UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
RHICommandListCommandExecutes.inl
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3/*=============================================================================
4 RHICommandListCommandExecutes.inl: RHI Command List execute functions.
5=============================================================================*/
6
7#if !defined(INTERNAL_DECORATOR)
8 #define INTERNAL_DECORATOR(Method) CmdList.GetContext().Method
9#endif
10
11//for functions where the signatures do not match between gfx and compute commandlists
12#if !defined(INTERNAL_DECORATOR_COMPUTE)
13#define INTERNAL_DECORATOR_COMPUTE(Method) CmdList.GetComputeContext().Method
14#endif
15
18struct FComputedBSS;
20struct FMemory;
53
54template <typename TRHIShader> struct FRHICommandSetLocalUniformBuffer;
55
56#if WITH_MGPU
57void FRHICommandSetGPUMask::Execute(FRHICommandListBase& CmdList)
58{
59 RHISTAT(SetGPUMask);
60
61 // Update the RHICmdList copy of the current mask
62 CmdList.PersistentState.CurrentGPUMask = GPUMask;
63
64 // Apply the new mask to all contexts owned by this command list.
65 for (IRHIComputeContext* Context : CmdList.Contexts)
66 {
67 if (Context)
68 {
69 Context->RHISetGPUMask(GPUMask);
70 }
71 }
72}
73
74void FRHICommandTransferResources::Execute(FRHICommandListBase& CmdList)
75{
76 RHISTAT(TransferResources);
78}
79
80void FRHICommandTransferResourceSignal::Execute(FRHICommandListBase& CmdList)
81{
82 RHISTAT(TransferResourceSignal);
84}
85
86void FRHICommandTransferResourceWait::Execute(FRHICommandListBase& CmdList)
87{
88 RHISTAT(TransferResourceWait);
90}
91
92void FRHICommandCrossGPUTransfer::Execute(FRHICommandListBase& CmdList)
93{
94 RHISTAT(CrossGPUTransfer);
96}
97
98void FRHICommandCrossGPUTransferSignal::Execute(FRHICommandListBase& CmdList)
99{
100 RHISTAT(CrossGPUTransferSignal);
102}
103
104void FRHICommandCrossGPUTransferWait::Execute(FRHICommandListBase& CmdList)
105{
106 RHISTAT(CrossGPUTransferWait);
108}
109
110#endif // WITH_MGPU
111
112void FRHICommandSetStencilRef::Execute(FRHICommandListBase& CmdList)
113{
114 RHISTAT(SetStencilRef);
115 INTERNAL_DECORATOR(RHISetStencilRef)(StencilRef);
116}
117
118template<> RHI_EXECUTE_API void FRHICommandSetShaderParameters<FRHIComputeShader>::Execute(FRHICommandListBase& CmdList)
119{
120 RHISTAT(SetShaderParameters);
121 INTERNAL_DECORATOR_COMPUTE(RHISetShaderParameters)(Shader, ParametersData, Parameters, ResourceParameters, BindlessParameters);
122}
123
124template<> RHI_EXECUTE_API void FRHICommandSetShaderParameters<FRHIGraphicsShader>::Execute(FRHICommandListBase& CmdList)
125{
126 RHISTAT(SetShaderParameters);
127 INTERNAL_DECORATOR(RHISetShaderParameters)(Shader, ParametersData, Parameters, ResourceParameters, BindlessParameters);
128}
129
130template<> RHI_EXECUTE_API void FRHICommandSetShaderUnbinds<FRHIComputeShader>::Execute(FRHICommandListBase& CmdList)
131{
132 RHISTAT(SetShaderUnbinds);
133 INTERNAL_DECORATOR_COMPUTE(RHISetShaderUnbinds)(Shader, Unbinds);
134}
135
136template<> RHI_EXECUTE_API void FRHICommandSetShaderUnbinds<FRHIGraphicsShader>::Execute(FRHICommandListBase& CmdList)
137{
138 RHISTAT(SetShaderUnbinds);
