture, |
Creates an untracked pooled render target from an RHI texture. | RendererInterface.h | |
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a structured buffer with initial data from a TArray with move semantics, this can be cheaper as it guarantees the lifetimes of the data & permits copy-free upload. | RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
Same as the previous function but where the type of the array is automatically inferred, so we can do : TArray |
RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a structured buffer with initial data from a TArray. | RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a structured buffer with initial data from a TConstArrayView. | RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
A variant where NumElements, InitialData, and InitialDataSize are supplied through callbacks. | RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredBuffer
(
FRDGBuilder& GraphBuilder, |
Creates a structured buffer with initial data by creating an upload pass. | RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredBuffer_Impl
(
FRDGBuilder& GraphBuilder, |
A variant where the TArray is supplied through callbacks. | RenderGraphUtils.h | |
FRDGBufferRef CreateStructuredUploadBuffer
(
FRDGBuilder& GraphBuilder, |
Helper to create a structured upload buffer with initial data from a TArray. | RenderGraphUtils.h | |
FBufferRHIRef CreateTempMediaVertexBuffer
(
float ULeft, |
MediaShaders.h | ||
FBufferRHIRef CreateTempMediaVertexBuffer
(
FRHICommandListBase& RHICmdList, |
MediaShaders.h | ||
FRDGTextureMSAA CreateTextureMSAA
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGTextureMSAA CreateTextureMSAA
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
TUniformBufferRef< TBufferStruct > CreateUniformBufferImmediate
(
const TBufferStruct& Value, |
Creates a uniform buffer with the given value, and returns a structured reference to it. | UniformBuffer.h | |
FRDGBufferRef CreateUploadBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGBufferRef CreateUploadBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGBufferRef CreateUploadBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGBufferRef CreateUploadBuffer
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGBufferRef CreateVertexBuffer
(
FRDGBuilder& GraphBuilder, |
Creates a vertex buffer with initial data by creating an upload pass. | RenderGraphUtils.h | |
void DispatchComputeShader
(
FRHIComputeCommandList& RHICmdList, |
Helper function to dispatch a compute shader while checking that parameters have been set correctly. | Shader.h | |
void DispatchComputeShader
(
FRHIComputeCommandList& RHICmdList, |
Shader.h | ||
void DispatchIndirectComputeShader
(
FRHIComputeCommandList& RHICmdList, |
Helper function to dispatch a compute shader indirectly while checking that parameters have been set correctly. | Shader.h | |
bool DoesPlatformSupportHeterogeneousVolumes
(
EShaderPlatform Platform |
Returns true if Heterogeneous Volumes should be used for the given shader platform. | RenderUtils.h | |
bool DoesPlatformSupportLumenGI
(
EShaderPlatform Platform, |
RenderUtils.h | ||
bool DoesPlatformSupportNanite
(
EShaderPlatform Platform, |
RenderUtils.h | ||
bool DoesPlatformSupportNonNaniteVirtualShadowMaps
(
EShaderPlatform ShaderPlatform |
Returns true if non-Nanite virtual shadow maps are enabled by CVar r.Shadow.Virtual.NonNaniteVSM and the runtime supports Nanite/virtual shadow maps. | RenderUtils.h | |
bool DoesPlatformSupportSparseVolumeTextures
(
EShaderPlatform Platform |
Returns true if SparseVolumeTextures are supported on the given shader platform. | RenderUtils.h | |
bool DoesPlatformSupportVirtualShadowMaps
(
EShaderPlatform Platform |
Returns true if Virtual Shadow Mapsare supported for the given shader platform. | RenderUtils.h | |
bool DoesProjectSupportExpFogMatchesVolumetricFog() |
RenderUtils.h | ||
bool DoesProjectSupportLumenGI
(
EShaderPlatform Platform |
RenderUtils.h | ||
bool DoesProjectSupportLumenRayTracedTranslucentRefraction() |
RenderUtils.h | ||
bool DoesRuntimeSupportHeterogeneousVolumes
(
EShaderPlatform Platform |
Detect (at runtime) if the runtime supports heterogeneous volumes. | RenderUtils.h | |
bool DoesRuntimeSupportNanite
(
EShaderPlatform ShaderPlatform, |
RenderUtils.h | ||
bool DoesRuntimeSupportOnePassPointLightShadows
(
EShaderPlatform Platform |
Detect (at runtime) if the runtime supports rendering one-pass point light shadows (i.e., cube maps) | RenderUtils.h | |
bool DoesTargetPlatformSupportNanite
(
const ITargetPlatform* TargetPlatform |
RenderUtils.h | ||
void DrawClearQuad
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuad
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuad
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuad
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuadAlpha
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuadMRT
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuadMRT
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuadMRT
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DrawClearQuadMRTWithUints
(
FRHICommandList& RHICmdList, |
ClearQuad.h | ||
void DumpShaderPipelineStats
(
EShaderPlatform Platform |
Dumps shader pipeline stats to the log. | Shader.h | |
void DumpShaderStats
(
EShaderPlatform Platform, |
Dumps shader stats to the log. Will also print some shader pipeline information. | Shader.h | |
float DynamicRenderScaling::FractionToPercentage
(
float Fraction |
DynamicRenderScaling.h | ||
float DynamicRenderScaling::GetPercentageCVarToFraction
(
const TAutoConsoleVariable< float >& Percentage |
DynamicRenderScaling.h | ||
float DynamicRenderScaling::PercentageToFraction
(
float Percentage |
DynamicRenderScaling.h | ||
void EmitNullShaderParameterFatalError
(
const TShaderRef< FShader >& Shader, |
Raise fatal error when a required shader parameter has not been set. | ShaderParameterStruct.h | |
void EndBatchedRelease() |
Disables the batching of calls to BeginReleaseResource This is called in the game thread. | RenderResource.h | |
void EnumerateSubresourceRange
(
TRDGTextureSubresourceArray< ElementType, AllocatorType >& SubresourceArray, |
RenderGraphTextureSubresource.h | ||
void EnumerateSubresourceRange
(
const TRDGTextureSubresourceArray< ElementType, AllocatorType >& SubresourceArray, |
RenderGraphTextureSubresource.h | ||
float EV100ToLog2
(
float LuminanceMax, |
RenderUtils.h | ||
float EV100ToLuminance
(
float EV100 |
RenderUtils.h | ||
float EV100ToLuminance
(
float LuminanceMax, |
LuminanceMax is the amount of light that will cause the sensor to saturate at EV100. | RenderUtils.h | |
bool ExcludeNonPipelinedShaderTypes
(
EShaderPlatform ShaderPlatform |
Checks if the non-pipeline shaders will not be compild and ones from FShaderPipeline used instead. | RenderUtils.h | |
FGraphicsPipelineRenderTargetsInfo ExtractRenderTargetsInfo
(
const FRDGParameterStruct& ParameterStruct |
RenderGraphResources.h | ||
FGraphicsPipelineRenderTargetsInfo ExtractRenderTargetsInfo
(
const FRenderTargetBindingSlots& RenderTargets |
RenderGraphResources.h | ||
FGraphicsPipelineRenderTargetsInfo ExtractRenderTargetsInfo
(
const FRDGParameterStruct& ParameterStruct |
|||
FGraphicsPipelineRenderTargetsInfo ExtractRenderTargetsInfo
(
const FRenderTargetBindingSlots& RenderTargets |
|||
FRDGBufferRef FComputeShaderUtils::AddIndirectArgsSetupCsPass1D
(
FRDGBuilder& GraphBuilder, |
Create and set up an 1D indirect dispatch argument from some GPU-side integer in a buffer (InputCountBuffer). | RenderGraphUtils.h | |
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
Dispatch a compute shader to render graph builder with its parameters. | RenderGraphUtils.h | |
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
Dispatch a compute shader to render graph builder with its parameters. | RenderGraphUtils.h | |
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGPassRef FComputeShaderUtils::AddPass
(
FRDGBuilder& GraphBuilder, |
Dispatch a compute shader to render graph builder with its parameters. | RenderGraphUtils.h | |
void FComputeShaderUtils::Dispatch
(
FRHIComputeCommandList& RHICmdList, |
RenderGraphUtils.h | ||
void FComputeShaderUtils::Dispatch
(
FRHIComputeCommandList& RHICmdList, |
Dispatch a compute shader to rhi command list with its parameters. | RenderGraphUtils.h | |
void FComputeShaderUtils::DispatchIndirect
(
FRHIComputeCommandList& RHICmdList, |
Indirect dispatch a compute shader to rhi command list with its parameters. | RenderGraphUtils.h | |
void FComputeShaderUtils::DispatchIndirect
(
FRHIComputeCommandList& RHICmdList, |
Dispatch a compute shader to rhi command list with its parameters and indirect args. | RenderGraphUtils.h | |
