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

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

ActivatePipelines(ERHIPipeline Pipelines)FRHICommandListBaseprotected
ActivePipelinesFRHICommandListBaseprotected
AddDispatchPrerequisite(const FGraphEventRef &Prereq)FRHICommandListBase
AddPendingBufferUpload(FRHIBuffer *InBuffer)FRHICommandListBaseinlineprotected
AddPendingTextureUpload(FRHITexture *InTexture)FRHICommandListBaseinlineprotected
Alloc(int64 AllocSize, int64 Alignment)FRHICommandListBaseinline
Alloc()FRHICommandListBaseinline
AllocArray(TConstArrayView< T > InArray)FRHICommandListBaseinline
AllocArrayUninitialized(uint32 Num)FRHICommandListBaseinline
AllocCommand(int32 AllocSize, int32 Alignment)FRHICommandListBaseinline
AllocCommand()FRHICommandListBaseinline
AllocCopy(const void *InSourceData, int64 AllocSize, int64 Alignment)FRHICommandListBaseinline
AllocString(const TCHAR *Name)FRHICommandListBaseinline
AllowParallelTranslate() constFRHICommandListBaseinline
ApplyCachedRenderTargets(FGraphicsPipelineStateInitializer &GraphicsPSOInit)FRHICommandListinline
AsyncReallocateTexture2D(FRHITexture *Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus)FRHICommandListImmediateinline
AttachedCmdListsFRHICommandListBaseprotected
bAllowExtraTransitionsFRHICommandListBaseprotected
bAllowParallelTranslateFRHICommandListBaseprotected
BeginDrawingViewport(FRHIViewport *Viewport, FRHITexture *RenderTargetRHI)FRHICommandListImmediateinline
BeginRenderPass(const FRHIRenderPassInfo &InInfo, const TCHAR *Name)FRHICommandListinline
BeginRenderQuery(FRHIRenderQuery *RenderQuery)FRHICommandListinline
BeginTransition(const FRHITransition *Transition)FRHIComputeCommandListinline
BeginTransitions(TArrayView< const FRHITransition * > Transitions)FRHIComputeCommandListinline
BeginUAVOverlap()FRHIComputeCommandListinline
BeginUAVOverlap(FRHIUnorderedAccessView *UAV)FRHIComputeCommandListinline
BeginUAVOverlap(TArrayView< FRHIUnorderedAccessView *const > UAVs)FRHIComputeCommandListinline
BeginUpdateTexture3D(FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion3D &UpdateRegion)FRHICommandListImmediateinline
bExecutingFRHICommandListBaseprotected
BindAccelerationStructureMemory(FRHIRayTracingScene *Scene, FRHIBuffer *Buffer, uint32 BufferOffset)FRHIComputeCommandListinline
BindDebugLabelName(FRHITexture *Texture, const TCHAR *Name)FRHICommandListBaseinline
BindDebugLabelName(FRHIBuffer *Buffer, const TCHAR *Name)FRHICommandListBaseinline
BindDebugLabelName(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const TCHAR *Name)FRHICommandListBaseinline
BlockUntilGPUIdle()FRHICommandListImmediateinline
BuildAccelerationStructure(FRHIRayTracingGeometry *Geometry)FRHIComputeCommandList
BuildAccelerationStructure(const FRayTracingSceneBuildParams &SceneBuildParams)FRHIComputeCommandListinline
BuildAccelerationStructures(TConstArrayView< FRayTracingGeometryBuildParams > Params)FRHIComputeCommandList
BuildAccelerationStructures(TConstArrayView< FRayTracingGeometryBuildParams > Params, const FRHIBufferRange &ScratchBufferRange)FRHIComputeCommandListinline
BuildAccelerationStructures(TConstArrayView< FRayTracingSceneBuildParams > Params)FRHIComputeCommandListinline
bUsesLockFenceFRHICommandListBaseprotected
bUsesSetTrackedAccessFRHICommandListBaseprotected
bUsesShaderBundlesFRHICommandListBaseprotected
Bypass() constFRHICommandListBaseinline
CacheActiveRenderTargets(const FRHIRenderPassInfo &Info)FRHICommandListBaseinlineprotected
CancelAsyncReallocateTexture2D(FRHITexture *Texture2D, bool bBlockUntilCompleted)FRHICommandListImmediateinline
ClearShaderBindingTable(FRHIShaderBindingTable *SBT)FRHICommandListinline
ClearUAVFloat(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FVector4f &Values)FRHIComputeCommandListinline