139 INTERNAL_DECORATOR(RHISetShaderUnbinds)(Shader, Unbinds);
140}
141
142void FRHICommandDrawPrimitive::Execute(FRHICommandListBase& CmdList)
143{
144 RHISTAT(DrawPrimitive);
145 INTERNAL_DECORATOR(RHIDrawPrimitive)(BaseVertexIndex, NumPrimitives, NumInstances);
146}
147
148void FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase& CmdList)
149{
150 RHISTAT(DrawIndexedPrimitive);
151 INTERNAL_DECORATOR(RHIDrawIndexedPrimitive)(IndexBuffer, BaseVertexIndex, FirstInstance, NumVertices, StartIndex, NumPrimitives, NumInstances);
152}
153
154void FRHICommandSetBlendFactor::Execute(FRHICommandListBase& CmdList)
155{
156 RHISTAT(SetBlendFactor);
157 INTERNAL_DECORATOR(RHISetBlendFactor)(BlendFactor);
158}
159
160void FRHICommandSetStreamSource::Execute(FRHICommandListBase& CmdList)
161{
162 RHISTAT(SetStreamSource);
163 INTERNAL_DECORATOR(RHISetStreamSource)(StreamIndex, VertexBuffer, Offset);
164}
165
166void FRHICommandSetViewport::Execute(FRHICommandListBase& CmdList)
167{
168 RHISTAT(SetViewport);
169 INTERNAL_DECORATOR(RHISetViewport)(MinX, MinY, MinZ, MaxX, MaxY, MaxZ);
170}
171
172void FRHICommandSetStereoViewport::Execute(FRHICommandListBase& CmdList)
173{
174 RHISTAT(SetStereoViewport);
176}
177
178void FRHICommandSetScissorRect::Execute(FRHICommandListBase& CmdList)
179{
180 RHISTAT(SetScissorRect);
181 INTERNAL_DECORATOR(RHISetScissorRect)(bEnable, MinX, MinY, MaxX, MaxY);
182}
183
184void FRHICommandBeginRenderPass::Execute(FRHICommandListBase& CmdList)
185{
186 RHISTAT(BeginRenderPass);
187 INTERNAL_DECORATOR(RHIBeginRenderPass)(Info, Name);
188}
189
190void FRHICommandEndRenderPass::Execute(FRHICommandListBase& CmdList)
191{
192 RHISTAT(EndRenderPass);
193 INTERNAL_DECORATOR(RHIEndRenderPass)();
194}
195
196void FRHICommandNextSubpass::Execute(FRHICommandListBase& CmdList)
197{
198 RHISTAT(NextSubpass);
199 INTERNAL_DECORATOR(RHINextSubpass)();
200}
201
202void FRHICommandSetComputePipelineState::Execute(FRHICommandListBase& CmdList)
203{
207 INTERNAL_DECORATOR_COMPUTE(RHISetComputePipelineState)(RHIComputePipelineState);
208}
209
210void FRHICommandSetGraphicsPipelineState::Execute(FRHICommandListBase& CmdList)
211{
216}
217
218#if PLATFORM_USE_FALLBACK_PSO
219void FRHICommandSetGraphicsPipelineStateFromInitializer::Execute(FRHICommandListBase& CmdList)
220{
221 RHISTAT(SetGraphicsPipelineStateFromInitializer);
222 INTERNAL_DECORATOR(RHISetGraphicsPipelineState)(PsoInit, StencilRef, bApplyAdditionalState);
223}
224#endif
225
226void FRHICommandDispatchComputeShader::Execute(FRHICommandListBase& CmdList)
227{
229 INTERNAL_DECORATOR_COMPUTE(RHIDispatchComputeShader)(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ);
230}
231
232void FRHICommandDispatchIndirectComputeShader::Execute(FRHICommandListBase& CmdList)
233{
235 INTERNAL_DECORATOR_COMPUTE(RHIDispatchIndirectComputeShader)(ArgumentBuffer, ArgumentOffset);
236}
237
238void FRHICommandDispatchComputeShaderBundle::Execute(FRHICommandListBase& CmdList)
239{
243 {
245#if !PLATFORM_USE_FALLBACK_PSO
246 if (Dispatch.RecordIndex != ~uint32(0u) && Dispatch.PipelineState)
247 {
248 Dispatch.RHIPipeline = ExecuteSetComputePipelineState(Dispatch.PipelineState);
249 }
250#endif
251 }
253}
254
