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

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

BindUniformBuffer(EMetalShaderStages const Freq, uint32 const BufferIndex, FRHIUniformBuffer *BufferRHI)FMetalStateCache
ClearPreviousComputeState()FMetalStateCache
CommitComputeResources(FMetalCommandEncoder *Compute)FMetalStateCache
CommitRenderResources(FMetalCommandEncoder *Raster)FMetalStateCache
CommitResourceTable(EMetalShaderStages const Frequency, MTL::FunctionType const Type, FMetalCommandEncoder &CommandEncoder)FMetalStateCache
ConditionalUpdateBackBuffer(FMetalSurface &Surface)FMetalStateCache
EndRenderPass()FMetalStateCache
FlushVisibilityResults(FMetalCommandEncoder &CommandEncoder)FMetalStateCache
FMetalStateCache(FMetalDevice &Device)FMetalStateCache
GetBlendFactor() constFMetalStateCacheinline
GetComputeShader() constFMetalStateCacheinline
GetDepthStencilState() constFMetalStateCacheinline
GetFrameBufferSize() constFMetalStateCacheinline
GetGraphicsPSO() constFMetalStateCacheinline
GetHasValidColorTarget() constFMetalStateCacheinline
GetHasValidRenderTarget() constFMetalStateCacheinline
GetNumRenderTargets()FMetalStateCacheinline
GetPipelineState() constFMetalStateCache
GetPrimitiveType()FMetalStateCache
GetRasterizerState() constFMetalStateCacheinline
GetRenderPassDescriptor(void) constFMetalStateCacheinline
GetRenderPassInfo() constFMetalStateCacheinline
GetRenderTargetArraySize() constFMetalStateCacheinline
GetSampleCount(void) constFMetalStateCacheinline
GetShaderParameters(EMetalShaderStages const Stage)FMetalStateCacheinline
GetStencilRef() constFMetalStateCacheinline
GetVertexBufferSize(uint32 const Index)FMetalStateCache
GetViewport(uint32 const Index) constFMetalStateCacheinline
GetVisibilityResultMode()FMetalStateCacheinline
GetVisibilityResultOffset()FMetalStateCacheinline
GetVisibilityResultsBuffer() constFMetalStateCacheinline
HasValidDepthStencilSurface() constFMetalStateCacheinline
InvalidateRenderTargets(void)FMetalStateCache
NeedsToSetRenderTarget(const FRHIRenderPassInfo &RenderPassInfo)FMetalStateCache
OverriddenDescriptorHeapFMetalStateCache
ReleaseDescriptor(MTL::RenderPassDescriptor *Desc)FMetalStateCache
Reset()FMetalStateCache
ResetBindings()FMetalStateCache
SetBlendFactor(FLinearColor const &InBlendFactor)FMetalStateCache
SetComputePipelineState(FMetalCommandEncoder &CommandEncoder)FMetalStateCache
SetComputeShader(FMetalComputeShader *InComputeShader)FMetalStateCache
SetGraphicsPipelineState(FMetalGraphicsPipelineState *State)FMetalStateCache
SetOverriddenDescriptorHeap(FMetalDescriptorHeap *InHeap)FMetalStateCacheinline
SetRenderPassInfo(FRHIRenderPassInfo const &InRenderTargets, FMetalQueryBufferRef QueryBuffer)FMetalStateCache
SetRenderPipelineState(FMetalCommandEncoder &CommandEncoder)FMetalStateCache
SetRenderState(FMetalCommandEncoder &CommandEncoder)FMetalStateCache
SetRenderStoreActions(FMetalCommandEncoder &CommandEncoder, bool const bConditionalSwitch=false)FMetalStateCache
SetRenderTargetsActive(bool const bActive)FMetalStateCache
SetScissorRect(bool const bEnable, MTL::ScissorRect const &Rect)FMetalStateCache
SetShaderBuffer(EMetalShaderStages const Frequency, FMetalBufferPtr Buffer, FMetalBufferData *const Bytes, NS::UInteger const Offset, NS::UInteger const Length, NS::UInteger const Index, MTL::ResourceUsage const Usage, EPixelFormat const Format=PF_Unknown, NS::UInteger const ElementRowPitch=0, TArray< TTuple< MTL::Resource *, MTL::ResourceUsage > > ReferencedResources={})FMetalStateCache
SetShaderBufferDirty(EMetalShaderStages const Frequency, NS::UInteger const Index)FMetalStateCache
SetShaderResourceView(EMetalShaderStages ShaderStage, uint32 BindIndex, FMetalShaderResourceView *SRV)FMetalStateCache
SetShaderSamplerState(EMetalShaderStages const Frequency, FMetalSamplerState *const Sampler, NS::UInteger const Index)FMetalStateCache
SetShaderTexture(EMetalShaderStages const Frequency, MTL::Texture *Texture, NS::UInteger const Index, MTL::ResourceUsage const Usage)FMetalStateCache
SetShaderUnorderedAccessView(EMetalShaderStages ShaderStage, uint32 BindIndex, FMetalUnorderedAccessView *UAV)FMetalStateCache
SetStateDirty(void)FMetalStateCache
SetStencilRef(uint32 const InStencilRef)FMetalStateCache
SetVertexStream(uint32 const Index, FMetalBufferPtr Buffer, FMetalBufferData *Bytes, uint32 const Offset, uint32 const Length)FMetalStateCache
SetViewport(const MTL::Viewport &InViewport)FMetalStateCache
SetViewports(const MTL::Viewport InViewport[], uint32 Count)FMetalStateCache
SetVisibilityResultMode(MTL::VisibilityResultMode const Mode, NS::UInteger const Offset)FMetalStateCache
StartRenderPass(const FRHIRenderPassInfo &Info, FMetalQueryBufferRef QueryBuffer, MTL::RenderPassDescriptor *InDesc, bool bInIsParallelContext)FMetalStateCache
~FMetalStateCache()FMetalStateCache