FIntVector FComputeShaderUtils::GetGroupCount
(
const int32 ThreadCount, |
Compute the number of groups to dispatch. | RenderGraphUtils.h | |
FIntVector FComputeShaderUtils::GetGroupCount
(
const FIntPoint& ThreadCount, |
RenderGraphUtils.h | ||
FIntVector FComputeShaderUtils::GetGroupCount
(
const FIntPoint& ThreadCount, |
RenderGraphUtils.h | ||
FIntVector FComputeShaderUtils::GetGroupCount
(
const FIntVector& ThreadCount, |
RenderGraphUtils.h | ||
FIntVector FComputeShaderUtils::GetGroupCount
(
const FIntVector& ThreadCount, |
RenderGraphUtils.h | ||
FIntVector FComputeShaderUtils::GetGroupCountWrapped
(
const int32 TargetGroupCount |
Wrapping number of groups to Y and Z dimension if X group count overflows GRHIMaxDispatchThreadGroupsPerDimension. | RenderGraphUtils.h | |
FIntVector FComputeShaderUtils::GetGroupCountWrapped
(
const int32 ThreadCount, |
Compute the number of groups to dispatch and allow wrapping to Y and Z dimension if X group count overflows. | RenderGraphUtils.h | |
void FComputeShaderUtils::Private::AfterDispatch
(
FRHIComputeCommandList& RHICmdList, |
RenderGraphUtils.h | ||
void FComputeShaderUtils::Private::PrepareDispatch
(
FRHIComputeCommandList& RHICmdList, |
RenderGraphUtils.h | ||
void FComputeShaderUtils::Private::PrepareDispatch
(
FRHIComputeCommandList& RHICmdList, |
RenderGraphUtils.h | ||
void FComputeShaderUtils::ValidateGroupCount
(
const FIntVector& GroupCount |
RenderGraphUtils.h | ||
void FComputeShaderUtils::ValidateIndirectArgsBuffer
(
uint32 IndirectArgsBufferSize, |
RenderGraphUtils.h | ||
void FComputeShaderUtils::ValidateIndirectArgsBuffer
(
const FRDGBufferRef IndirectArgsBuffer, |
RenderGraphUtils.h | ||
FGBufferInfo FetchFullGBufferInfo
(
const FGBufferParams& Params |
GBufferInfo.h | ||
FGBufferBinding FindGBufferBindingByName
(
const FGBufferInfo& GBufferInfo, |
GBufferInfo.h | ||
FGBufferBinding FindGBufferBindingByName
(
const FGBufferInfo& GBufferInfo, |
GBufferInfo.h | ||
int32 FindGBufferTargetByName
(
const FGBufferInfo& GBufferInfo, |
GBufferInfo.h | ||
| ShaderCompilerCore.h | |||
FShaderType * FindShaderTypeByName
(
const FHashedName& ShaderTypeName |
Finds the shader type with a given name. | Shader.h | |
FShaderParametersMetadata * FindUniformBufferStructByFName
(
FName StructName |
ShaderParameterMacros.h | ||
FShaderParametersMetadata * FindUniformBufferStructByLayoutHash
(
uint32 Hash |
Finds the FShaderParameterMetadata corresponding to the given uniform buffer layout hash, or null if not found. | ShaderParameterMacros.h | |
FShaderParametersMetadata * FindUniformBufferStructByName
(
const TCHAR* StructName |
Finds the FShaderParametersMetadata corresponding to the given name, or NULL if not found. | ShaderParameterMacros.h | |
FShaderParametersMetadata * FindUniformBufferStructByShaderVariableName
(
const FHashedName& Name |
ShaderParameterMacros.h | ||
FVertexFactoryType * FindVertexFactoryType
(
const FHashedName& TypeName |
Find the vertex factory type with the given name. | VertexFactory.h | |
void FixupShaderFilePath
(
FString& VirtualFilePath, |
Fixes up the given virtual file path (substituting virtual platform path/autogen path for the given platform) | ShaderCompilerCore.h | |
void FlushPendingDeleteRHIResources_GameThread() |
RenderingThread.h | ||
void FlushPendingDeleteRHIResources_RenderThread() |
RenderingThread.h | ||
void FlushRenderingCommands () |
Waits for the rendering thread to finish executing all pending rendering commands. | RenderingThread.h | |
void FlushShaderFileCache () |
Flushes the shader file and CRC cache, and regenerates the binary shader files if necessary. | ShaderCore.h | |
void ForceInitGlobalShaderType () |
GlobalShader.h | ||
void ForceInitGlobalShaderType
(
FShaderType& ShaderType |
GlobalShader.h | ||
bool ForceSimpleSkyDiffuse
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool ForwardShadingForcesSkyLightCubemapBlending
(
const FStaticShaderPlatform Platform |
Return true if all forward shaded material should blend the interpolated sky boxes for higher quality. | RenderUtils.h | |
FMatrix44f GamutToXYZMatrix
(
EDisplayColorGamut ColorGamut |
HDRHelper.h | ||
void GenerateReferencedUniformBuffers
(
const TCHAR* SourceFilename, |
Parses the given source file and its includes for references of uniform buffers. | ShaderCore.h | |
FVector GenerateYAxis
(
const VectorType& XAxis, |
Given 2 axes of a basis stored as a packed type, regenerates the y-axis tangent vector and scales by z.W | RenderMath.h | |
void GetACESTonemapParameters
(
FACESTonemapParametersType& ACESTonemapParameters |
HDRHelper.h | ||
void GetAllVirtualShaderSourcePaths
(
TArray< FString >& OutVirtualFilePaths, |
Generates a list of virtual paths of all shader source that engine needs to load. | ShaderCore.h | |
ViewableResourceType * GetAs
(
FRDGViewableResource* Resource |
RenderGraphResources.h | ||
| RenderGraphResources.h | |||
FRDGBuffer * GetAsBuffer
(
FRDGViewableResource* Resource |
RenderGraphResources.h | ||
FRDGBufferSRV * GetAsBufferSRV
(
FRDGView* View |
RenderGraphResources.h | ||
FRDGBufferUAV * GetAsBufferUAV
(
FRDGView* View |
RenderGraphResources.h | ||
FRDGTexture * GetAsTexture
(
FRDGViewableResource* Resource |
RenderGraphResources.h | ||
FRDGTextureSRV * GetAsTextureSRV
(
FRDGView* View |
RenderGraphResources.h | ||
FRDGTextureUAV * GetAsTextureUAV
(
FRDGView* View |
RenderGraphResources.h | ||
float GetBasisDeterminantSign
(
const FVector& XAxis, |
Constructs a basis matrix for the axis vectors and returns the sign of the determinant | RenderMath.h | |
int8 GetBasisDeterminantSignByte
(
const FPackedNormal& XAxis, |
Constructs a basis matrix for the axis vectors and returns the sign of the determinant | RenderMath.h | |
const FString & GetBuildMachineArtifactBasePath() |
Returns the path where shader compilation related artifacts should be stored when running on a build machine | ShaderCompilerCore.h | |
| Convert from text string to ECubeFace | RenderUtils.h | ||
const TCHAR * GetCubeFaceName
(
ECubeFace Face |
Convert from ECubeFace to text string | RenderUtils.h | |
uint16 GetCubeVertexIndex
(
uint32 X, |
Maps from an X,Y,Z cube vertex coordinate to the corresponding vertex index. | RenderUtils.h | |
int32 GetCVarForceLOD () |
Number of instances sent to the TLAS build command, including active and inactive (culled) instances. | RenderCore.h | |
int32 GetCVarForceLOD_AnyThread() |
RenderCore.h | ||
int32 GetCVarForceLODShadow() |
RenderCore.h | ||
int32 GetCVarForceLODShadow_AnyThread() |
RenderCore.h | ||
EShaderPlatform GetEditorShaderPlatform
(
EShaderPlatform ShaderPlatform |
ShaderPlatformCachedIniValue.h | ||
const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const T* |
Retrieves the metadata for a shader parameter struct type without having a definition of the type. | ShaderParameterStructDeclaration.h | |
FGlobalShaderMap * GetGlobalShaderMap
(
EShaderPlatform Platform |
Accesses the global shader map. | GlobalShader.h | |
FGlobalShaderMap * GetGlobalShaderMap
(
ERHIFeatureLevel::Type FeatureLevel |
Overload for the above GetGlobalShaderMap which takes a feature level and translates to the appropriate shader platform | GlobalShader.h | |
uint32 GetHairStrandsLODMode() |
RenderUtils.h | ||
bool GetHairStrandsUsesTriangleStrips() |
RenderUtils.h | ||
void GetHemiOrthoBasis
(
FVector3f& BasisX, |
[Frisvad 2012, "Building an Orthonormal Basis from a 3D Unit Vector Without Normalization"] | RenderTransform.h | |
FRDGTextureRef GetIfProduced
(
FRDGTextureRef Texture, |
Returns the texture if it was produced by a prior pass, or null otherwise. | RenderGraphUtils.h | |
FRDGBufferRef GetIfProduced
(
FRDGBufferRef Buffer, |
Returns the buffer if has been produced by a prior pass, or null otherwise. | RenderGraphUtils.h | |
| Macros for using render commands. | RenderingThread.h | ||
int32 GetLightFunctionAtlasFormat() |
Light function atlas settings. | RenderUtils.h | |
ERenderTargetLoadAction GetLoadActionIfProduced
(
FRDGTextureRef Texture, |
Returns 'Load' if the texture has already been produced by a prior pass, or the requested initial action. | RenderGraphUtils.h | |
FRenderTargetBinding GetLoadBindingIfProduced
(
FRDGTextureRef Texture, |
Returns a binding with the requested initial action, or a load action if the resource has been produced by a prior pass. | RenderGraphUtils.h | |
int32 GetMaterialShadingPathNodeOverride
(
const FStaticShaderPlatform Platform |
Returns shading path node material override. Returns -1 if no override. | RenderUtils.h | |
TStatId GetMemoryStatType
(
EShaderFrequency ShaderFrequency |
Shaders that have been loaded in memory (in a compressed form). Can also be called "preloaded" shaders. | ShaderCore.h | |
