#include <RHIUtilities.h>
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| | FDynamicReadBuffer () |
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| virtual | ~FDynamicReadBuffer () |
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| void | Initialize (FRHICommandListBase &RHICmdList, const TCHAR *DebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage=BUF_None) |
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| void | Lock (FRHICommandListBase &RHICmdList) |
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| void | Unlock (FRHICommandListBase &RHICmdList) |
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| | FReadBuffer () |
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| void | Initialize (FRHICommandListBase &RHICmdList, const TCHAR *InDebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage=BUF_None, FResourceArrayUploadInterface *InResourceArray=nullptr) |
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| template<typename LAMBDA > |
| void | InitializeWithData (FRHICommandListBase &RHICmdList, const TCHAR *InDebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage, LAMBDA &&InitializerFunction) |
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| void | Release () |
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◆ FDynamicReadBuffer()
| FDynamicReadBuffer::FDynamicReadBuffer |
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inline |
◆ ~FDynamicReadBuffer()
| virtual FDynamicReadBuffer::~FDynamicReadBuffer |
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inlinevirtual |
◆ Initialize()
◆ Lock()
Locks the vertex buffer so it may be written to.
◆ Unlock()
Unocks the buffer so the GPU may read from it.
◆ MappedBuffer
| uint8* FDynamicReadBuffer::MappedBuffer |
Pointer to the vertex buffer mapped in main memory.
The documentation for this struct was generated from the following file: