Go to the source code of this file.
◆ DECLARE_RENDER_COMMAND_PIPE
Declares an extern reference to a render command pipe.
◆ DECLARE_RENDER_COMMAND_TAG
Value:
{ \
static const char*
CStr() {
return #
Name; } \
}; \
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define PREPROCESSOR_JOIN(TokenA, TokenB)
Definition PreprocessorHelpers.h:104
Definition RenderingThread.h:191
Type
Definition PawnAction_Move.h:11
Declares a new render command tag type from a name.
◆ DEFINE_RENDER_COMMAND_PIPE
Value:
{ \
TEXT(
"r.RenderCommandPipe." #Name), \
TEXT(
"Whether to enable the " #Name
" Render Command Pipe") \
TEXT(
" 1: on (default)") \
); \
}
Definition RenderingThread.h:652
Definition RenderingThread.cpp:1469
Defines a render command pipe.
◆ ENQUEUE_RENDER_COMMAND
| #define ENQUEUE_RENDER_COMMAND |
( |
|
Type | ) |
|
Value:
#define DECLARE_RENDER_COMMAND_TAG(Type, Name)
Definition RenderingThread.h:240
static void Enqueue(TUniqueFunction< void(FRHICommandListImmediate &)> &&Function)
Definition RenderingThread.h:1081
Enqueues a render command to a render pipe. The default implementation takes a lambda and schedules on the render thread. Alternative implementations accept either a reference or pointer to an FRenderCommandPipe instance to schedule on an async pipe, if enabled.
◆ LogRenderCommand
| #define LogRenderCommand |
( |
|
TypeName | ) |
|
◆ ShouldExecuteOnRenderThread
◆ UE_API
◆ FRenderCommandFunctionVariant
◆ FRenderCommandPipeBitArray
◆ FRenderCommandPipeBitArrayAllocator
◆ FRenderCommandPipeSetBitIterator
◆ FStopRenderingThreadDelegate
◆ ERenderCommandListFlags
| Enumerator |
|---|
| None | |
| CloseOnSubmit | |
◆ ERenderCommandPipeFlags
| Enumerator |
|---|
| None | |
| Disabled | Initializes the render command pipe in a disabled state.
|
◆ ERenderCommandPipeMode
Describes which pipes are configured to use the render command pipe system.
| Enumerator |
|---|
| None | Bypasses the render command pipe system altogether. Render commands are issued using tasks.
|
| RenderThread | The render command pipe on the render thread pipe is active, and all other pipes forward to the render thread pipe.
|
| All | All render command pipes are active.
|
◆ AdvanceRenderingThreadStatsGT()
Advances stats for the rendering thread. Called from the game thread.
◆ CheckNotBlockedOnRenderThread()
| void CheckNotBlockedOnRenderThread |
( |
| ) |
|
|
inline |
Asserts if called from the main thread when the main thread is blocked on the rendering thread.
◆ CheckRenderingThreadHealth()
Checks if the rendering thread is healthy and running. If it has crashed, UE_LOG is called with the exception information.
◆ DECLARE_MULTICAST_DELEGATE()
◆ DECLARE_STATS_GROUP()
◆ ENUM_CLASS_FLAGS() [1/2]
◆ ENUM_CLASS_FLAGS() [2/2]
◆ FlushPendingDeleteRHIResources_GameThread()
◆ FlushPendingDeleteRHIResources_RenderThread()
◆ FlushRenderingCommands()
Waits for the rendering thread to finish executing all pending rendering commands. Should only be used from the game thread.
◆ GetImmediateCommandList_ForRenderCommand()
◆ InitRenderingThread()
◆ IsRenderingThreadHealthy()
Checks if the rendering thread is healthy and running, without crashing
◆ LatchRenderThreadConfiguration()
◆ RegisterStopRenderingThreadDelegate()
◆ ShutdownRenderingThread()
◆ StartRenderCommandFenceBundler()
◆ StopRenderCommandFenceBundler()
◆ UE_DEPRECATED() [1/2]
◆ UE_DEPRECATED() [2/2]
◆ UE_TRACE_CHANNEL_EXTERN()
◆ UnregisterStopRenderingThreadDelegate()
◆ GIsThreadedRendering
Whether the renderer is currently running in a separate thread. If this is false, then all rendering commands will be executed immediately instead of being enqueued in the rendering command buffer.
◆ GMainThreadBlockedOnRenderThread
Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands.
◆ GPendingUseThreadedRendering
◆ GRenderCommandPipeMode
◆ GUseThreadedRendering
Whether the rendering thread should be created or not. Currently set by command line parameter and by the ToggleRenderingThread console command.