int16 GetParameterIndex
(
const FShaderParameterBindings::FResourceParameter& Parameter |
Shader.h | ||
int16 GetParameterIndex
(
const FShaderParameterBindings::FBindlessResourceParameter& Parameter |
Shader.h | ||
int16 GetParameterIndex
(
const FShaderParameterBindings::FParameterStructReference& Parameter |
Shader.h | ||
ERDGViewableResourceType GetParentType
(
ERDGViewType ViewType |
RenderGraphDefinitions.h | ||
| Transfers ownership of the current set of pending cleanup objects to the caller. | RenderDeferredCleanup.h | ||
EPixelFormatChannelFlags GetPixelFormatValidChannels
(
EPixelFormat InPixelFormat |
Returns the valid channels for this pixel format | RenderUtils.h | |
uint32 GetPlatformShadingModelsMask
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
| Returns the ray tracing mode if ray tracing is allowed. | RenderUtils.h | ||
uint32 GetRayTracingPayloadTypeMaxSize
(
ERayTracingPayloadType PayloadType |
Shader.h | ||
FRenderTargetBindingSlots GetRenderTargetBindings
(
ERenderTargetLoadAction ColorLoadAction, |
RenderGraphUtils.h | ||
FRenderTargetBindingSlots GetRenderTargetBindings
(
ERenderTargetLoadAction ColorLoadAction, |
RenderGraphUtils.h | ||
int32 GetResourceTransitionPlaneForMetadataAccess
(
ERDGTextureMetaDataAccess Metadata |
Returns the associated FRHITransitionInfo plane index. | RenderGraphDefinitions.h | |
TUniformBufferBinding< TBufferStruct > GetShaderBinding
(
const TUniformBufferRef< TBufferStruct >& InUniformBuffer |
ShaderParameterMacros.h | ||
TRDGUniformBufferBinding< TBufferStruct > GetShaderBinding
(
TRDGUniformBuffer< TBufferStruct >* InUniformBuffer |
Constructs a uniform buffer binding that will utilize the shader binding model. | ShaderParameterMacros.h | |
| Returns the shader compression format. | ShaderCore.h | ||
void GetShaderCompressionOodleSettings
(
FOodleDataCompression::ECompressor& OutCompressor, |
Returns Oodle-specific shader compression format settings (passing ShaderFormat for future proofing, but as of now the setting is global for all formats). | ShaderCore.h | |
const FString & GetShaderDebugInfoPath() |
Returns the base path where any shader debug information should be written to | ShaderCompilerCore.h | |
const FSHAHash & GetShaderFileHash
(
const TCHAR* VirtualFilePath, |
Calculates a Hash for the given filename if it does not already exist in the Hash cache. | ShaderCore.h | |
bool GetShaderFileNameOverride
(
FString& OutFileNameOverride, |
Returns true if the shader file name is overridden by the Cvar and OutFileNameOverride contains the override filename. | ShaderCompilerCore.h | |
const FSHAHash & GetShaderFilesHash
(
const TArray< FString >& VirtualFilePaths, |
Calculates a Hash for the list of filenames if it does not already exist in the Hash cache. | ShaderCore.h | |
void GetShaderIncludes
(
const TCHAR* EntryPointVirtualFilePath, |
Recursively populates IncludeFilenames with the include filenames from Filename | ShaderCore.h | |
void GetShaderIncludes
(
const TCHAR* EntryPointVirtualFilePath, |
ShaderCore.h | ||
const TCHAR * GetShaderParameterMacroName
(
EUniformBufferBaseType ShaderParameterBaseType |
Returns the name of the macro that should be used for a given shader parameter base type. | ShaderParameterMacros.h | |
FRHIResource * GetShaderParameterResourceRHI
(
const void* Contents, |
Dereferences the RHI resource from a shader parameter struct. | ShaderParameterStruct.h | |
EShaderPermutationFlags GetShaderPermutationFlags
(
const FPlatformTypeLayoutParameters& LayoutParams |
Get the shader permutation flags associated with a platform layout. | Shader.h | |
bool GetShaderPreprocessDependencies
(
const TCHAR* VirtualFilePath, |
Utility function that returns a root shader file plus all non-platform include dependencies in a single batch call, useful for preprocessing. | ShaderCompilerCore.h | |
FShaderSource::FViewType GetShaderSourceDebugHashPrefix() |
ShaderPreprocessTypes.h | ||
FStringView GetShaderSourceDebugHashPrefixWide() |
ShaderPreprocessTypes.h | ||
FString GetShaderSourceFilePath
(
const FString& VirtualFilePath, |
Convert the virtual shader path to an actual file system path. | ShaderCore.h | |
| Returns true if the shader symbol path is overridden and OutPathOverride contains the override path. | ShaderCompilerCore.h | ||
FSHAHash GetShaderTypeLayoutHash
(
const FTypeLayoutDesc& TypeDesc, |
Return the hash of the given type layout for a partical platform type layout. | ShaderCore.h | |
bool GetSingleLayerWaterUsesLightFunctionAtlas() |
Light function atlas project settings triggering shader compilation. | RenderUtils.h | |
TUniformBufferBinding< TBufferStruct > GetStaticBinding
(
const TUniformBufferRef< TBufferStruct >& InUniformBuffer |
ShaderParameterMacros.h | ||
TRDGUniformBufferBinding< TBufferStruct > GetStaticBinding
(
TRDGUniformBuffer< TBufferStruct >* InUniformBuffer |
Constructs a uniform buffer binding that will utilize the static binding model. | ShaderParameterMacros.h | |
FRHIRasterizerState * GetStaticRasterizerState
(
ERasterizerFillMode FillMode, |
Given a fill and cull mode, returns a static rasterizer state. | RHIStaticStates.h | |
const ElementType & GetSubresource
(
const TRDGTextureSubresourceArray< ElementType, AllocatorType >& SubresourceArray, |
RenderGraphTextureSubresource.h | ||
ElementType & GetSubresource
(
TRDGTextureSubresourceArray< ElementType, AllocatorType >& SubresourceArray, |
RenderGraphTextureSubresource.h | ||
bool GetTranslucentUsesLightFunctionAtlas() |
RenderUtils.h | ||
bool GetTranslucentUsesLightIESProfiles() |
RenderUtils.h | ||
bool GetTranslucentUsesLightRectLights() |
RenderUtils.h | ||
bool GetTranslucentUsesShadowedLocalLights() |
RenderUtils.h | ||
const FTypeLayoutDesc & GetTypeLayoutDesc
(
const FPointerTableBase* PtrTable, |
Shader.h | ||
FBufferRHIRef & GetUnitCubeAABBVertexBuffer() |
Unit cube AABB vertex buffer (useful to create procedural raytracing geometry) | RenderUtils.h | |
FBufferRHIRef & GetUnitCubeIndexBuffer() |
Unit cube index buffer | RenderUtils.h | |
FBufferRHIRef & GetUnitCubeVertexBuffer() |
Unit cube vertex buffer (VertexDeclarationFVector4) | RenderUtils.h | |
FVertexDeclarationRHIRef & GetVertexDeclarationFVector2() |
RenderUtils.h | ||
FVertexDeclarationRHIRef & GetVertexDeclarationFVector3() |
RenderUtils.h | ||
FVertexDeclarationRHIRef & GetVertexDeclarationFVector4() |
RenderUtils.h | ||
ERDGViewableResourceType GetViewableResourceType
(
ERDGViewType ViewType |
Returns the equivalent parent resource type for a view type. | RenderGraphDefinitions.h | |
EWriteShaderSymbols GetWriteShaderSymbolsOptions
(
FName ShaderFormat |
Returns true if shaders should be combined into a single zip file instead of individual files. | ShaderCompilerCore.h | |
FSocket GPUMessage::RegisterHandler
(
const TCHAR* MessageDebugId, |
Registers a lambda function as a message handler. | GPUMessaging.h | |
bool HardwareVariableRateShadingSupportedByPlatform
(
EShaderPlatform ShaderPlatform |
Whether or not VRS is supported via r.VRS.Support and the current platform's DDPI. | RenderUtils.h | |
bool HasBeenProduced
(
FRDGViewableResource* Resource |
Returns whether the resource was produced by a prior pass. | RenderGraphUtils.h | |
bool HasFirstPersonGBufferBit
(
EShaderPlatform ShaderPlatform |
Returns 'true' when first person primitives are tagged in the GBuffer. | RenderUtils.h | |
void HDRAddCustomMetaData
(
void* OSWindow, |
HDRHelper.h | ||
void HDRConfigureCVars
(
bool bIsHDREnabled, |
HDRHelper.h | ||
FACESTonemapParams HDRGetACESTonemapParams() |
HDRHelper.h | ||
EDisplayColorGamut HDRGetDefaultDisplayColorGamut() |
HDRHelper.h | ||
EDisplayOutputFormat HDRGetDefaultDisplayOutputFormat() |
HDRHelper.h | ||
float HDRGetDisplayMaximumLuminance() |
HDRHelper.h | ||
void HDRGetMetaData
(
EDisplayOutputFormat& OutDisplayOutputFormat, |
HDRHelper.h | ||
void HDRRemoveCustomMetaData
(
void* OSWindow |
HDRHelper.h | ||
FVector3f HemiOctahedronToUnitVector
(
const FVector2f& Oct |
RenderTransform.h | ||
void InitializeShaderHashCache () |
Initializes shader hash cache from IShaderFormatModules. | ShaderCore.h | |
void InitializeShaderTypes () |
Initializes cached shader type data. | ShaderCore.h | |
void InitRenderingThread() |
Called during engine init to setup the rendering thread. | RenderingThread.h | |
void InitTextureSubresources
(
TRDGTextureSubresourceArray< ElementType, AllocatorType >& SubresourceArray, |
RenderGraphTextureSubresource.h | ||
void InvalidateShaderFileCacheEntry
(
const TCHAR* InVirtualFilePath, |
Invalidates a single entry in the shader file and CRC caches. | ShaderCore.h | |
bool IsDefaultBackBufferLinearSDR() |
HDRHelper.h | ||
bool IsDxcEnabledForPlatform
(
EShaderPlatform Platform, |
Returns whether DirectXShaderCompiler (DXC) is enabled for the specified shader platform. | Shader.h | |
bool IsForwardShadingEnabled
(
const FStaticShaderPlatform Platform |
Returns if ForwardShading is enabled. | RenderUtils.h | |
bool IsGBufferInfoEqual
(
const FGBufferInfo& Lhs, |
GBufferInfo.h | ||
bool IsGPUSkinCacheAllowed
(
EShaderPlatform Platform |
Checks if skin cache shaders are allowed for the platform (via r.SkinCache.Allow) | RenderUtils.h | |
bool IsGPUSkinCacheAvailable
(
EShaderPlatform Platform |
Can the skin cache be used (ie shaders added, etc) | RenderUtils.h | |
bool IsGPUSkinPassThroughSupported
(
EShaderPlatform Platform |
Does the platform support GPUSkinPassthrough permutations. | RenderUtils.h | |
bool IsHDRAllowed() |
HDRHelper.h | ||
bool IsHDREnabled() |
HDRHelper.h | ||
bool IsMobileAmbientOcclusionEnabled
(
const FStaticShaderPlatform Platform |
Returns whether AO is enabled. Only valid for a mobile forward shading. | RenderUtils.h | |
bool IsMobileCapsuleDirectShadowsEnabled
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool IsMobileCapsuleShadowsEnabled
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool IsMobileDeferredShadingEnabled
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool IsMobileDistanceFieldAOEnabled
(
const FStaticShaderPlatform Platform |
Returns if Mobile Distance Field AO Enabled. | RenderUtils.h | |
bool IsMobileDistanceFieldEnabled
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool IsMobileHDR() |
True if HDR is enabled for the mobile renderer. | RenderUtils.h | |
bool IsMobileMovableSpotlightShadowsEnabled
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool IsParameterBindless
(
EShaderParameterType ParameterType |
ShaderCore.h | ||
bool IsRayTracingAllowed() |
Returns 'true' when running on RT-capable machine, RT support is enabled for the project and by game graphics options This function may only be called at runtime, never during cooking. | RenderUtils.h | |
bool IsRayTracingEnabled () |
Returns `true_ when running on RT-capable machine, RT support is enabled for the project and by game graphics options and RT is enabled with r.Raytracing.Enable This function may only be called at runtime, never during cooking. | RenderUtils.h | |
bool IsRayTracingEnabled
(
EShaderPlatform ShaderPlatform |
Returns 'true' when running on RT-capable machine, RT support is enabled for the project and by game graphics options and ShaderPlatform supports RT and RT is enabled with r.Raytracing.Enable This function may only be called at runtime, never during cooking. | RenderUtils.h | |
bool IsRayTracingEnabledForProject
(
EShaderPlatform ShaderPlatform |
RenderUtils.h | ||
bool IsRayTracingEnableOnDemandSupported() |
Returns 'true' when ray tracing can be toggled on/off at runtime. | RenderUtils.h | |
bool IsRayTracingUsingReferenceBasedResidency() |
Returns 'true' when using TLAS references to determine ray tracing geometry residency In which case the runtime should track which ray tracing geometries are referenced in the TLAS | RenderUtils.h | |
bool IsRegistered
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
bool IsRegistered
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
bool IsRenderingThreadHealthy() |
Checks if the rendering thread is healthy and running, without crashing | RenderingThread.h | |
bool IsSingleLayerWaterDepthPrepassEnabled
(
const FStaticShaderPlatform Platform, |
(Non-runtime) Checks if the depth prepass for single layer water is enabled. | RenderUtils.h | |
bool IsStaticLightingAllowed() |
Returns 'true' when static lighting is enabled for the project. | RenderUtils.h | |
bool IsStencilForLODDitherEnabled
(
const FStaticShaderPlatform Platform |
Returns if Stencil For LOD Dither is Enabled for this ShaderPlatform. | RenderUtils.h | |
void IssueScalableLongGPUTask
(
FRHICommandListImmediate& RHICmdList, |
LongGPUTask.h | ||
bool IsUsingBasePassVelocity
(
const FStaticShaderPlatform Platform |
Returns whether the base pass should output to the velocity buffer is enabled for a given shader platform | RenderUtils.h | |
bool IsUsingDBuffers
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool IsUsingDistanceFields
(
const FStaticShaderPlatform Platform |
Returns whether distance fields are enabled for a given shader platform | RenderUtils.h | |
bool IsUsingEmulatedUniformBuffers
(
EShaderPlatform Platform |
Returns whether the platform is using emulated uniform buffers | Shader.h | |
bool IsUsingGBuffers
(
const FStaticShaderPlatform Platform |
Returns if the GBuffer is used. Only valid for the current platform. | RenderUtils.h | |
bool IsUsingSelectiveBasePassOutputs
(
const FStaticShaderPlatform Platform |
Returns whether the base pass should use selective outputs for a given shader platform | RenderUtils.h | |
bool IsWaterDistanceFieldShadowEnabled
(
const FStaticShaderPlatform Platform |
Returns if water should render distance field shadow a second time for the water surface. | RenderUtils.h | |
bool IsWaterSeparateMainDirLightEnabled
(
const FStaticShaderPlatform Platform |
Returns if water needs a separate main directional light texture. | RenderUtils.h | |
bool IsWaterVirtualShadowMapFilteringEnabled
(
const FStaticShaderPlatform Platform |
Returns if water should evaluate virtual shadow maps a second time for the water surface. | RenderUtils.h | |
void LatchRenderThreadConfiguration() |
Called once per frame by the game thread to latch the latest render thread config. | RenderingThread.h | |
void LexFromString
(
ECompilerFlags& OutValue, |
ShaderCompilerCore.h | ||
FString LexToString
(
FShaderType::EShaderTypeForDynamicCast ShaderType |
Shader.h | ||
const TCHAR * LexToString
(
ECompilerFlags InValue |
ShaderCompilerCore.h | ||
const TCHAR * LexToString
(
EShaderCompileJobStatus Status |
ShaderCompilerJobTypes.h | ||
bool LoadCachedShaderSourceFile
(
const TCHAR* VirtualFilePath, |
ShaderCompilerCore.h | ||
bool LoadFromCompactBinary
(
FCbFieldView Field, |
ShaderCodeLibrary.h | ||
bool LoadShaderSourceFile
(
const TCHAR* VirtualFilePath, |
Loads the shader file with the given name. | ShaderCompilerCore.h | |
void LoadShaderSourceFileChecked
(
const TCHAR* VirtualFilePath, |
Loads the shader file with the given name. | ShaderCore.h | |
void LockIfValid
(
FRHICommandListBase& RHICmdList, |
UnifiedBuffer.h | ||
float Log2ToEV100
(
float LuminanceMax, |
RenderUtils.h | ||
float LuminanceToEV100
(
float Luminance |
RenderUtils.h | ||
float LuminanceToEV100
(
float LuminanceMax, |
RenderUtils.h | ||
FString MakeInjectedShaderCodeBlock
(
const TCHAR* BlockName, |
Create a block of source code to be injected in the preprocessed shader code. | ShaderCore.h | |
bool MaskedInEarlyPass
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
void MeasureLongGPUTaskExecutionTime
(
FRHICommandListImmediate& RHICmdList |
LongGPUTask.h | ||
void MemcpyResource
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
void MemcpyResource
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
void MemcpyResource
(
FRHICommandList& RHICmdList, |
UnifiedBuffer.h | ||
void MemsetResource
(
FRHICommandList& RHICmdList, |
UnifiedBuffer.h | ||
void MemsetResource
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
void MemsetResource
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
bool MobileAllowFramebufferFetch
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileBasePassAlwaysUsesCSM
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileForwardEnableClusteredReflections
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileForwardEnableLocalLights
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileForwardEnableParticleLights
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileRequiresSceneDepthAux
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileSupportsGPUScene() |
RenderUtils.h | ||
bool MobileSupportsSM5MaterialNodes
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileUsesExtenedGBuffer
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileUsesFullDepthPrepass
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileUsesGBufferCustomData
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool MobileUsesShadowMaskTexture
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool NaniteAssembliesSupported() |
RenderUtils.h | ||
bool NaniteAtomicsSupported() |
RenderUtils.h | ||
bool NaniteSkinnedMeshesSupported() |
RenderUtils.h | ||
bool NaniteSplineMeshesSupported() |
RenderUtils.h | ||
bool NaniteVoxelsSupported() |
RenderUtils.h | ||
bool NaniteWorkGraphMaterialsSupported() |
RenderUtils.h | ||
bool operator!