ClearUAVUint(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FUintVector4 &Values)FRHIComputeCommandListinline
CommandLinkFRHICommandListBaseprotected
CommitShaderBindingTable(FRHIShaderBindingTable *SBT)FRHICommandListinline
CommitShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIBuffer *InlineBindingDataBuffer)FRHICommandListinline
ComputeContextFRHICommandListBaseprotected
ContextsFRHICommandListBaseprotected
CopyBufferRegion(FRHIBuffer *DestBuffer, uint64 DstOffset, FRHIBuffer *SourceBuffer, uint64 SrcOffset, uint64 NumBytes)FRHICommandListinline
CopyTexture(FRHITexture *SourceTextureRHI, FRHITexture *DestTextureRHI, const FRHICopyTextureInfo &CopyInfo)FRHICommandListinline
CopyToStagingBuffer(FRHIBuffer *SourceBuffer, FRHIStagingBuffer *DestinationStagingBuffer, uint32 Offset, uint32 NumBytes)FRHIComputeCommandListinline
CreateBatchedShaderParameterAllocator(ERHIBatchedShaderParameterAllocatorPageSize PageSize)FRHICommandListBaseinline
CreateBuffer(const FRHIBufferCreateDesc &CreateDesc)FRHICommandListBaseinline
CreateBuffer(uint32 Size, EBufferUsageFlags Usage, uint32 Stride, ERHIAccess ResourceState, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateBufferInitializer(const FRHIBufferCreateDesc &CreateDesc)FRHICommandListBaseinline
CreateIndexBuffer(uint32 Stride, uint32 Size, EBufferUsageFlags Usage, ERHIAccess ResourceState, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateIndexBuffer(uint32 Stride, uint32 Size, EBufferUsageFlags Usage, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateNullBuffer(ERHIAccess ResourceState, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateRayTracingGeometry(const FRayTracingGeometryInitializer &Initializer)FRHICommandListBaseinline
CreateRayTracingShaderBindingTable(const FRayTracingShaderBindingTableInitializer &Initializer)FRHICommandListBaseinline
CreateResourceCollection(TConstArrayView< FRHIResourceCollectionMember > InMembers)FRHICommandListBaseinline
CreateShaderResourceView(FRHIBuffer *Buffer, FRHIViewDesc::FBufferSRV::FInitializer const &ViewDesc)FRHICommandListBaseinline
CreateShaderResourceView(FRHITexture *Texture, FRHIViewDesc::FTextureSRV::FInitializer const &ViewDesc)FRHICommandListBaseinline
CreateShaderResourceView(const FShaderResourceViewInitializer &Initializer)FRHICommandListBaseinline
CreateShaderResourceView(FRHIBuffer *Buffer)FRHICommandListBaseinline
CreateShaderResourceView(FRHIBuffer *Buffer, uint32 Stride, uint8 Format)FRHICommandListBaseinline
CreateShaderResourceView(FRHITexture *Texture, const FRHITextureSRVCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateShaderResourceView(FRHITexture *Texture, uint8 MipLevel)FRHICommandListBaseinline
CreateShaderResourceView(FRHITexture *Texture, uint8 MipLevel, uint8 NumMipLevels, EPixelFormat Format)FRHICommandListBaseinline
CreateShaderResourceViewFMask(FRHITexture *Texture2DRHI)FRHICommandListBaseinline
CreateShaderResourceViewWriteMask(FRHITexture *Texture2DRHI)FRHICommandListBaseinline
CreateStructuredBuffer(uint32 Stride, uint32 Size, EBufferUsageFlags Usage, ERHIAccess ResourceState, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateStructuredBuffer(uint32 Stride, uint32 Size, EBufferUsageFlags Usage, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateTexture(const FRHITextureCreateDesc &CreateDesc)FRHICommandListBaseinline
CreateTextureInitializer(const FRHITextureCreateDesc &CreateDesc)FRHICommandListBaseinline
CreateTextureReference(FRHITexture *InReferencedTexture=nullptr)FRHICommandListBaseinline
CreateUnorderedAccessView(FRHIBuffer *Buffer, FRHIViewDesc::FBufferUAV::FInitializer const &ViewDesc)FRHICommandListBaseinline
