UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TRHICommandList_RecursiveHazardous< ContextType > Member List

This is the complete list of members for TRHICommandList_RecursiveHazardous< ContextType >, 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
AttachedCmdListsFRHICommandListBaseprotected
bAllowExtraTransitionsFRHICommandListBaseprotected
bAllowParallelTranslateFRHICommandListBaseprotected
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
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
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
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
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
EnqueueLambda(const TCHAR *LambdaName, LAMBDA &&Lambda)FRHICommandListinline
EnqueueLambda(LAMBDA &&Lambda)FRHICommandListinline
EnqueueLambda_NoMarker(LAMBDA &&Lambda)FRHIComputeCommandListinline
EnqueueLambdaMultiPipe(ERHIPipeline Pipelines, EThreadFence ThreadFence, const TCHAR *LambdaName, LAMBDA &&Lambda)FRHICommandListBaseinline
EThreadFence enum nameFRHICommandListBase
ExecuteMultiIndirectClusterOperation(const FRayTracingClusterOperationParams &Params)FRHIComputeCommandListinline
FinishRecording()FRHICommandListBase
FRHICommandList(FRHIGPUMask GPUMask, bool bImmediate)FRHICommandListinlineprotected
FRHICommandList(FRHIGPUMask GPUMask=FRHIGPUMask::All())FRHICommandListinline
FRHICommandList(FRHICommandListBase &&Other)FRHICommandListinline
FRHICommandList_RecursiveHazardous(IRHICommandContext *Context)FRHICommandList_RecursiveHazardous
FRHICommandListBase(FRHIGPUMask InGPUMask, bool bInImmediate)FRHICommandListBaseprotected
FRHICommandListBase(FRHICommandListBase const &)=deleteFRHICommandListBase
FRHICommandListBase(FRHICommandListBase &&Other)=defaultFRHICommandListBase
FRHIComputeCommandList(FRHIGPUMask GPUMask, bool bImmediate)FRHIComputeCommandListinlineprotected
FRHIComputeCommandList(FRHIGPUMask GPUMask=FRHIGPUMask::All())FRHIComputeCommandListinline
FRHIComputeCommandList(FRHICommandListBase &&Other)FRHIComputeCommandListinline
Get(FRHICommandListBase &RHICmdList)FRHICommandListinlinestatic
GetAllocator()FRHICommandListBaseinlineprotected
GetAsImmediate()FRHICommandListBaseinline
GetBoundAmplificationShader() constFRHICommandListinline
GetBoundComputeShader() constFRHIComputeCommandListinline
GetBoundGeometryShader() constFRHICommandListinline
GetBoundMeshShader() constFRHICommandListinline
GetBoundPixelShader() constFRHICommandListinline
GetBoundVertexShader() constFRHICommandListinline
GetComputeContext()FRHICommandListBaseinline
GetContext()FRHICommandListBaseinline
GetGPUMask() constFRHICommandListBaseinline
GetPipeline() constFRHICommandListBaseinline
GetPipelines() constFRHICommandListBaseinline
GetQueryBatchData(ERenderQueryType QueryType)FRHICommandListBaseinline
GetScratchShaderParameters()FRHICommandListBaseinline
GetScratchShaderUnbinds()FRHICommandListBaseinline
GetUploadContext()FRHICommandListBaseinline
GetUsedMemory() constFRHICommandListBase
GpuHangCommandListCorruption()FRHICommandListinline
GraphicsContextFRHICommandListBaseprotected
HasCommands() constFRHICommandListBaseinline
IncrementSubpass()FRHICommandListBaseinlineprotected
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
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
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
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
RemovePendingBufferUpload(FRHIBuffer *InBuffer)FRHICommandListBaseinlineprotected
RemovePendingTextureUpload(FRHITexture *InTexture)FRHICommandListBaseinlineprotected
ReplaceResources(TArray< FRHIResourceReplaceInfo > &&ReplaceInfos)FRHICommandListBaseinline
ResetSubpass(ESubpassHint SubpassHint)FRHICommandListBaseinlineprotected
ResummarizeHTile(FRHITexture *DepthTexture)FRHICommandListinline
RHIThreadFence(bool bSetLockFence=false)FRHICommandListBase
RootFRHICommandListBaseprotected
RunOnContext(LAMBDA &&Lambda)TRHICommandList_RecursiveHazardous< ContextType >inline
ScratchShaderUnbindsFRHICommandListBaseprotected
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
Stats_AddDraw()FRHICommandListBaseinline
Stats_AddDrawAndPrimitives(EPrimitiveType PrimitiveType, uint32 NumPrimitives)FRHICommandListBaseinline
SubmitCommandsHint()FRHIComputeCommandListinline
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
TRHICommandList_RecursiveHazardous(ContextType *Context)TRHICommandList_RecursiveHazardous< ContextType >inline
UnlockBuffer(FRHIBuffer *Buffer)FRHICommandListBaseinline
UnlockBufferMGPU(FRHIBuffer *Buffer, uint32 GPUIndex)FRHICommandListBaseinline
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
WriteGPUFence(FRHIGPUFence *Fence)FRHIComputeCommandListinline
~FRHICommandList_RecursiveHazardous()FRHICommandList_RecursiveHazardous
~FRHICommandListBase()FRHICommandListBase