(
ERecursiveShader E |
GlobalShader.h | ||
bool operator!
(
ERDGBuilderFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGPassFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGBufferFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGTextureFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGUnorderedAccessViewFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGResourceExtractionFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGInitialDataFlags E |
RenderGraphDefinitions.h | ||
bool operator!
(
ERDGScopeFlags E |
RenderGraphEvent.h | ||
bool operator!
(
ERenderCommandPipeFlags E |
RenderingThread.h | ||
bool operator!
(
ERenderCommandListFlags E |
RenderingThread.h | ||
bool operator!
(
ERayTracingPayloadType E |
Shader.h | ||
bool operator!
(
EShaderDebugInfoFlags E |
ShaderCompilerCore.h | ||
bool operator!
(
EConvertAndStripFlags E |
ShaderCompilerCore.h | ||
bool operator!
(
EShaderParameterTypeMask E |
ShaderCore.h | ||
bool operator!
(
EShaderResourceUsageFlags E |
ShaderCore.h | ||
bool operator!
(
EShaderCodeFeatures E |
ShaderCore.h | ||
bool operator!
(
FShaderParametersMetadata::EUsageFlags E |
ShaderParameterMetadata.h | ||
| ShaderParameterParser.h | |||
bool operator!
(
EShaderPermutationFlags E |
ShaderPermutation.h | ||
bool operator!
(
EVertexStreamUsage E |
VertexFactory.h | ||
bool operator!
(
EVertexFactoryFlags E |
VertexFactory.h | ||
bool operator!
(
EVTProducePageFlags E |
VirtualTexturing.h | ||
bool operator!
(
FVisualizeTexture::EFlags E |
VisualizeTexture.h | ||
ERecursiveShader operator&
(
ERecursiveShader Lhs, |
GlobalShader.h | ||
ERDGBuilderFlags operator&
(
ERDGBuilderFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGPassFlags operator&
(
ERDGPassFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGBufferFlags operator&
(
ERDGBufferFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGTextureFlags operator&
(
ERDGTextureFlags Lhs, |
RenderGraphDefinitions.h | ||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
ERDGScopeFlags operator&
(
ERDGScopeFlags Lhs, |
RenderGraphEvent.h | ||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType operator&
(
ERayTracingPayloadType Lhs, |
Shader.h | ||
| ShaderCompilerCore.h | |||
| ShaderCompilerCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
EVertexStreamUsage operator&
(
EVertexStreamUsage Lhs, |
VertexFactory.h | ||
| VertexFactory.h | |||
| VirtualTexturing.h | |||
FVisualizeTexture::EFlags operator&
(
FVisualizeTexture::EFlags Lhs, |
VisualizeTexture.h | ||
ERecursiveShader & operator&=
(
ERecursiveShader& Lhs, |
GlobalShader.h | ||
ERDGBuilderFlags & operator&=
(
ERDGBuilderFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGPassFlags & operator&=
(
ERDGPassFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGBufferFlags & operator&=
(
ERDGBufferFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGTextureFlags & operator&=
(
ERDGTextureFlags& Lhs, |
RenderGraphDefinitions.h | ||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
ERDGInitialDataFlags & operator&=
(
ERDGInitialDataFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGScopeFlags & operator&=
(
ERDGScopeFlags& Lhs, |
RenderGraphEvent.h | ||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType & operator&=
(
ERayTracingPayloadType& Lhs, |
Shader.h | ||
EShaderDebugInfoFlags & operator&=
(
EShaderDebugInfoFlags& Lhs, |
ShaderCompilerCore.h | ||
EConvertAndStripFlags & operator&=
(
EConvertAndStripFlags& Lhs, |
ShaderCompilerCore.h | ||
| ShaderCore.h | |||
| ShaderCore.h | |||
EShaderCodeFeatures & operator&=
(
EShaderCodeFeatures& Lhs, |
ShaderCore.h | ||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
EVertexStreamUsage & operator&=
(
EVertexStreamUsage& Lhs, |
VertexFactory.h | ||
EVertexFactoryFlags & operator&=
(
EVertexFactoryFlags& Lhs, |
VertexFactory.h | ||
EVTProducePageFlags & operator&=
(
EVTProducePageFlags& Lhs, |
VirtualTexturing.h | ||
FVisualizeTexture::EFlags & operator&=
(
FVisualizeTexture::EFlags& Lhs, |
VisualizeTexture.h | ||
ERecursiveShader operator^
(
ERecursiveShader Lhs, |
GlobalShader.h | ||
ERDGBuilderFlags operator^
(
ERDGBuilderFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGPassFlags operator^
(
ERDGPassFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGBufferFlags operator^
(
ERDGBufferFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGTextureFlags operator^
(
ERDGTextureFlags Lhs, |
RenderGraphDefinitions.h | ||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
ERDGScopeFlags operator^
(
ERDGScopeFlags Lhs, |
RenderGraphEvent.h | ||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType operator^
(
ERayTracingPayloadType Lhs, |
Shader.h | ||
| ShaderCompilerCore.h | |||
| ShaderCompilerCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
EVertexStreamUsage operator^
(
EVertexStreamUsage Lhs, |
VertexFactory.h | ||
| VertexFactory.h | |||
| VirtualTexturing.h | |||
FVisualizeTexture::EFlags operator^
(
FVisualizeTexture::EFlags Lhs, |
VisualizeTexture.h | ||
ERecursiveShader & operator^=
(
ERecursiveShader& Lhs, |
GlobalShader.h | ||
ERDGBuilderFlags & operator^=
(
ERDGBuilderFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGPassFlags & operator^=
(
ERDGPassFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGBufferFlags & operator^=
(
ERDGBufferFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGTextureFlags & operator^=
(
ERDGTextureFlags& Lhs, |
RenderGraphDefinitions.h | ||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
ERDGInitialDataFlags & operator^=
(
ERDGInitialDataFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGScopeFlags & operator^=
(
ERDGScopeFlags& Lhs, |
RenderGraphEvent.h | ||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType & operator^=
(
ERayTracingPayloadType& Lhs, |
Shader.h | ||
EShaderDebugInfoFlags & operator^=
(
EShaderDebugInfoFlags& Lhs, |
ShaderCompilerCore.h | ||
EConvertAndStripFlags & operator^=
(
EConvertAndStripFlags& Lhs, |
ShaderCompilerCore.h | ||
| ShaderCore.h | |||
| ShaderCore.h | |||
EShaderCodeFeatures & operator^=
(
EShaderCodeFeatures& Lhs, |
ShaderCore.h | ||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
EVertexStreamUsage & operator^=
(
EVertexStreamUsage& Lhs, |
VertexFactory.h | ||
EVertexFactoryFlags & operator^=
(
EVertexFactoryFlags& Lhs, |
VertexFactory.h | ||
EVTProducePageFlags & operator^=
(
EVTProducePageFlags& Lhs, |
VirtualTexturing.h | ||
FVisualizeTexture::EFlags & operator^=
(
FVisualizeTexture::EFlags& Lhs, |
VisualizeTexture.h | ||
ERecursiveShader operator|
(
ERecursiveShader Lhs, |
GlobalShader.h | ||
ERDGBuilderFlags operator|
(
ERDGBuilderFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGPassFlags operator|
(
ERDGPassFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGBufferFlags operator|
(
ERDGBufferFlags Lhs, |
RenderGraphDefinitions.h | ||
ERDGTextureFlags operator|
(
ERDGTextureFlags Lhs, |
RenderGraphDefinitions.h | ||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
ERDGScopeFlags operator|
(
ERDGScopeFlags Lhs, |
RenderGraphEvent.h | ||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType operator|
(
ERayTracingPayloadType Lhs, |
Shader.h | ||
| ShaderCompilerCore.h | |||
| ShaderCompilerCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
EVertexStreamUsage operator|
(
EVertexStreamUsage Lhs, |
VertexFactory.h | ||
| VertexFactory.h | |||
| VirtualTexturing.h | |||
FVisualizeTexture::EFlags operator|
(
FVisualizeTexture::EFlags Lhs, |
VisualizeTexture.h | ||
ERecursiveShader & operator|=
(
ERecursiveShader& Lhs, |
GlobalShader.h | ||
ERDGBuilderFlags & operator|=
(
ERDGBuilderFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGPassFlags & operator|=
(
ERDGPassFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGBufferFlags & operator|=
(
ERDGBufferFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGTextureFlags & operator|=
(
ERDGTextureFlags& Lhs, |
RenderGraphDefinitions.h | ||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
ERDGInitialDataFlags & operator|=
(
ERDGInitialDataFlags& Lhs, |
RenderGraphDefinitions.h | ||
ERDGScopeFlags & operator|=
(
ERDGScopeFlags& Lhs, |
RenderGraphEvent.h | ||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType & operator|=
(
ERayTracingPayloadType& Lhs, |
Shader.h | ||
EShaderDebugInfoFlags & operator|=
(
EShaderDebugInfoFlags& Lhs, |
ShaderCompilerCore.h | ||
EConvertAndStripFlags & operator|=
(
EConvertAndStripFlags& Lhs, |
ShaderCompilerCore.h | ||
| ShaderCore.h | |||
| ShaderCore.h | |||
EShaderCodeFeatures & operator|=
(
EShaderCodeFeatures& Lhs, |
ShaderCore.h | ||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
EVertexStreamUsage & operator|=
(
EVertexStreamUsage& Lhs, |
VertexFactory.h | ||
EVertexFactoryFlags & operator|=
(
EVertexFactoryFlags& Lhs, |
VertexFactory.h | ||
EVTProducePageFlags & operator|=
(
EVTProducePageFlags& Lhs, |
VirtualTexturing.h | ||
FVisualizeTexture::EFlags & operator|=
(
FVisualizeTexture::EFlags& Lhs, |
VisualizeTexture.h | ||
| GlobalShader.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphDefinitions.h | |||
| RenderGraphEvent.h | |||
| RenderingThread.h | |||
| RenderingThread.h | |||
ERayTracingPayloadType operator~
(
ERayTracingPayloadType E |
Shader.h | ||
| ShaderCompilerCore.h | |||
| ShaderCompilerCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderCore.h | |||
| ShaderParameterMetadata.h | |||
| ShaderParameterParser.h | |||
| ShaderPermutation.h | |||
| VertexFactory.h | |||
| VertexFactory.h | |||
| VirtualTexturing.h | |||
FVisualizeTexture::EFlags operator~
(
FVisualizeTexture::EFlags E |
VisualizeTexture.h | ||
bool operator==
(
const FShaderStatVariant& LHS, |
ShaderCore.h | ||
EShaderCodeResourceBindingType ParseShaderResourceBindingType
(
const TCHAR* ShaderType |
Parse the shader resource binding from the binding type used in shader code. | ShaderParameterMetadata.h | |
| Converts an absolute or relative shader filename to a filename relative to the shader directory. | ShaderCore.h | ||
bool PlatformGPUSceneUsesUniformBufferView
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool PlatformRequires128bitRT
(
EPixelFormat PixelFormat |
Note, this should only be used when a platform requires special shader compilation for 32 bit pixel format render targets. | RenderUtils.h | |
bool PlatformSupportsOpenXRMotionVectors
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool PlatformSupportsVelocityRendering
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool PreprocessShader
(
FShaderCommonCompileJob* Job |
Executes preprocessing for the given job, if the job is marked to be preprocessed independently prior to compilation. | ShaderCompilerCore.h | |
void QuantizeSceneBufferSize
(
const FIntPoint& InBufferSize, |
Takes the requested buffer size and quantizes it to an appropriate size for the rest of the rendering pipeline. | RenderUtils.h | |
bool RayTracing::ShouldForceRuntimeBLAS() |
RayTracingGeometry.h | ||
FRDGTextureRef RegisterExternalTexture
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGTextureRef RegisterExternalTexture
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
FRDGTextureRef RegisterExternalTextureWithFallback
(
FRDGBuilder& GraphBuilder, |
Register external texture with fallback if the resource is invalid. | RenderGraphUtils.h | |
void RegisterRayTracingPayloadType
(
ERayTracingPayloadType PayloadType, |
Shader.h | ||
FDelegateHandle RegisterStopRenderingThreadDelegate
(
const FStopRenderingThreadDelegate& InDelegate |
RenderingThread.h | ||
void ReleaseResourceAndFlush
(
FRenderResource* Resource |
Sends a message to the rendering thread to release a resource, and spins until the rendering thread has processed the message. | RenderResource.h | |
bool RenderRectLightsAsSpotLights
(
const FStaticFeatureLevel FeatureLevel |
RenderUtils.h | ||
void RenderUtilsInit() |
RenderUtils.h | ||
bool ReplaceVirtualFilePathForShaderAutogen
(
FString& InOutVirtualFilePath, |
Replaces virtual platform path with appropriate autogen path for a given ShaderPlatform. | ShaderCore.h | |
bool ReplaceVirtualFilePathForShaderPlatform
(
FString& InOutVirtualFilePath, |
Replaces virtual platform path with appropriate path for a given ShaderPlatform. | ShaderCore.h | |
void ResetAllShaderSourceDirectoryMappings() |
Hook for shader compile worker to reset the directory mappings. | ShaderCore.h | |
FRDGBuffer * ResizeBufferIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
FRDGBuffer * ResizeBufferIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
FRDGBuffer * ResizeByteAddressBufferIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
FRDGBuffer * ResizeByteAddressBufferIfNeededWithCurrentLLMTag
(
FRDGBuilder& GraphBuilder, |
Same as ResizeByteAddressBufferIfNeeded but will rebase the allocated buffer under the current LLM tag. | UnifiedBuffer.h | |
bool ResizeResourceIfNeeded
(
FRHICommandList& RHICmdList, |
UnifiedBuffer.h | ||
bool ResizeResourceIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
bool ResizeResourceIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
bool ResizeResourceIfNeeded
(
FRHICommandList& RHICmdList, |
UnifiedBuffer.h | ||
bool ResizeResourceIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
bool ResizeResourceSOAIfNeeded
(
FRHICommandList& RHICmdList, |
UnifiedBuffer.h | ||
bool ResizeResourceSOAIfNeeded
(
FRDGBuilder& GraphBuilder, |
This version will resize/allocate the buffer at once and add a RDG pass to perform the copy on the RDG time-line if there was previous data). | UnifiedBuffer.h | |
FRDGBuffer * ResizeStructuredBufferIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
FRDGBuffer * ResizeStructuredBufferSOAIfNeeded
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
void ScatterCopyResource
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
void ScatterCopyResource
(
FRDGBuilder& GraphBuilder, |
UnifiedBuffer.h | ||
void ScheduleGPUDebugCrash
(
FRDGBuilder& GraphBuilder |
GPUDebugCrashUtils.h | ||
void SetAdditionalShaderPermutationFlags
(
EShaderPermutationFlags AdditionalFlags |
Set global additional flags that are always added in GetShaderPermutationFlags(). | Shader.h | |
void SetAllShaderParametersAsBindless
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterStruct.h | ||
void SetAllShaderParametersAsBindless
(
FRHIBatchedShaderParameters& BatchedParameters, |
Set all resources described by ParametersMetadata using data from ParametersData as BindlessParameters | ShaderParameterStruct.h | |
void SetBatchedShaderParametersMixed
(
FRHIBatchedShaderParameters& BatchedParameters, |
Utility to set all legacy and non-legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetNearClipPlaneGlobals
(
float NewNearClipPlane |
RenderCore.h | ||
void SetSamplerParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetShaderParameters
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterStruct.h | ||
void SetShaderParameters
(
FRHIBatchedShaderParameters& BatchedParameters, |
Set batched parameters from a parameters struct. | ShaderParameterStruct.h | |
void SetShaderParameters
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterStruct.h | ||
void SetShaderParameters
(
TRHICmdList& RHICmdList, |
ShaderParameterStruct.h | ||
void SetShaderParameters
(
FRHIComputeCommandList& RHICmdList, |
ShaderParameterStruct.h | ||
void SetShaderParameters
(
FRHICommandList& RHICmdList, |
ShaderParameterStruct.h | ||
void SetShaderParameters
(
FRHICommandList& RHICmdList, |
ShaderParameterStruct.h | ||
void SetShaderParameters
(
TRHICmdList& RHICmdList, |
ShaderParameterStruct.h | ||
void SetShaderParametersLegacy
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersLegacyAS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersLegacyCS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersLegacyGS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersLegacyMS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersLegacyPS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersLegacyVS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy parameters for a Vertex shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixed
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for a shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixedAS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for an Amplification shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixedCS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for a Compute shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixedGS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for a Geometry shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixedMS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for a Mesh shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixedPS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for a Pixel shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderParametersMixedVS
(
TRHICmdList& RHICmdList, |
Utility to set all legacy and non-legacy parameters for a Vertex shader. Requires the shader type to implement SetParameters(FRHIBatchedShaderParameters& BatchedParameters, ...) | ShaderParameterUtils.h | |
void SetShaderValue
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetShaderValue
(
TRHICmdList& RHICmdList, |
Primary. | ShaderParameterUtils.h | |
void SetShaderValue
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValue
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValue
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValue
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValue
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValue
(
TRHICmdList& RHICmdList, |
Secondary. | ShaderParameterUtils.h | |
void SetShaderValue
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueArray
(
TRHICmdList& RHICmdList, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetShaderValueOnContext
(
IRHICommandContext& RHICmdListContext, |
ShaderParameterUtils.h | ||
void SetSingleShaderValue
(
TRHICmdList& RHICmdList, |
Utility to set a single shader value on a shader. Should only be used if a shader requires only a single value. | ShaderParameterUtils.h | |
void SetSRVParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetTextureParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetTextureParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetTextureParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetTextureParameter
(
TRHICmdList& RHICmdList, |
Sets the value of a shader texture parameter. Template'd on shader type. | ShaderParameterUtils.h | |
void SetUAVParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetUniformBufferParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetUniformBufferParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetUniformBufferParameter
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
void SetUniformBufferParameterImmediate
(
FRHIBatchedShaderParameters& BatchedParameters, |
ShaderParameterUtils.h | ||
bool ShaderCodeArchive::CompressShaderWithOodle
(
uint8* OutCompressedShader, |
We decompression, group, and recompress shaders when they are added to iostore containers in UnrealPak, where we don't have access to cvars - so there's no way to configure - so we force Oodle and allow specification of the parameters here. | ShaderCodeArchive.h | |
void ShaderCodeArchive::DecompressShaderWithOodle
(
uint8* OutDecompressedShader, |
Decompresses the shader into caller-provided memory. | ShaderCodeArchive.h | |
const TCHAR * ShaderCompileJobPriorityToString
(
EShaderCompileJobPriority InPriority |
ShaderCore.h | ||
void ShaderConvertAndStripComments
(
const FString& ShaderSource, |
Utility function to strip comments and convert source to ANSI, useful for preprocessing | ShaderCompilerCore.h | |
void ShaderMapAppendKey
(
EShaderPlatform Platform, |
Shader.h | ||
void ShaderMapAppendKeyString
(
EShaderPlatform Platform, |
Appends to KeyString for all shaders. | Shader.h | |
bool ShouldAllowUniqueShaderSymbols
(
FName ShaderFormat |
Returns true if (external) shader symbols should be specific to each shader rather than be de-duplicated. | ShaderCompilerCore.h | |
bool ShouldCompileRayTracingCallableShadersForProject
(
EShaderPlatform ShaderPlatform |
RenderUtils.h | ||
bool ShouldCompileRayTracingShadersForProject
(
EShaderPlatform ShaderPlatform |
RenderUtils.h | ||
bool ShouldEnableExtraShaderData
(
FName ShaderFormat |
Returns true if the user wants more runtime shader data (names, extra info) | ShaderCompilerCore.h | |
bool ShouldForceFullDepthPass
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool ShouldGenerateRayTracingProxiesByDefault() |
RenderUtils.h | ||
bool ShouldGenerateShaderSymbols
(
FName ShaderFormat |
Returns true if shader symbols should be kept for a given platform. | ShaderCompilerCore.h | |
bool ShouldGenerateShaderSymbolsInfo
(
FName ShaderFormat |
Returns true if shader symbol minimal info files should be generated for a given platform. | ShaderCompilerCore.h | |
bool ShouldOptimizeShaders
(
FName ShaderFormat |
ShaderCompilerCore.h | ||
bool ShouldWriteShaderSymbols
(
FName ShaderFormat |
Returns true if shader symbols should be exported to separate files for a given platform. | ShaderCompilerCore.h | |
void ShutdownRenderingThread() |
Called during engine shutdown to stop the rendering thread. | RenderingThread.h | |
void StartBatchedRelease() |
Enables the batching of calls to BeginReleaseResource This is called in the game thread. | RenderResource.h | |
void StartRenderCommandFenceBundler() |
RenderingThread.h | ||
void StopRenderCommandFenceBundler() |
RenderingThread.h | ||
bool SupportsGen4TAA
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool SupportShaderPrecisionModifier
(
EShaderPlatform Platform |
Returns whether EShaderPrecisionModifier is supported. | ShaderParameterMetadata.h | |
bool SupportsTextureCubeArray
(
ERHIFeatureLevel::Type FeatureLevel |
RenderUtils.h | ||
bool SupportsTSR
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
void TickRenderingTickables () |
TickableObjectRenderThread.h | ||
void TickRenderingTickables
(
FRHICommandListImmediate& RHICmdList |
TickableObjectRenderThread.h | ||
FRDGTextureDesc Translate
(
const FPooledRenderTargetDesc& InDesc |
Translates from a pooled render target descriptor to an RDG texture descriptor. | RenderGraphResources.h | |
FPooledRenderTargetDesc Translate
(
const FRHITextureDesc& InDesc |
Translates from an RHI/RDG texture descriptor to a pooled render target descriptor. | RenderGraphResources.h | |
FRHIBufferCreateInfo Translate
(
const FRDGBufferDesc& InDesc |
Translates from a RDG buffer descriptor to a RHI buffer creation info | RenderGraphResources.h | |
FPooledRenderTargetDesc Translate
(
const FRHITextureDesc& InDesc |
Translates from an RHI/RDG texture descriptor to a pooled render target descriptor. | ||
FRHIBufferCreateInfo Translate
(
const FRDGBufferDesc& InDesc |
Translates from a RDG buffer descriptor to a RHI buffer creation info | ||
FRDGTextureDesc Translate
(
const FPooledRenderTargetDesc& InDesc |
Translates from a pooled render target descriptor to an RDG texture descriptor. | ||
FRHITexture * TryGetRHI
(
FRDGTextureRef Texture |
Returns the RHI texture from an RDG texture if it exists, or null otherwise. | RenderGraphUtils.h | |
FRHIBuffer * TryGetRHI
(
FRDGBuffer* Buffer |
RenderGraphUtils.h | ||
FRHIBuffer * TryGetRHI
(
FRDGPooledBuffer* Buffer |
RenderGraphUtils.h | ||
const FSHAHash * TryGetShaderFileHash
(
const TCHAR* VirtualFilePath, |
Calculates a Hash for the given filename if it does not already exist in the Hash cache. | ShaderCore.h | |
uint64 TryGetSize
(
const FRDGBuffer* Buffer |
RenderGraphUtils.h | ||
uint64 TryGetSize
(
const FRDGPooledBuffer* Buffer |
RenderGraphUtils.h | ||
FRHIShaderResourceView * TryGetSRV
(
FRDGPooledBuffer* Buffer |
RenderGraphUtils.h | ||
FRDGBufferRef TryRegisterExternalBuffer
(
FRDGBuilder& GraphBuilder, |
Variants of RegisterExternalBuffer which will return null (rather than assert) if the external buffer is null. | RenderGraphUtils.h | |
FRDGTextureRef TryRegisterExternalTexture
(
FRDGBuilder& GraphBuilder, |
Variants of RegisterExternalTexture which will returns null (rather than assert) if the external texture is null. | RenderGraphUtils.h | |
| Finds all saved chunk info files for the given shaderlibrary and targetplatform. | PipelineCacheUtilities.h | ||
bool UE::PipelineCacheUtilities::LoadChunkInfo
(
const FString& Filename, |
Loads description of assets in the chunk | PipelineCacheUtilities.h | |
bool UE::PipelineCacheUtilities::LoadStableKeysFile
(
const FStringView& Filename, |
Loads stable shader keys file (using a proprietary format). | PipelineCacheUtilities.h | |
bool UE::PipelineCacheUtilities::LoadStablePipelineCacheFile
(
const FString& Filename, |
Loads stable pipeline cache file. | PipelineCacheUtilities.h | |
| Saves description of assets in the chunk. | PipelineCacheUtilities.h | ||
bool UE::PipelineCacheUtilities::SaveStableKeysFile
(
const FStringView& Filename, |
Saves stable shader keys file (using a proprietary format). | PipelineCacheUtilities.h | |
bool UE::PipelineCacheUtilities::SaveStablePipelineCacheFile
(
const FString& OutputFilename, |
Saves stable pipeline cache file. | PipelineCacheUtilities.h | |
bool UE::RDG::IsCompleted
(
const TaskCollectionType& Tasks |
|||
bool UE::RDG::IsCompleted
(
const TaskType& Task |
|||
void UE::RDG::Wait
(
const TaskCollectionType& Tasks |
|||
void UE::RDG::Wait
(
const TaskType& Task |
|||
void UE::RenderCore::Private::OnInvalidRDGAllocatorNum
(
int32 NewNum, |
RenderGraphAllocator.h | ||
ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessConfiguration
(
EShaderPlatform ShaderPlatform |
ShaderCompilerCore.h | ||
ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessResourcesConfiguration
(
FName ShaderFormat |
ShaderCompilerCore.h | ||
ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessSamplersConfiguration
(
FName ShaderFormat |
ShaderCompilerCore.h | ||
bool UE::ShaderCompiler::ShouldCompileWithBindlessEnabled
