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Render graph tracked Texture.
| Name | FRDGTexture |
| Type | class |
| Header File | /Engine/Source/Runtime/RenderCore/Public/RenderGraphResources.h |
| Include Path | #include "RenderGraphResources.h" |
Syntax
class FRDGTexture : public FRDGViewableResource
Inheritance Hierarchy
- FRDGResource → FRDGViewableResource → FRDGTexture
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRDGTexture
(
const TCHAR* InName, |
RenderGraphResources.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| StaticType | const ERDGViewableResourceType | RenderGraphResources.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Desc | const FRDGTextureDesc | RenderGraphResources.h | ||
| Flags | const ERDGTextureFlags | RenderGraphResources.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Allocation | TRefCountPtr< IPooledRenderTarget > | Valid strictly when holding a strong reference; use PooledRenderTarget instead. | RenderGraphResources.h | |
| FirstState | FRDGTextureSubresourceState | Tracks the first state in the graph for each subresource. | RenderGraphResources.h | |
| FPooledRenderTarget | friend | RenderGraphResources.h | ||
| FRDGAllocator | friend | RenderGraphResources.h | ||
| FRDGBarrierValidation | friend | RenderGraphResources.h | ||
| FRDGBuilder | friend | RenderGraphResources.h | ||
| FRDGTextureRegistry | friend | RenderGraphResources.h | ||
| FRDGTextureUAV | friend | RenderGraphResources.h | ||
| FRDGTrace | friend | RenderGraphResources.h | ||
| FRDGUserValidation | friend | RenderGraphResources.h | ||
| Handle | FRDGTextureHandle | The handle registered with the builder. | RenderGraphResources.h | |
| LastProducers | TRDGTextureSubresourceArray< FRDGProducerStatesByPipeline, FRDGArrayAllocator > | Tracks pass producers for each subresource as the graph is built. | RenderGraphResources.h | |
| Layout | FRDGTextureSubresourceLayout | The layout used to facilitate subresource transitions. | RenderGraphResources.h | |
| MergeState | FRDGTextureSubresourceState | Tracks merged subresource states as the graph is built. | RenderGraphResources.h | |
| NextOwner | FRDGTextureHandle | RenderGraphResources.h | ||
| PreviousOwner | FRDGTextureHandle | The previous / next texture to own the PooledTexture allocation during execution. | RenderGraphResources.h | |
| RenderTarget | IPooledRenderTarget * | The assigned render target to use during execution. Never reset. | RenderGraphResources.h | |
| State | FRDGTextureSubresourceState | Tracks subresource states as the graph is built. | RenderGraphResources.h | |
| SubresourceCount | const uint16 | RenderGraphResources.h | ||
| TransientTexture | FRHITransientTexture * | The assigned transient texture to use during execution. Never reset. | RenderGraphResources.h | |
| ViewCache | FRHITextureViewCache * | The assigned view cache for this texture (sourced from transient / pooled texture). Never reset. | RenderGraphResources.h | |
| WholeRange | FRDGTextureSubresourceRange | RenderGraphResources.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EncloseVisualizeExtent
(
const FIntPoint& Point |
RenderGraphResources.h | ||
FRDGTextureHandle GetHandle() |
RenderGraphResources.h | ||
FRHITexture * GetRHI() |
The following methods may only be called during pass execution. | RenderGraphResources.h | |
FRDGTextureSubresource GetSubresource
(
uint32 SubresourceIndex |
RenderGraphResources.h | ||
uint32 GetSubresourceCount() |
RenderGraphResources.h | ||
FRDGTextureSubresourceLayout GetSubresourceLayout() |
RenderGraphResources.h | ||
FRDGTextureSubresourceRange GetSubresourceRange() |
RenderGraphResources.h | ||
FRDGTextureSubresourceRange GetSubresourceRangeSRV() |
RenderGraphResources.h | ||
bool IsCulled() |
RenderGraphResources.h |