CreateUnorderedAccessView(FRHITexture *Texture, FRHIViewDesc::FTextureUAV::FInitializer const &ViewDesc)FRHICommandListBaseinline
CreateUnorderedAccessView(FRHIBuffer *Buffer, bool bUseUAVCounter, bool bAppendBuffer)FRHICommandListBaseinline
CreateUnorderedAccessView(FRHIBuffer *Buffer, uint8 Format)FRHICommandListBaseinline
CreateUnorderedAccessView(FRHITexture *Texture, uint32 MipLevel=0, uint16 FirstArraySlice=0, uint16 NumArraySlices=0)FRHICommandListBaseinline
CreateUnorderedAccessView(FRHITexture *Texture, uint32 MipLevel, uint8 Format, uint16 FirstArraySlice=0, uint16 NumArraySlices=0)FRHICommandListBaseinline
CreateVertexBuffer(uint32 Size, EBufferUsageFlags Usage, ERHIAccess ResourceState, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CreateVertexBuffer(uint32 Size, EBufferUsageFlags Usage, FRHIResourceCreateInfo &CreateInfo)FRHICommandListBaseinline
CrossGPUTransfer(TConstArrayView< FTransferResourceParams > Params, TConstArrayView< FCrossGPUTransferFence * > PreTransfer, TConstArrayView< FCrossGPUTransferFence * > PostTransfer)FRHIComputeCommandListinline
CrossGPUTransferSignal(TConstArrayView< FTransferResourceParams > Params, TConstArrayView< FCrossGPUTransferFence * > PreTransfer)FRHIComputeCommandListinline
CrossGPUTransferWait(TConstArrayView< FCrossGPUTransferFence * > SyncPoints)FRHIComputeCommandListinline
DispatchComputeShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ)FRHIComputeCommandListinline
DispatchComputeShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleComputeDispatch > Dispatches, bool bEmulated)FRHIComputeCommandListinline
DispatchComputeShaderBundle(TFunction< void(FRHICommandDispatchComputeShaderBundle &)> &&RecordCallback)FRHIComputeCommandListinline
DispatchEventFRHICommandListBaseprotected
DispatchGraphicsShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, const FRHIShaderBundleGraphicsState &BundleState, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleGraphicsDispatch > Dispatches, bool bEmulated)FRHIComputeCommandListinline
DispatchGraphicsShaderBundle(TFunction< void(FRHICommandDispatchGraphicsShaderBundle &)> &&RecordCallback)FRHIComputeCommandListinline
DispatchIndirectComputeShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)FRHIComputeCommandListinline
DispatchIndirectMeshShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)FRHICommandListinline
DispatchMeshShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ)FRHICommandListinline
DrawIndexedPrimitive(FRHIBuffer *IndexBuffer, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances)FRHICommandListinline
DrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentsBuffer, uint32 ArgumentOffset)FRHICommandListinline
DrawPrimitive(uint32 BaseVertexIndex, uint32 NumPrimitives, uint32 NumInstances)FRHICommandListinline
DrawPrimitiveIndirect(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)FRHICommandListinline
DrawStatsFRHICommandListBaseprotected
EndDrawingViewport(FRHIViewport *Viewport, bool bPresent, bool bLockToVsync)FRHICommandListImmediate
EndFrame()FRHICommandListImmediate
EndMultiUpdateTexture3D(TArray< FUpdateTexture3DData > &UpdateDataArray)FRHICommandListImmediateinline
EndRenderPass()FRHICommandListinline
EndRenderQuery(FRHIRenderQuery *RenderQuery)FRHICommandListinline
EndTransition(const FRHITransition *Transition)FRHIComputeCommandListinline
EndTransitions(TArrayView< const FRHITransition * > Transitions)FRHIComputeCommandListinline
EndUAVOverlap()FRHIComputeCommandListinline
EndUAVOverlap(FRHIUnorderedAccessView *UAV)FRHIComputeCommandListinline
EndUAVOverlap(TArrayView< FRHIUnorderedAccessView *const > UAVs)FRHIComputeCommandListinline
EndUpdateTexture3D(FUpdateTexture3DData &UpdateData)FRHICommandListImmediateinline
EnqueueLambda(const TCHAR *LambdaName, LAMBDA &&Lambda)FRHICommandListImmediateinline
