UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TRDGDispatchPass< ParameterStructType, LaunchLambdaType > Class Template Reference

#include <RenderGraphPass.h>

+ Inheritance diagram for TRDGDispatchPass< ParameterStructType, LaunchLambdaType >:

Public Member Functions

 TRDGDispatchPass (FRDGEventName &&InName, const FShaderParametersMetadata *InParameterMetadata, const ParameterStructType *InParameterStruct, ERDGPassFlags InPassFlags, LaunchLambdaType &&InLaunchLambda)
 
- Public Member Functions inherited from FRDGDispatchPass
 FRDGDispatchPass (FRDGEventName &&InName, FRDGParameterStruct InParameterStruct, ERDGPassFlags InFlags)
 
- Public Member Functions inherited from FRDGPass
RENDERCORE_API FRDGPass (FRDGEventName &&InName, FRDGParameterStruct InParameterStruct, ERDGPassFlags InFlags, ERDGPassTaskMode InTaskMode)
 
 FRDGPass (const FRDGPass &)=delete
 
virtual ~FRDGPass ()=default
 
RENDERCORE_API const TCHARGetName () const
 
const FRDGEventNameGetEventName () const
 
ERDGPassFlags GetFlags () const
 
ERHIPipeline GetPipeline () const
 
FRDGParameterStruct GetParameters () const
 
FRDGPassHandle GetHandle () const
 
uint32 GetWorkload () const
 
ERDGPassTaskMode GetTaskMode () const
 
bool IsParallelExecuteAllowed () const
 
bool IsMergedRenderPassBegin () const
 
bool IsMergedRenderPassEnd () const
 
bool SkipRenderPassBegin () const
 
bool SkipRenderPassEnd () const
 
bool IsAsyncCompute () const
 
bool IsAsyncComputeBegin () const
 
bool IsAsyncComputeEnd () const
 
bool IsGraphicsFork () const
 
bool IsGraphicsJoin () const
 
bool IsCulled () const
 
bool IsSentinel () const
 
FRDGPassHandle GetGraphicsForkPass () const
 
FRDGPassHandle GetGraphicsJoinPass () const
 
FRDGScope const * GetScope () const
 
FRHIGPUMask GetGPUMask () const
 

Additional Inherited Members

- Protected Member Functions inherited from FRDGPass
RENDERCORE_API FRDGBarrierBatchBeginGetPrologueBarriersToBegin (FRDGAllocator &Allocator, FRDGTransitionCreateQueue &CreateQueue)
 
RENDERCORE_API FRDGBarrierBatchBeginGetEpilogueBarriersToBeginForGraphics (FRDGAllocator &Allocator, FRDGTransitionCreateQueue &CreateQueue)
 
RENDERCORE_API FRDGBarrierBatchBeginGetEpilogueBarriersToBeginForAsyncCompute (FRDGAllocator &Allocator, FRDGTransitionCreateQueue &CreateQueue)
 
RENDERCORE_API FRDGBarrierBatchBeginGetEpilogueBarriersToBeginForAll (FRDGAllocator &Allocator, FRDGTransitionCreateQueue &CreateQueue)
 
FRDGBarrierBatchBeginGetEpilogueBarriersToBeginFor (FRDGAllocator &Allocator, FRDGTransitionCreateQueue &CreateQueue, ERHIPipeline PipelineForEnd)
 
RENDERCORE_API FRDGBarrierBatchEndGetPrologueBarriersToEnd (FRDGAllocator &Allocator)
 
RENDERCORE_API FRDGBarrierBatchEndGetEpilogueBarriersToEnd (FRDGAllocator &Allocator)
 
 IF_RDG_ENABLE_DEBUG (FString FullPathIfDebug)
 
