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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <RenderGraphPass.h>
Inheritance diagram for FRDGPass:Classes | |
| struct | FBufferState |
| struct | FExternalAccessOp |
| struct | FTextureState |
Base class of a render graph pass.
| FRDGPass::FRDGPass | ( | FRDGEventName && | InName, |
| FRDGParameterStruct | InParameterStruct, | ||
| ERDGPassFlags | InFlags, | ||
| ERDGPassTaskMode | InTaskMode | ||
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Returns the graphics pass responsible for forking the async interval this pass is in.
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Returns the graphics pass responsible for joining the async interval this pass is in.
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| RENDERCORE_API const TCHAR * FRDGPass::GetName | ( | ) | const |
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| union { ... } FRDGPass |
| union { ... } FRDGPass |
| union { ... } FRDGPass |
| uint16 FRDGPass::bAsyncComputeBegin |
(AsyncCompute only) Whether this is the first / last async compute pass in an async interval.
| uint16 FRDGPass::bAsyncComputeEnd |
| uint8 FRDGPass::bCulled |
Whether this pass has been culled.
| uint16 FRDGPass::bDispatchAfterExecute |
If set, dispatches to the RHI thread after executing this pass.
| uint16 FRDGPass::bDispatchPass |
If set, this is a dispatch pass.
| uint8 FRDGPass::bEmptyParameters |
Whether this pass does not contain parameters.
| uint8 FRDGPass::bExternalAccessPass |
Whether this pass is used for external access transitions.
| uint16 FRDGPass::bGraphicsFork |
(Graphics only) Whether this is a graphics fork / join pass.
| uint16 FRDGPass::bGraphicsJoin |
| uint8 FRDGPass::bHasExternalOutputs |
Whether this pass has external UAVs that are not tracked by RDG.
| uint8 FRDGPass::bParallelExecute |
If set, marks that a pass is executing in parallel.
| uint8 FRDGPass::bParallelExecuteBegin |
If set, marks the begin / end of a span of passes executed in parallel in a task.
| uint8 FRDGPass::bParallelExecuteEnd |
| uint16 FRDGPass::bRenderPassOnlyWrites |
Whether the pass only writes to resources in its render pass.
| uint16 FRDGPass::bSentinel |
Whether this pass is a sentinel (prologue / epilogue) pass.
| uint16 FRDGPass::bSkipRenderPassBegin |
Whether the render pass begin / end should be skipped.
| uint16 FRDGPass::bSkipRenderPassEnd |
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Lists of producer passes and the full list of cross-pipeline consumer passes.
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Handle of the latest cross-pipeline producer.
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(AsyncCompute only) Graphics passes which are the fork / join for async compute interval this pass is in.
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Number of transitions to reserve. Basically an estimate of the number of textures / buffers.
| uint16 FRDGPass::PackedBits = 0 |
| uint8 FRDGPass::PacketBits_AsyncSetupQueue = 0 |
| uint8 FRDGPass::PacketBits_ParallelExecute = 0 |
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The passes which are handling the epilogue / prologue barriers meant for this pass.
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Split-barrier batches at various points of execution of the pass.
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Lists of pass parameters scheduled for begin during execution of this pass.
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Maps textures / buffers to information on how they are used in the pass.
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