EnqueueLambda(LAMBDA &&Lambda)FRHICommandListImmediateinline
EnqueueLambda_NoMarker(LAMBDA &&Lambda)FRHIComputeCommandListinline
EnqueueLambdaMultiPipe(ERHIPipeline Pipelines, EThreadFence ThreadFence, const TCHAR *LambdaName, LAMBDA &&Lambda)FRHICommandListBaseinline
EThreadFence enum nameFRHICommandListBase
ETranslatePriority enum nameFRHICommandListImmediate
ExecuteMultiIndirectClusterOperation(const FRayTracingClusterOperationParams &Params)FRHIComputeCommandListinline
FinalizeAsyncReallocateTexture2D(FRHITexture *Texture2D, bool bBlockUntilCompleted)FRHICommandListImmediateinline
FinishRecording()FRHICommandListBase
FlushResources()FRHICommandListImmediateinline
FRHICommandList(FRHIGPUMask GPUMask, bool bImmediate)FRHICommandListinlineprotected
FRHICommandList(FRHIGPUMask GPUMask=FRHIGPUMask::All())FRHICommandListinline
FRHICommandList(FRHICommandListBase &&Other)FRHICommandListinline
FRHICommandListBase(FRHIGPUMask InGPUMask, bool bInImmediate)FRHICommandListBaseprotected
FRHICommandListBase(FRHICommandListBase const &)=deleteFRHICommandListBase
FRHICommandListBase(FRHICommandListBase &&Other)=defaultFRHICommandListBase
FRHICommandListExecutorFRHICommandListImmediatefriend
FRHICommandListScopedExtendResourceLifetimeFRHICommandListImmediatefriend
FRHIComputeCommandList(FRHIGPUMask GPUMask, bool bImmediate)FRHIComputeCommandListinlineprotected
FRHIComputeCommandList(FRHIGPUMask GPUMask=FRHIGPUMask::All())FRHIComputeCommandListinline
FRHIComputeCommandList(FRHICommandListBase &&Other)FRHIComputeCommandListinline
Get()FRHICommandListImmediateinlinestatic
Get(FRHICommandListBase &RHICmdList)FRHICommandListImmediateinlinestatic
GetAllocator()FRHICommandListBaseinlineprotected
GetAsImmediate()FRHICommandListBaseinline
GetBoundAmplificationShader() constFRHICommandListinline
GetBoundComputeShader() constFRHIComputeCommandListinline
GetBoundGeometryShader() constFRHICommandListinline
GetBoundMeshShader() constFRHICommandListinline
GetBoundPixelShader() constFRHICommandListinline
GetBoundVertexShader() constFRHICommandListinline
GetComputeContext()FRHICommandListBaseinline
GetContext()FRHICommandListBaseinline
GetGPUFrameCycles()FRHICommandListImmediateinline
GetGPUMask() constFRHICommandListBaseinline
GetNativeCommandBuffer()FRHICommandListImmediateinline
GetNativeComputeQueue()FRHICommandListImmediateinline
GetNativeDevice()FRHICommandListImmediateinline
GetNativeGraphicsQueue()FRHICommandListImmediateinline
GetNativeInstance()FRHICommandListImmediateinline
GetNativePhysicalDevice()FRHICommandListImmediateinline
GetPipeline() constFRHICommandListBaseinline
GetPipelines() constFRHICommandListBaseinline
GetQueryBatchData(ERenderQueryType QueryType)FRHICommandListBaseinline
GetScratchShaderParameters()FRHICommandListBaseinline
GetScratchShaderUnbinds()FRHICommandListBaseinline
GetTextureMemoryVisualizeData(FColor *TextureData, int32 SizeX, int32 SizeY, int32 Pitch, int32 PixelSize)FRHICommandListImmediateinline
GetUploadContext()FRHICommandListBaseinline
GetUsedMemory() constFRHICommandListBase
GpuHangCommandListCorruption()FRHICommandListinline
GraphicsContextFRHICommandListBaseprotected
HasCommands() constFRHICommandListBaseinline
ImmediateFlush(EImmediateFlushType::Type FlushType, ERHISubmitFlags SubmitFlags=ERHISubmitFlags::None)FRHICommandListImmediate
IncrementSubpass()FRHICommandListBaseinlineprotected
InitializeImmediateContexts()FRHICommandListImmediate
InsertParallelRenderPass(TSharedPtr< FRHIParallelRenderPassInfo > const &InInfo, TArray< FRHISubCommandList * > &&SubCommandLists)FRHICommandListinline
InsertParallelRenderPass_Base(TSharedPtr< FRHIParallelRenderPassInfo > const &InInfo, TArray< FRHISubCommandList * > &&SubCommandLists)FRHICommandListBaseprotected