(
EShaderPlatform ShaderPlatform, |
ShaderCompilerCore.h | ||
void UE::ShaderParameters::AddUniformBufferIncludesToEnvironment
(
FShaderCompilerEnvironment& OutEnvironment, |
ShaderParameters.h | ||
FString UE::ShaderParameters::CreateUniformBufferShaderDeclaration
(
const TCHAR* Name, |
Creates a shader code declaration of this struct for the given shader platform. | ShaderParameters.h | |
bool UE::ShaderPermutationUtils::DoesDimensionContainValue
(
const typename DimensionType::Type& Value |
ShaderPermutationUtils.h | ||
void UE::ShaderPermutationUtils::FormatPermutationDomain
(
const TShaderPermutationDomain<>& InShaderPermutationDomain, |
ShaderPermutationUtils.h | ||
void UE::ShaderPermutationUtils::FormatPermutationDomain
(
const TShaderPermutationDomain< TDimension, Ts... >& InShaderPermutationDomain, |
ShaderPermutationUtils.h | ||
void UE::ShaderPermutationUtils::FormatPermutationParameter
(
const typename TDimension::Type& E, |
ShaderPermutationUtils.h | ||
bool UE::ShaderPermutationUtils::ShouldCompileWithWaveSize
(
const FShaderPermutationParameters& Parameters, |
ShaderPermutationUtils.h | ||
bool UE::ShaderPermutationUtils::ShouldPrecacheWithWaveSize
(
const FShaderPermutationParameters& Parameters, |
ShaderPermutationUtils.h | ||
UE_TRACE_CHANNEL_EXTERN
(
RenderCommandsChannel |
Render commands. | RenderingThread.h | |
FVector2f UnitVectorToHemiOctahedron
(
const FVector3f& N |
RenderTransform.h | ||
void UnlockIfValid
(
FRHICommandListBase& RHICmdList, |
UnifiedBuffer.h | ||
void UnregisterStopRenderingThreadDelegate
(
FDelegateHandle InDelegateHandle |
RenderingThread.h | ||
void UnsetShaderParametersLegacyCS
(
TRHICmdList& RHICmdList, |
Utility to unset all legacy parameters for a Compute shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderUnbinds& BatchedUnbinds) | ShaderParameterUtils.h | |
void UnsetShaderParametersLegacyPS
(
TRHICmdList& RHICmdList, |
Utility to unset all legacy parameters for a Pixel shader. Requires the shader type to implement UnsetParameters(FRHIBatchedShaderUnbinds& BatchedUnbinds) | ShaderParameterUtils.h | |
void UnsetShaderSRVs
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterStruct.h | ||
void UnsetShaderSRVs
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterStruct.h | ||
void UnsetShaderSRVs
(
TRHICmdList& RHICmdList, |
Unset compute shader SRVs. | ShaderParameterStruct.h | |
void UnsetShaderSRVs
(
TRHICmdList& RHICmdList, |
Unset compute shader SRVs. | ShaderParameterStruct.h | |
void UnsetShaderUAVs
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterStruct.h | ||
void UnsetShaderUAVs
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterStruct.h | ||
void UnsetShaderUAVs
(
TRHICmdList& RHICmdList, |
Unset compute shader UAVs. | ShaderParameterStruct.h | |
void UnsetSRVParameter
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterUtils.h | ||
void UnsetUAVParameter
(
FRHIBatchedShaderUnbinds& BatchedUnbinds, |
ShaderParameterUtils.h | ||
void UpdateIncludeDirectoryForPreviewPlatform
(
EShaderPlatform PreviewPlatform, |
Updates the PreviewPlatform's IncludeDirectory to match that of the Parent Platform | ShaderCore.h | |
void UpdateReferencedUniformBufferNames
(
TArrayView< const FShaderType* > OutdatedShaderTypes, |
Force updates each shader/pipeline type provided to update their list of referenced uniform buffers. | ShaderCore.h | |
bool UseGPUScene
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool UseGPUScene
(
const FStaticShaderPlatform Platform, |
RenderUtils.h | ||
bool UseNanite
(
EShaderPlatform ShaderPlatform, |
Returns true if Nanite rendering should be used for the given shader platform. | RenderUtils.h | |
bool UseNaniteFastTileClear() |
RenderUtils.h | ||
bool UseNaniteLandscapeMesh
(
EShaderPlatform ShaderPlatform |
Checks if platform uses a Nanite landscape mesh | RenderUtils.h | |
bool UseNaniteTessellation() |
RenderUtils.h | ||
bool UseNonNaniteVirtualShadowMaps
(
EShaderPlatform ShaderPlatform, |
Similar to DoesPlatformSupportNonNaniteVirtualShadowMaps, but checks if nanite and virtual shadow maps are enabled (at runtime). | RenderUtils.h | |
bool UseRemoveUnsedInterpolators
(
EShaderPlatform ShaderPlatform |
Checks if we can strip unused interpolators for a specific platform. | RenderUtils.h | |
bool UseShaderPipelines
(
EShaderPlatform ShaderPlatform |
Checks if shader pipelines is enable for a specific platform. | RenderUtils.h | |
bool UseSparseVolumeTextures
(
EShaderPlatform Platform |
Returns true if SparseVolumeTextures are supported on the given shader platform and are enabled. | RenderUtils.h | |
bool UseSplineMeshSceneResources
(
const FStaticShaderPlatform Platform |
Whether or not the platform supports the scene spline texture for spline meshes | RenderUtils.h | |
bool UseVirtualShadowMaps
(
EShaderPlatform ShaderPlatform |
Returns true if Virtual Shadow Maps should be used for the given shader platform. | RenderUtils.h | |
bool UseVirtualShadowMaps
(
EShaderPlatform ShaderPlatform, |
Returns true if Virtual Shadow Maps should be used for the given shader platform. | RenderUtils.h | |
bool UseVirtualTextureLightmap
(
const FStaticShaderPlatform Platform, |
Checks if virtual texturing lightmap enabled and supported | RenderUtils.h | |
bool UseVirtualTexturing
(
const FStaticShaderPlatform InShaderPlatform |
Checks if virtual texturing enabled and supported | RenderUtils.h | |
bool UseVirtualTexturing
(
const ITargetPlatformSettings* InTargetPlatform |
RenderUtils.h | ||
bool UseVirtualTexturing
(
const FStaticShaderPlatform InShaderPlatform, |
RenderUtils.h | ||
void ValidateShaderParameterResourcesRHI
(
const void* Contents, |
Validates that all resource parameters of a uniform buffer are set. | ShaderParameterStruct.h | |
void ValidateShaderParameters
(
const TShaderRef< TShaderClass >& Shader, |
ShaderParameterStruct.h | ||
void ValidateShaderParameters
(
const TShaderRef< FShader >& Shader, |
Validates that all resource parameters of a shader are set. | ShaderParameterStruct.h | |
bool VelocityEncodeDepth
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool VelocityEncodeHasPixelAnimation
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool VelocityIncludeStationaryPrimitives
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool VelocitySupportsPixelShaderMotionVectorWorldOffset
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
bool VelocitySupportsTemporalResponsiveness
(
const FStaticShaderPlatform Platform |
RenderUtils.h | ||
void VerifyLayout
(
const TRDGTextureSubresourceArray< ElementType, AllocatorType >& SubresourceArray, |
RenderGraphTextureSubresource.h | ||
void VerifyShaderSourceFiles
(
EShaderPlatform ShaderPlatform |
Kick off SHA verification for all shader source files | ShaderCore.h | |
bool VTRequestPageStatus_HasData
(
EVTRequestPageStatus InStatus |
Check to see there is data available (possibly requiring waiting) given the current status | VirtualTexturing.h | |
void WriteToCompactBinary
(
FCbWriter& Writer, |
ShaderCodeLibrary.h | ||
FMatrix44f XYZToGamutMatrix
(
EDisplayColorGamut ColorGamut |
HDRHelper.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FVertexFactoryShaderParameters * ConstructVertexFactoryParameters
(
EShaderFrequency ShaderFrequency, |
VertexFactory.h | ||
static bool CrossCompiler::IsValidPackedTypeName
(
EPackedTypeName TypeName |
CrossCompilerCommon.h | ||
static uint8 CrossCompiler::PackedTypeIndexToTypeName
(
uint8 ArrayType |
CrossCompilerCommon.h | ||
static EPackedTypeName CrossCompiler::PackedTypeIndexToTypeName
(
EPackedTypeIndex TypeIndex |
CrossCompilerCommon.h | ||
static uint8 CrossCompiler::PackedTypeNameToTypeIndex
(
uint8 ArrayName |
CrossCompilerCommon.h | ||
static EPackedTypeIndex CrossCompiler::PackedTypeNameToTypeIndex
(
EPackedTypeName TypeName |
CrossCompilerCommon.h | ||
static uint8 CrossCompiler::ShaderStageIndexToTypeName
(
uint8 ShaderStage |
CrossCompilerCommon.h | ||
static FRHIRenderPassInfo GetRenderPassInfo
(
TParameterStruct* Parameters |
Helper function to get RHI render pass info from a pass parameter struct. | RenderGraphParameter.h | |
static FUniformBufferStaticBindings GetStaticUniformBuffers
(
TParameterStruct* Parameters |
Helper function to get RHI global uniform buffers out of a pass parameters struct. | RenderGraphParameter.h | |
static void GetVertexFactoryParametersElementShaderBindings
(
EShaderFrequency ShaderFrequency, |
VertexFactory.h | ||
static const FTypeLayoutDesc * GetVertexFactoryParametersLayout
(
EShaderFrequency ShaderFrequency |
VertexFactory.h | ||
static bool HasRenderPassInfo
(
TParameterStruct* Parameters |
RenderGraphParameter.h |