255void FRHICommandDispatchGraphicsShaderBundle::Execute(FRHICommandListBase& CmdList)
256{
260 {
262#if !PLATFORM_USE_FALLBACK_PSO
263 if (Dispatch.RecordIndex != ~uint32(0u) && Dispatch.PipelineState)
264 {
265 Dispatch.RHIPipeline = ExecuteSetGraphicsPipelineState(Dispatch.PipelineState);
266 }
267#endif
268 }
270}
271
272void FRHICommandSetShaderRootConstants::Execute(FRHICommandListBase& CmdList)
273{
274 RHISTAT(SetShaderRootConstants);
275 INTERNAL_DECORATOR_COMPUTE(RHISetShaderRootConstants)(Constants);
276}
277
278void FRHICommandBeginUAVOverlap::Execute(FRHICommandListBase& CmdList)
279{
281 INTERNAL_DECORATOR_COMPUTE(RHIBeginUAVOverlap)();
282}
283
284void FRHICommandEndUAVOverlap::Execute(FRHICommandListBase& CmdList)
285{
287 INTERNAL_DECORATOR_COMPUTE(RHIEndUAVOverlap)();
288}
289
290void FRHICommandBeginSpecificUAVOverlap::Execute(FRHICommandListBase& CmdList)
291{
293 INTERNAL_DECORATOR_COMPUTE(RHIBeginUAVOverlap)(UAVs);
294}
295
296void FRHICommandEndSpecificUAVOverlap::Execute(FRHICommandListBase& CmdList)
297{
299 INTERNAL_DECORATOR_COMPUTE(RHIEndUAVOverlap)(UAVs);
300}
301
302void FRHICommandDrawPrimitiveIndirect::Execute(FRHICommandListBase& CmdList)
303{
304 RHISTAT(DrawPrimitiveIndirect);
305 INTERNAL_DECORATOR(RHIDrawPrimitiveIndirect)(ArgumentBuffer, ArgumentOffset);
306}
307
308void FRHICommandDrawIndexedIndirect::Execute(FRHICommandListBase& CmdList)
309{
311 INTERNAL_DECORATOR(RHIDrawIndexedIndirect)(IndexBufferRHI, ArgumentsBufferRHI, DrawArgumentsIndex, NumInstances);
312}
313
314void FRHICommandDrawIndexedPrimitiveIndirect::Execute(FRHICommandListBase& CmdList)
315{
316 RHISTAT(DrawIndexedPrimitiveIndirect);
317 INTERNAL_DECORATOR(RHIDrawIndexedPrimitiveIndirect)(IndexBuffer, ArgumentsBuffer, ArgumentOffset);
318}
319
320void FRHICommandMultiDrawIndexedPrimitiveIndirect::Execute(FRHICommandListBase& CmdList)
321{
322 RHISTAT(MultiDrawIndexedPrimitiveIndirect);
323 INTERNAL_DECORATOR(RHIMultiDrawIndexedPrimitiveIndirect)(IndexBuffer, ArgumentBuffer, ArgumentOffset, CountBuffer, CountBufferOffset, MaxDrawArguments);
324}
325
326void FRHICommandDispatchMeshShader::Execute(FRHICommandListBase& CmdList)
327{
328 RHISTAT(DispatchMeshShader);
329 INTERNAL_DECORATOR(RHIDispatchMeshShader)(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ);
330}
331
332void FRHICommandDispatchIndirectMeshShader::Execute(FRHICommandListBase& CmdList)
333{
334 RHISTAT(DispatchIndirectMeshShader);
335 INTERNAL_DECORATOR(RHIDispatchIndirectMeshShader)(ArgumentBuffer, ArgumentOffset);
336}
337
338void FRHICommandSetShadingRate::Execute(FRHICommandListBase& CmdList)
339{
340 RHISTAT(SetShadingRate);
341 INTERNAL_DECORATOR(RHISetShadingRate)(ShadingRate, Combiner);
342}
343
344void FRHICommandSetDepthBounds::Execute(FRHICommandListBase& CmdList)
345{
346 RHISTAT(EnableDepthBoundsTest);
347 INTERNAL_DECORATOR(RHISetDepthBounds)(MinDepth, MaxDepth);
348}
349
350void FRHIGpuHangCommandListCorruption::Execute(FRHICommandListBase& CmdList)
351{
352 RHISTAT(GpuHangCommandListCorruption);
353 INTERNAL_DECORATOR(RHIGpuHangCommandListCorruption)();
354}
355
356void FRHICommandClearUAVFloat::Execute(FRHICommandListBase& CmdList)
357{
359 INTERNAL_DECORATOR_COMPUTE(RHIClearUAVFloat)(UnorderedAccessViewRHI, Values);