IsAsyncCompute() constFRHICommandListBaseinline
IsBottomOfPipe() constFRHICommandListBaseinline
IsExecuting() constFRHICommandListBaseinline
IsGraphics() constFRHICommandListBaseinline
IsImmediate() constFRHICommandListBaseinline
IsInsideComputePass() constFRHICommandListBaseinline
IsInsideRenderPass() constFRHICommandListBaseinline
IsOutsideRenderPass() constFRHICommandListBaseinline
IsRecursive() constFRHICommandListBaseinline
IsRenderingSuspended()FRHICommandListImmediateinline
IsStalled()FRHICommandListImmediatestatic
IsSubCommandList() constFRHICommandListBaseinline
IsTopOfPipe() constFRHICommandListBaseinline
LastLockFenceCommandFRHICommandListBaseprotected
LockBuffer(FRHIBuffer *Buffer, uint32 Offset, uint32 SizeRHI, EResourceLockMode LockMode)FRHICommandListBaseinline
LockBufferMGPU(FRHIBuffer *Buffer, uint32 GPUIndex, uint32 Offset, uint32 SizeRHI, EResourceLockMode LockMode)FRHICommandListBaseinline
LockStagingBuffer(FRHIStagingBuffer *StagingBuffer, FRHIGPUFence *Fence, uint32 Offset, uint32 SizeRHI)FRHICommandListImmediateinline
LockTexture(const FRHILockTextureArgs &Arguments)FRHICommandListImmediateinline
LockTexture2D(FRHITexture *Texture, uint32 MipIndex, EResourceLockMode LockMode, uint32 &DestStride, bool bLockWithinMiptail, bool bFlushRHIThread=true, uint64 *OutLockedByteCount=nullptr)FRHICommandListImmediateinline
LockTexture2DArray(FRHITexture *Texture, uint32 ArrayIndex, uint32 MipIndex, EResourceLockMode LockMode, uint32 &DestStride, bool bLockWithinMiptail)FRHICommandListImmediateinline
LockTextureCubeFace(FRHITexture *Texture, uint32 FaceIndex, uint32 ArrayIndex, uint32 MipIndex, EResourceLockMode LockMode, uint32 &DestStride, bool bLockWithinMiptail)FRHICommandListImmediateinline
MapStagingSurface(FRHITexture *Texture, void *&OutData, int32 &OutWidth, int32 &OutHeight, uint32 GPUIndex=INDEX_NONE)FRHICommandListImmediateinline
MapStagingSurface(FRHITexture *Texture, FRHIGPUFence *Fence, void *&OutData, int32 &OutWidth, int32 &OutHeight, uint32 GPUIndex=INDEX_NONE)FRHICommandListImmediateinline
MemManagerFRHICommandListBaseprotected
MultiDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentsBuffer, uint32 ArgumentOffset, FRHIBuffer *CountBuffer, uint32 CountBufferOffset, uint32 MaxDrawArguments)FRHICommandListinline
NeedsExtraTransitions() constFRHICommandListBaseinline
NeedsShaderUnbinds() constFRHICommandListBaseinline
NextSubpass()FRHICommandListinline
NumCommandsFRHICommandListBaseprotected
OnBoundShaderChanged(const FBoundShaderStateInput &InBoundShaderStateInput)FRHICommandListinlineprotected
OnBoundShaderChanged(FRHIComputeShader *InBoundComputeShaderRHI)FRHICommandListinlineprotected
ParallelRenderPassBeginFRHICommandListBaseprotected
ParallelRenderPassEndFRHICommandListBaseprotected
PendingBufferUploadsFRHICommandListBaseprotected
PendingTextureUploadsFRHICommandListBaseprotected
PersistentStateFRHICommandListBaseprotected
PostExternalCommandsReset()FRHIComputeCommandListinline
QueueAsyncCommandListSubmit(TArrayView< FQueuedCommandList > CommandLists, ETranslatePriority ParallelTranslatePriority=ETranslatePriority::Disabled, int32 MinDrawsPerTranslate=0)FRHICommandListImmediate
QueueAsyncCommandListSubmit(FQueuedCommandList QueuedCommandList, ETranslatePriority ParallelTranslatePriority=ETranslatePriority::Disabled, int32 MinDrawsPerTranslate=0)FRHICommandListImmediateinline
RayTraceDispatch(FRayTracingPipelineState *Pipeline, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, uint32 Width, uint32 Height)FRHIComputeCommandListinline
RayTraceDispatch(FRayTracingPipelineState *Pipeline, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, FRHIBatchedShaderParameters &GlobalResourceBindings, uint32 Width, uint32 Height)FRHIComputeCommandList
