UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12CommandContextRedirector Member List

This is the complete list of members for FD3D12CommandContextRedirector, including all inherited members.

AsRedirector() overrideFD3D12CommandContextRedirectorinlinevirtual
bIsDefaultContextFD3D12CommandContextRedirector
FD3D12AdapterChild(FD3D12Adapter *InParent=nullptr)FD3D12AdapterChildinline
FD3D12CommandContextBase(FD3D12Adapter *InParent, FRHIGPUMask InGPUMask)FD3D12CommandContextBase
FD3D12CommandContextRedirector(class FD3D12Adapter *InParent, ED3D12QueueType QueueType, bool InIsDefaultContext)FD3D12CommandContextRedirector
Get(FRHICommandListBase &RHICmdList)FD3D12CommandContextBaseinlinestatic
Get(IRHIComputeContext *RHIContext)FD3D12CommandContextBaseinlinestatic
GetExecutingCommandList() constIRHIComputeContextinline
GetGPUMask() constFD3D12CommandContextBaseinline
GetHighestLevelContext() constIRHIComputeContextinline
GetHighestLevelContext()IRHIComputeContextinline
GetLowestLevelContext()IRHIComputeContextinline
GetParentAdapter() constFD3D12AdapterChildinline
GetPhysicalGPUMask() constFD3D12CommandContextBaseinline
GetPipeline() const overrideIRHICommandContextinlinevirtual
GetSingleDeviceContext(uint32 GPUIndex) final overrideFD3D12CommandContextRedirectorinlinevirtual
GetTrackedAccess(const FRHIViewableResource *Resource) constIRHIComputeContextinline
GetTrackedPipelines(const FRHIViewableResource *Resource) constIRHIComputeContextinline
GPUMaskFD3D12CommandContextBaseprotected
ParentAdapterFD3D12AdapterChildprotected
PhysicalGPUMaskFD3D12CommandContextBaseprotected
QueueTypeFD3D12CommandContextRedirector
RenderPassInfoIRHICommandContextprotected
RHIBeginParallelRenderPass(TSharedPtr< FRHIParallelRenderPassInfo > InInfo, const TCHAR *InName)IRHICommandContextinlinevirtual
RHIBeginRenderPass(const FRHIRenderPassInfo &InInfo, const TCHAR *InName) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIBeginRenderQuery(FRHIRenderQuery *RenderQuery) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIBeginTransitions(TArrayView< const FRHITransition * > Transitions) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIBeginUAVOverlap()IRHIComputeContextinlinevirtual
RHIBeginUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs)IRHIComputeContextinlinevirtual
RHIBindAccelerationStructureMemory(FRHIRayTracingScene *Scene, FRHIBuffer *Buffer, uint32 BufferOffset)IRHIComputeContextinlinevirtual
RHIBuildAccelerationStructures(TConstArrayView< FRayTracingGeometryBuildParams > Params, const FRHIBufferRange &ScratchBufferRange)IRHIComputeContextinlinevirtual
RHIBuildAccelerationStructures(TConstArrayView< FRayTracingSceneBuildParams > Params)IRHIComputeContextinlinevirtual
RHICalibrateTimers(FRHITimestampCalibrationQuery *CalibrationQuery) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIClearShaderBindingTable(FRHIShaderBindingTable *SBT)IRHICommandContextinlinevirtual
RHIClearUAVFloat(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FVector4f &Values) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIClearUAVUint(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FUintVector4 &Values) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHICommitShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIBuffer *InlineBindingDataBuffer)IRHICommandContextinlinevirtual
RHICopyBufferRegion(FRHIBuffer *DestBuffer, uint64 DstOffset, FRHIBuffer *SourceBuffer, uint64 SrcOffset, uint64 NumBytes) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHICopyTexture(FRHITexture *SourceTextureRHI, FRHITexture *DestTextureRHI, const FRHICopyTextureInfo &CopyInfo) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHICopyToStagingBuffer(FRHIBuffer *SourceBuffer, FRHIStagingBuffer *DestinationStagingBuffer, uint32 Offset, uint32 NumBytes) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDispatchComputeShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDispatchComputeShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleComputeDispatch > Dispatches, bool bEmulated)IRHIComputeContextinlinevirtual
RHIDispatchGraphicsShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, const FRHIShaderBundleGraphicsState &BundleState, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleGraphicsDispatch > Dispatches, bool bEmulated)IRHIComputeContextinlinevirtual
RHIDispatchIndirectComputeShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDispatchIndirectMeshShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)IRHICommandContextinlinevirtual
RHIDispatchMeshShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ)IRHICommandContextinlinevirtual
RHIDrawIndexedIndirect(FRHIBuffer *IndexBufferRHI, FRHIBuffer *ArgumentsBufferRHI, int32 DrawArgumentsIndex, uint32 NumInstances) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDrawIndexedPrimitive(FRHIBuffer *IndexBuffer, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDrawPrimitive(uint32 BaseVertexIndex, uint32 NumPrimitives, uint32 NumInstances) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIDrawPrimitiveIndirect(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIEndDrawingViewport(FRHIViewport *Viewport, bool bPresent, bool bLockToVsync) final overrideFD3D12CommandContextBasevirtual