360}
361
362void FRHICommandClearUAVUint::Execute(FRHICommandListBase& CmdList)
363{
365 INTERNAL_DECORATOR_COMPUTE(RHIClearUAVUint)(UnorderedAccessViewRHI, Values);
366}
367
368void FRHICommandCopyTexture::Execute(FRHICommandListBase& CmdList)
369{
370 RHISTAT(CopyTexture);
371 INTERNAL_DECORATOR(RHICopyTexture)(SourceTexture, DestTexture, CopyInfo);
372}
373
374void FRHICommandResummarizeHTile::Execute(FRHICommandListBase& CmdList)
375{
376 RHISTAT(ResummarizeHTile);
377 INTERNAL_DECORATOR(RHIResummarizeHTile)(DepthTexture);
378}
379
380void FRHICommandBeginTransitions::Execute(FRHICommandListBase& CmdList)
381{
382 RHISTAT(BeginTransitions);
383
384 INTERNAL_DECORATOR_COMPUTE(RHIBeginTransitions)(Transitions);
385
386 for (const FRHITransition* Transition : Transitions)
387 {
388 Transition->MarkBegin(CmdList.GetPipeline());
389 }
390}
391
392void FRHICommandEndTransitions::Execute(FRHICommandListBase& CmdList)
393{
394 RHISTAT(EndTransitions);
395
396 INTERNAL_DECORATOR_COMPUTE(RHIEndTransitions)(Transitions);
397
398 for (const FRHITransition* Transition : Transitions)
399 {
400 Transition->MarkEnd(CmdList.GetPipeline());
401 }
402}
403
404void FRHICommandResourceTransition::Execute(FRHICommandListBase& CmdList)
405{
407
408 INTERNAL_DECORATOR_COMPUTE(RHIBeginTransitions)(MakeArrayView((const FRHITransition**)&Transition, 1));
409 INTERNAL_DECORATOR_COMPUTE(RHIEndTransitions)(MakeArrayView((const FRHITransition**)&Transition, 1));
410
411 Transition->Cleanup();
412}
413
414void FRHICommandSetTrackedAccess::Execute(FRHICommandListBase& CmdList)
415{
416 RHISTAT(SetTrackedAccess);
417 for (const FRHITrackedAccessInfo& Info : Infos)
418 {
419 INTERNAL_DECORATOR_COMPUTE(SetTrackedAccess)(Info);
420 }
421}
422
423void FRHICommandSetAsyncComputeBudget::Execute(FRHICommandListBase& CmdList)
424{
425 RHISTAT(SetAsyncComputeBudget);
426 INTERNAL_DECORATOR_COMPUTE(RHISetAsyncComputeBudget)(Budget);
427}
428
429void FRHICommandSetComputeBudget::Execute(FRHICommandListBase& CmdList)
430{
431 RHISTAT(SetComputeBudget);
432 INTERNAL_DECORATOR(RHISetComputeBudget)(Budget);
433}
434
435void FRHICommandCopyToStagingBuffer::Execute(FRHICommandListBase& CmdList)
436{
438 INTERNAL_DECORATOR_COMPUTE(RHICopyToStagingBuffer)(SourceBuffer, DestinationStagingBuffer, Offset, NumBytes);
439}
440
441void FRHICommandWriteGPUFence::Execute(FRHICommandListBase& CmdList)
442{
443 RHISTAT(WriteGPUFence);
444 INTERNAL_DECORATOR_COMPUTE(RHIWriteGPUFence)(Fence);
445 if (Fence)
446 {
447 Fence->NumPendingWriteCommands.Decrement();
448 }
449}
450
451void FRHICommandSetStaticUniformBuffers::Execute(FRHICommandListBase& CmdList)
452{
453 RHISTAT(SetStaticUniformBuffers);
454 INTERNAL_DECORATOR_COMPUTE(RHISetStaticUniformBuffers)(UniformBuffers);
455}
456
457void FRHICommandSetStaticUniformBuffer::Execute(FRHICommandListBase& CmdList)
458{
459 RHISTAT(SetStaticUniformBuffer);
460 INTERNAL_DECORATOR_COMPUTE(RHISetStaticUniformBuffer)(Slot, Buffer);
461}
462
463void FRHICommandSetUniformBufferDynamicOffset::Execute(FRHICommandListBase& CmdList)
464{
465 RHISTAT(SetUniformBufferDynamicOffset);
466 INTERNAL_DECORATOR(RHISetUniformBufferDynamicOffset)(Slot, Offset);