RayTraceDispatchIndirect(FRayTracingPipelineState *Pipeline, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)FRHIComputeCommandListinline
RayTraceDispatchIndirect(FRayTracingPipelineState *Pipeline, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, FRHIBatchedShaderParameters &GlobalResourceBindings, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)FRHIComputeCommandList
Read3DSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, FIntPoint ZMinMax, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags Flags=FReadSurfaceDataFlags())FRHICommandListImmediateinline
ReadSurfaceData(FRHITexture *Texture, FIntRect Rect, TArray< FColor > &OutData, FReadSurfaceDataFlags InFlags)FRHICommandListImmediateinline
ReadSurfaceData(FRHITexture *Texture, FIntRect Rect, TArray< FLinearColor > &OutData, FReadSurfaceDataFlags InFlags)FRHICommandListImmediateinline
ReadSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex)FRHICommandListImmediateinline
ReadSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags Flags)FRHICommandListImmediateinline
RemovePendingBufferUpload(FRHIBuffer *InBuffer)FRHICommandListBaseinlineprotected
RemovePendingTextureUpload(FRHITexture *InTexture)FRHICommandListBaseinlineprotected
ReplaceResources(TArray< FRHIResourceReplaceInfo > &&ReplaceInfos)FRHICommandListBaseinline
ResetSubpass(ESubpassHint SubpassHint)FRHICommandListBaseinlineprotected
ResummarizeHTile(FRHITexture *DepthTexture)FRHICommandListinline
RHIResourceLifetimeReleaseRefFRHICommandListImmediatefriend
RHIThreadFence(bool bSetLockFence=false)FRHICommandListBase
RootFRHICommandListBaseprotected
ScratchShaderUnbindsFRHICommandListBaseprotected
SerializeAccelerationStructure(FRHIRayTracingScene *Scene, const TCHAR *Path)FRHICommandListImmediateinline
SetAllowExtraTransitions(bool NewState)FRHICommandListBaseinline
SetAsyncComputeBudget(EAsyncComputeBudget Budget)FRHIComputeCommandListinline
SetBatchedShaderParameters(FRHIGraphicsShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)FRHICommandListinline
SetBatchedShaderParameters(FRHIComputeShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)FRHICommandListinline
SetBatchedShaderUnbinds(FRHIGraphicsShader *InShader, FRHIBatchedShaderUnbinds &InBatchedUnbinds)FRHICommandListinline
SetBatchedShaderUnbinds(FRHIComputeShader *InShader, FRHIBatchedShaderUnbinds &InBatchedUnbinds)FRHICommandListinline
SetBindingsOnShaderBindingTable(FRHIShaderBindingTable *SBT, FRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, ERayTracingBindingType BindingType, bool bCopyDataToInlineStorage=true)FRHICommandListinline
SetBlendFactor(const FLinearColor &BlendFactor=FLinearColor::White)FRHICommandListinline
SetComputeBudget(ESyncComputeBudget Budget)FRHIComputeCommandListinline
SetComputePipelineState(FComputePipelineState *ComputePipelineState, FRHIComputeShader *ComputeShader)FRHIComputeCommandListinline
SetComputeShaderRootConstants(const FUint32Vector4 &Constants)FRHIComputeCommandListinline
SetDefaultRayTracingHitGroup(FRHIShaderBindingTable *SBT, FRayTracingPipelineState *Pipeline, uint32 HitGroupIndex)FRHICommandListinline
SetDepthBounds(float MinDepth, float MaxDepth)FRHICommandListinline
SetGPUMask(FRHIGPUMask InGPUMask)FRHIComputeCommandListinline
SetGraphicsPipelineState(class FGraphicsPipelineState *GraphicsPipelineState, const FBoundShaderStateInput &ShaderInput, uint32 StencilRef, bool bApplyAdditionalState)FRHICommandListinline
SetRayTracingCallableShader(FRHIShaderBindingTable *SBT, uint32 RecordIndex, FRayTracingPipelineState *Pipeline, uint32 ShaderIndexInPipeline, uint32 NumUniformBuffers, FRHIUniformBuffer *const *UniformBuffers, uint32 UserData)FRHICommandListinline
SetRayTracingCallableShaders(FRHIShaderBindingTable *SBT, FRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, bool bCopyDataToInlineStorage=true)FRHICommandListinline
SetRayTracingHitGroup(FRHIShaderBindingTable *SBT, uint32 RecordIndex, FRHIRayTracingGeometry *Geometry, uint32 GeometrySegmentIndex, FRayTracingPipelineState *Pipeline, uint32 HitGroupIndex, uint32 NumUniformBuffers, FRHIUniformBuffer *const *UniformBuffers, uint32 LooseParameterDataSize, const void *LooseParameterData, uint32 UserData)FRHICommandListinline
SetRayTracingHitGroups(FRHIShaderBindingTable *SBT, FRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, bool bCopyDataToInlineStorage=true)FRHICommandListinline
SetRayTracingMissShader(FRHIShaderBindingTable *SBT, uint32 RecordIndex, FRayTracingPipelineState *Pipeline, uint32 ShaderIndexInPipeline, uint32 NumUniformBuffers, FRHIUniformBuffer *const *UniformBuffers, uint32 UserData)FRHICommandListinline
SetRayTracingMissShaders(FRHIShaderBindingTable *SBT, FRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, bool bCopyDataToInlineStorage=true)FRHICommandListinline
SetScissorRect(bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY)FRHICommandListinline
SetShaderParameters(FRHIGraphicsShader *InShader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters)FRHICommandListinline
SetShaderParameters(FRHIComputeShader *InShader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters)FRHICommandListinline
SetShaderRootConstants(const FUint32Vector4 &Constants)FRHIComputeCommandListinline
SetShaderUnbinds(FRHIGraphicsShader *InShader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds)FRHICommandListinline
SetShaderUnbinds(FRHIComputeShader *InShader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds)FRHICommandListinline
SetShadingRate(EVRSShadingRate ShadingRate, EVRSRateCombiner Combiner)FRHICommandListinline
SetStaticUniformBuffer(FUniformBufferStaticSlot Slot, FRHIUniformBuffer *Buffer)FRHIComputeCommandListinline
SetStaticUniformBuffers(const FUniformBufferStaticBindings &UniformBuffers)FRHIComputeCommandListinline
SetStencilRef(uint32 StencilRef)FRHICommandListinline
SetStereoViewport(float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ)FRHICommandListinline
SetStreamSource(uint32 StreamIndex, FRHIBuffer *VertexBuffer, uint32 Offset)FRHICommandListinline
SetStreamSourceSlot(uint32 StreamIndex, FRHIStreamSourceSlot *StreamSourceSlot, uint32 Offset)FRHICommandListinline
SetTrackedAccess(TArrayView< const FRHITrackedAccessInfo > Infos)FRHIComputeCommandListinline
SetTrackedAccess(TArrayView< const FRHITransitionInfo > Infos, ERHIPipeline PipelinesAfter)FRHIComputeCommandListinline
SetUniformBufferDynamicOffset(FUniformBufferStaticSlot Slot, uint32 Offset)FRHIComputeCommandListinline
SetViewport(float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ)FRHICommandListinline
ShaderParameterStateFRHICommandListBaseprotected
StallRHIThread()FRHICommandListImmediate
Stats_AddDraw()FRHICommandListBaseinline
Stats_AddDrawAndPrimitives(EPrimitiveType PrimitiveType, uint32 NumPrimitives)FRHICommandListBaseinline
SubmitAndBlockUntilGPUIdle()FRHICommandListImmediateinline
SubmitCommandsAndFlushGPU()FRHICommandListImmediateinline
SubmitCommandsHint()FRHICommandListImmediateinline
SubRenderPassInfoFRHICommandListBaseprotected
SwitchPipeline(ERHIPipeline Pipeline)FRHICommandListBase
TransferResources(TConstArrayView< FTransferResourceParams > Params)FRHIComputeCommandListinline
TransferResourceSignal(TConstArrayView< FTransferResourceFenceData * > FenceDatas, FRHIGPUMask SrcGPUMask)FRHIComputeCommandListinline
TransferResourceWait(TConstArrayView< FTransferResourceFenceData * > FenceDatas)FRHIComputeCommandListinline
Transition(TArrayView< const FRHITransitionInfo > Infos, ERHITransitionCreateFlags CreateFlags=ERHITransitionCreateFlags::None)FRHIComputeCommandList