RHIEndParallelRenderPass()IRHICommandContextinlinevirtual
RHIEndRenderPass() final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIEndRenderQuery(FRHIRenderQuery *RenderQuery) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIEndTransitions(TArrayView< const FRHITransition * > Transitions) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIEndUAVOverlap()IRHIComputeContextinlinevirtual
RHIEndUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs)IRHIComputeContextinlinevirtual
RHIExecuteMultiIndirectClusterOperation(const FRayTracingClusterOperationParams &Params)IRHIComputeContextinlinevirtual
RHIGetGPUMask() const final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIGetNativeCommandBuffer()IRHIComputeContextinlinevirtual
RHIGpuHangCommandListCorruption()IRHICommandContextinlinevirtual
RHIMultiDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset, FRHIBuffer *CountBuffer, uint32 CountBufferOffset, uint32 MaxDrawArguments) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHINextSubpass()IRHICommandContextinlinevirtual
RHIPostExternalCommandsReset()IRHIComputeContextinlinevirtual
RHIRayTraceDispatch(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, uint32 Width, uint32 Height)IRHIComputeContextinlinevirtual
RHIRayTraceDispatchIndirect(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)IRHIComputeContextinlinevirtual
RHIResummarizeHTile(FRHITexture *DepthTexture)IRHICommandContextinlinevirtual
RHISetAsyncComputeBudget(EAsyncComputeBudget Budget)FD3D12CommandContextBaseinlinevirtual
RHISetBatchedShaderParameters(FRHIGraphicsShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)IRHICommandContextinline
RHISetBatchedShaderParameters(FRHIComputeShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)IRHICommandContextinline
RHISetBindingsOnShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, ERayTracingBindingType BindingType)IRHICommandContextinlinevirtual
RHISetBlendFactor(const FLinearColor &BlendFactor) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetComputeBudget(ESyncComputeBudget Budget)IRHIComputeContextinlinevirtual
RHISetComputePipelineState(FRHIComputePipelineState *ComputePipelineState) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetDepthBounds(float MinDepth, float MaxDepth) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetGPUMask(FRHIGPUMask InGPUMask) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetGraphicsPipelineState(FRHIGraphicsPipelineState *GraphicsPipelineState, uint32 StencilRef, bool bApplyAdditionalState) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetMultipleViewports(uint32 Count, const FViewportBounds *Data) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetScissorRect(bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetShaderParameters(FRHIComputeShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetShaderParameters(FRHIGraphicsShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetShaderRootConstants(const FUint32Vector4 &Constants) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetShaderUnbinds(FRHIComputeShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetShaderUnbinds(FRHIGraphicsShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetShadingRate(EVRSShadingRate ShadingRate, EVRSRateCombiner Combiner) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetStaticUniformBuffer(FUniformBufferStaticSlot Slot, FRHIUniformBuffer *Buffer) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetStaticUniformBuffers(const FUniformBufferStaticBindings &InUniformBuffers) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetStencilRef(uint32 StencilRef) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetStereoViewport(float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ) overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetStreamSource(uint32 StreamIndex, FRHIBuffer *VertexBuffer, uint32 Offset) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHISetUniformBufferDynamicOffset(FUniformBufferStaticSlot Slot, uint32 Offset)IRHIComputeContextinlinevirtual
RHISetViewport(float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ) final overrideFD3D12CommandContextRedirectorinlinevirtual
RHIWriteGPUFence(FRHIGPUFence *FenceRHI)IRHIComputeContextinlinevirtual
SetExecutingCommandList(FRHICommandListBase *InCmdList) final overrideFD3D12CommandContextRedirectorinlinevirtual
SetParentAdapter(FD3D12Adapter *InParent)FD3D12AdapterChildinline
SetPhysicalContext(FD3D12CommandContext *Context)FD3D12CommandContextRedirectorinline
SetPhysicalGPUMask(FRHIGPUMask InGPUMask)FD3D12CommandContextRedirectorinline
SetTrackedAccess(const FRHITrackedAccessInfo &Info)IRHIComputeContextinline
StatEventIRHIComputeContextprotected
~IRHICommandContext()IRHICommandContextinlinevirtual
~IRHIComputeContext()IRHIComputeContextinlinevirtual