467}
468
469void FRHICommandBeginRenderQuery::Execute(FRHICommandListBase& CmdList)
470{
471 RHISTAT(BeginRenderQuery);
472 INTERNAL_DECORATOR(RHIBeginRenderQuery)(RenderQuery);
473}
474
475void FRHICommandEndRenderQuery::Execute(FRHICommandListBase& CmdList)
476{
477 RHISTAT(EndRenderQuery);
478 INTERNAL_DECORATOR(RHIEndRenderQuery)(RenderQuery);
479}
480
481#if (RHI_NEW_GPU_PROFILER == 0)
482void FRHICommandCalibrateTimers::Execute(FRHICommandListBase& CmdList)
483{
484 RHISTAT(CalibrateTimers);
485 INTERNAL_DECORATOR(RHICalibrateTimers)(CalibrationQuery);
486}
487#endif
488
489void FRHICommandPostExternalCommandsReset::Execute(FRHICommandListBase& CmdList)
490{
491 RHISTAT(PostExternalCommandsReset);
492 INTERNAL_DECORATOR(RHIPostExternalCommandsReset)();
493}
494
495void FRHICommandCopyBufferRegion::Execute(FRHICommandListBase& CmdList)
496{
497 INTERNAL_DECORATOR(RHICopyBufferRegion)(DestBuffer, DstOffset, SourceBuffer, SrcOffset, NumBytes);
498}
499
500void FRHICommandBindAccelerationStructureMemory::Execute(FRHICommandListBase& CmdList)
501{
502 INTERNAL_DECORATOR_COMPUTE(RHIBindAccelerationStructureMemory)(Scene, Buffer, BufferOffset);
503}
504
505void FRHICommandBuildSceneAccelerationStructures::Execute(FRHICommandListBase& CmdList)
506{
508 INTERNAL_DECORATOR_COMPUTE(RHIBuildAccelerationStructures)(Params);
509}
510
511void FRHICommandCommitShaderBindingTable::Execute(FRHICommandListBase& CmdList)
512{
513 RHISTAT(CommitShaderBindingTable);
514 INTERNAL_DECORATOR(RHICommitShaderBindingTable)(SBT, InlineBindingDataBuffer);
515}
516
517void FRHICommandClearShaderBindingTable::Execute(FRHICommandListBase& CmdList)
518{
519 RHISTAT(ClearShaderBindingTable);
520 INTERNAL_DECORATOR(RHIClearShaderBindingTable)(SBT);
521}
522
523void FRHICommandBuildAccelerationStructures::Execute(FRHICommandListBase& CmdList)
524{
526 INTERNAL_DECORATOR_COMPUTE(RHIBuildAccelerationStructures)(Params, ScratchBufferRange);
527}
528
529void FRHICommandExecuteMultiIndirectClusterOperation::Execute(FRHICommandListBase& CmdList)
530{
531 RHISTAT(ExecuteMultiIndirectClusterOperation);
532 INTERNAL_DECORATOR_COMPUTE(RHIExecuteMultiIndirectClusterOperation)(Params);
533}
534
535void FRHICommandRayTraceDispatch::Execute(FRHICommandListBase& CmdList)
536{
537 RHISTAT(RayTraceDispatch);
539
541
542 if (ArgumentBuffer)
543 {
544 INTERNAL_DECORATOR_COMPUTE(RHIRayTraceDispatchIndirect)(RayTracingPipelineState, RayGenShader, SBT, GlobalResourceBindings, ArgumentBuffer, ArgumentOffset);
545 }
546 else
547 {
549 }
550}
551
552void FRHICommandSetBindingsOnShaderBindingTable::Execute(FRHICommandListBase& CmdList)
553{
554 RHISTAT(SetRayTracingHitGroup);
556
558
559 INTERNAL_DECORATOR(RHISetBindingsOnShaderBindingTable)(SBT, RayTracingPipelineState, NumBindings, Bindings, BindingType);
560}
561
562void FRHICommandEndDrawingViewport::Execute(FRHICommandListBase& CmdList)
563{
564 RHISTAT(EndDrawingViewport);
565 INTERNAL_DECORATOR(RHIEndDrawingViewport)(Viewport, bPresent, bLockToVsync);
566}
constexpr auto MakeArrayView(OtherRangeType &&Other)
Definition ArrayView.h:873
RENDERCORE_API void ClearUAV(FRHICommandList &RHICmdList, FRHIUnorderedAccessView *Buffer, uint32 NumBytes, uint32 Value, bool bBarriers=true)
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
RHI_API FRHIGraphicsPipelineState * ExecuteSetGraphicsPipelineState(FGraphicsPipelineState *GraphicsPipelineState)
Definition PipelineStateCache.cpp:4625
FRHIRayTracingPipelineState * GetRHIRayTracingPipelineState(FRayTracingPipelineState *PipelineState)
Definition PipelineStateCache.cpp:1367
RHI_API FRHIComputePipelineState * ExecuteSetComputePipelineState(FComputePipelineState *ComputePipelineState)
Definition PipelineStateCache.cpp:4135
void SetComputePipelineState(FRHIComputeCommandList &RHICmdList, FRHIComputeShader *ComputeShader)
Definition PipelineStateCache.cpp:1447
void SetGraphicsPipelineState(FRHICommandList &RHICmdList, const FGraphicsPipelineStateInitializer &Initializer, uint32 StencilRef, EApplyRendertargetOption ApplyFlags, bool bApplyAdditionalState)
Definition PipelineStateCache.cpp:1478
#define INTERNAL_DECORATOR(Method)
Definition RHICommandListCommandExecutes.inl:8
#define INTERNAL_DECORATOR_COMPUTE(Method)
Definition RHICommandListCommandExecutes.inl:13
#define RHISTAT(Method)
Definition RHICommandList.h:92
#define RHI_EXECUTE_API
Definition RHICommandList.h:96
void BeginUAVOverlap(const FRDGPass *Pass, FRHIComputeCommandList &RHICmdList)
Definition RenderGraphBuilder.cpp:22
void EndUAVOverlap(const FRDGPass *Pass, FRHIComputeCommandList &RHICmdList)
Definition RenderGraphBuilder.cpp:32
void DispatchComputeShader(FRHIComputeCommandList &RHICmdList, FShader *Shader, uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ)
Definition Shader.cpp:1631
void DispatchIndirectComputeShader(FRHIComputeCommandList &RHICmdList, FShader *Shader, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)
Definition Shader.cpp:1641
uint32 Offset
Definition VulkanMemory.cpp:4033
void BuildAccelerationStructure(FVulkanCommandListContext &CommandContext, FVulkanRayTracingScene &Scene, FVulkanBuffer *InScratchBuffer, uint32 InScratchOffset, FVulkanBuffer *InInstanceBuffer, uint32 InInstanceOffset, uint32 NumInstances, EAccelerationStructureBuildMode BuildMode)
Definition VulkanRayTracing.cpp:757
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition PipelineStateCache.cpp:1124
Definition PipelineStateCache.cpp:1230
Definition RHICommandList.h:455
struct FRHICommandListBase::FPersistentState PersistentState
ERHIPipeline GetPipeline() const
Definition RHICommandList.h:675
Definition RHIResources.h:1078
Definition RHIResources.h:1058
Definition RHIResources.h:1115
Definition PipelineStateCache.cpp:1285
Definition RHIContext.h:257
uint32 MaxDepth
Definition AndroidPlatformStackWalk.cpp:159
void Dispatch(FRHIComputeCommandList &RHICmdList, const TShaderRef< TShaderClass > &ComputeShader, const FShaderParametersMetadata *ParametersMetadata, const typename TShaderClass::FParameters &Parameters, FIntVector GroupCount)
Definition RenderGraphUtils.h:491
FUniformParams Params
Definition MeshPaintVirtualTexture.cpp:162
Definition UnrealMemory.h:94
FRHIGPUMask CurrentGPUMask
Definition RHICommandList.h:1475
Definition RHICommandListCommandExecutes.inl:54
Definition RHIShaderParameters.h:398
Definition RHIShaderParameters.h:428
Definition RHITransition.h:450
Definition RHITransition.h:475