Transition(const FRHITransitionInfo &Info, ERHITransitionCreateFlags CreateFlags=ERHITransitionCreateFlags::None)FRHIComputeCommandListinline
Transition(TArrayView< const FRHITransitionInfo > Infos, ERHIPipeline SrcPipelines, ERHIPipeline DstPipelines, ERHITransitionCreateFlags TransitionCreateFlags=ERHITransitionCreateFlags::None)FRHIComputeCommandList
TransitionInternal(TConstArrayView< FRHITransitionInfo > Infos, ERHITransitionCreateFlags CreateFlags=ERHITransitionCreateFlags::None)FRHICommandListBase
TransitionInternal(const FRHITransitionInfo &Info, ERHITransitionCreateFlags CreateFlags=ERHITransitionCreateFlags::None)FRHICommandListBaseinline
UnlockBuffer(FRHIBuffer *Buffer)FRHICommandListBaseinline
UnlockBufferMGPU(FRHIBuffer *Buffer, uint32 GPUIndex)FRHICommandListBaseinline
UnlockStagingBuffer(FRHIStagingBuffer *StagingBuffer)FRHICommandListImmediateinline
UnlockTexture(const FRHILockTextureArgs &Arguments)FRHICommandListImmediateinline
UnlockTexture2D(FRHITexture *Texture, uint32 MipIndex, bool bLockWithinMiptail, bool bFlushRHIThread=true)FRHICommandListImmediateinline
UnlockTexture2DArray(FRHITexture *Texture, uint32 ArrayIndex, uint32 MipIndex, bool bLockWithinMiptail)FRHICommandListImmediateinline
UnlockTextureCubeFace(FRHITexture *Texture, uint32 FaceIndex, uint32 ArrayIndex, uint32 MipIndex, bool bLockWithinMiptail)FRHICommandListImmediateinline
UnmapStagingSurface(FRHITexture *Texture, uint32 GPUIndex=INDEX_NONE)FRHICommandListImmediateinline
UnStallRHIThread()FRHICommandListImmediate
UpdateFromBufferTexture2D(FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion2D &UpdateRegion, uint32 SourcePitch, FRHIBuffer *Buffer, uint32 BufferOffset)FRHICommandListBaseinline
UpdateResourceCollection(FRHIResourceCollection *InResourceCollection, uint32 InStartIndex, TConstArrayView< FRHIResourceCollectionMember > InMemberUpdates)FRHICommandListBaseinline
UpdateStreamSourceSlot(FRHIStreamSourceSlot *StreamSourceSlotRHI, FRHIBuffer *BufferRHI)FRHICommandListBaseinline
UpdateTexture2D(FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion2D &UpdateRegion, uint32 SourcePitch, const uint8 *SourceData)FRHICommandListBaseinline
UpdateTexture3D(FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion3D &UpdateRegion, uint32 SourceRowPitch, uint32 SourceDepthPitch, const uint8 *SourceData)FRHICommandListBaseinline
UpdateTextureReference(FRHITextureReference *TextureRef, FRHITexture *NewTexture)FRHICommandListBase
UpdateUniformBuffer(FRHIUniformBuffer *UniformBufferRHI, const void *Contents)FRHICommandListBaseinline
UploadContextFRHICommandListBaseprotected
ValidateBoundShader(FRHIVertexShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIPixelShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIGeometryShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIComputeShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIWorkGraphShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIMeshShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIAmplificationShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateBoundShader(FRHIGraphicsShader *ShaderRHI)FRHICommandListBaseinlineprotected
ValidateShaderBundleComputeDispatch(TConstArrayView< FRHIShaderBundleComputeDispatch > Dispatches)FRHICommandListBaseinlineprotected
ValidateShaderParameters(const FRHIBatchedShaderParameters &ShaderParameters)FRHICommandListBaseinlineprotected
VirtualTextureSetFirstMipInMemory(FRHITexture *Texture, uint32 FirstMip)FRHICommandListImmediateinline
VirtualTextureSetFirstMipVisible(FRHITexture *Texture, uint32 FirstMip)FRHICommandListImmediateinline
WriteGPUFence(FRHIGPUFence *Fence)FRHIComputeCommandListinline
~FRHICommandListBase()FRHICommandListBase