- Protected Attributes inherited from FRDGPass
const FRDGEventName Name
 
const FRDGParameterStruct ParameterStruct
 
const ERDGPassFlags Flags
 
const ERDGPassTaskMode TaskMode
 
const ERHIPipeline Pipeline
 
FRDGPassHandle Handle
 
uint32 Workload = 1
 
union { 
 
   struct { 
 
      uint16   bSkipRenderPassBegin: 1 
 
      uint16   bSkipRenderPassEnd: 1 
 
      uint16   bAsyncComputeBegin: 1 
 
      uint16   bAsyncComputeEnd: 1 
 
      uint16   bGraphicsFork: 1 
 
      uint16   bGraphicsJoin: 1 
 
      uint16   bRenderPassOnlyWrites: 1 
 
      uint16   bSentinel: 1 
 
      uint16   bDispatchAfterExecute: 1 
 
      uint16   bDispatchPass: 1 
 
   }  
 
   uint16   PackedBits = 0 
 
};  
 
union { 
 
   struct { 
 
      uint8   bEmptyParameters: 1 
 
      uint8   bHasExternalOutputs: 1 
 
      uint8   bCulled: 1 
 
      uint8   bExternalAccessPass: 1 
 
   }  
 
   uint8   PacketBits_AsyncSetupQueue = 0 
 
};  
 
union { 
 
   struct { 
 
      uint8   bParallelExecuteBegin: 1 
 
      uint8   bParallelExecuteEnd: 1 
 
      uint8   bParallelExecute: 1 
 
   }  
 
   uint8   PacketBits_ParallelExecute = 0 
 
};  
 
FRDGPassHandle CrossPipelineProducer
 
FRDGPassHandle GraphicsForkPass
 
FRDGPassHandle GraphicsJoinPass
 
FRDGPassHandle PrologueBarrierPass
 
FRDGPassHandle EpilogueBarrierPass
 
uint32 NumTransitionsToReserve = 0
 
TArray< FRDGPassHandle, FRDGArrayAllocatorCrossPipelineConsumers
 
TArray< FRDGPass *, FRDGArrayAllocatorProducers
 
TArray< FTextureState, FRDGArrayAllocatorTextureStates
 
TArray< FBufferState, FRDGArrayAllocatorBufferStates
 
TArray< FRDGViewHandle, FRDGArrayAllocatorViews
 
TArray< FRDGUniformBufferHandle, FRDGArrayAllocatorUniformBuffers
 
TArray< FExternalAccessOp, FRDGArrayAllocatorExternalAccessOps
 
TArray< FRDGPass *, TInlineAllocator< 1, FRDGArrayAllocator > > ResourcesToBegin
 
TArray< FRDGPass *, TInlineAllocator< 1, FRDGArrayAllocator > > ResourcesToEnd
 
FRDGBarrierBatchBeginPrologueBarriersToBegin = nullptr
 
FRDGBarrierBatchEndPrologueBarriersToEnd = nullptr
 
FRDGBarrierBatchBeginEpilogueBarriersToBeginForGraphics = nullptr
 
FRDGBarrierBatchBeginEpilogueBarriersToBeginForAsyncCompute = nullptr
 
FRDGBarrierBatchBeginEpilogueBarriersToBeginForAll = nullptr
 
TArray< FRDGBarrierBatchBegin *, FRDGArrayAllocatorSharedEpilogueBarriersToBegin
 
FRDGBarrierBatchEndEpilogueBarriersToEnd = nullptr
 
uint32 ParallelPassSetIndex = 0
 
FRDGScopeScope = nullptr
 
friend FRDGBuilder
 
friend FRDGPassRegistry
 
friend FRDGTrace
 
friend FRDGUserValidation
 
friend FRDGDispatchPassBuilder
 

Constructor & Destructor Documentation

◆ TRDGDispatchPass()

TRDGDispatchPass< ParameterStructType, LaunchLambdaType >::TRDGDispatchPass ( FRDGEventName &&  InName,
const FShaderParametersMetadata InParameterMetadata,
const ParameterStructType InParameterStruct,
ERDGPassFlags  InPassFlags,
LaunchLambdaType &&  InLaunchLambda 
)
inline

The documentation for this class was generated from the following file: