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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBarrierPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddBarrierPass
(
FRDGBuilder& GraphBuilder, |
RenderGraphUtils.h | ||
void AddBarrierPass
(
FRDGBuilder& GraphBuilder, |
Inserts a pass that transitions the resources into the requested state early. | RenderGraphUtils.h |
AddBarrierPass(FRDGBuilder &, ERDGPassFlags, FRDGBufferAccessArray)
| Name | AddBarrierPass |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/RenderGraphUtils.h |
| Include Path | #include "RenderGraphUtils.h" |
void AddBarrierPass
(
FRDGBuilder & GraphBuilder,
ERDGPassFlags PassFlags,
FRDGBufferAccessArray Buffers
)
AddBarrierPass(FRDGBuilder &, ERDGPassFlags, FRDGTextureAccessArray)
| Name | AddBarrierPass |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/RenderGraphUtils.h |
| Include Path | #include "RenderGraphUtils.h" |
void AddBarrierPass
(
FRDGBuilder & GraphBuilder,
ERDGPassFlags PassFlags,
FRDGTextureAccessArray Textures
)
AddBarrierPass(FRDGBuilder &, ERDGPassFlags, FRDGTextureAccessArray, FRDGBufferAccessArray)
Description
Inserts a pass that transitions the resources into the requested state early. This can be used to move barriers to occur earlier in the graph. This works if the state matches the state in a later pass. For example:
Prepare(A) Prepare(B) AddBarrierPass(A, B) <- Barriers are flushed here. Dispatch(A) Dispatch(B)
On platforms without split barriers, the barriers would otherwise be interleaved:
Prepare(A) Prepare(B) Dispatch(A) <- Wait for A Dispatch(B) <- Wait for B
| Name | AddBarrierPass |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/RenderGraphUtils.h |
| Include Path | #include "RenderGraphUtils.h" |
| Source | /Engine/Source/Runtime/RenderCore/Private/RenderGraphUtils.cpp |
void AddBarrierPass
(
FRDGBuilder & GraphBuilder,
ERDGPassFlags PassFlags,
FRDGTextureAccessArray Textures,
FRDGBufferAccessArray Buffers
)