UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FRHICommandListBase::FPersistentState Struct Reference

#include <RHICommandList.h>

Public Member Functions

 FPersistentState (FRHIGPUMask InInitialGPUMask, bool bInImmediate=false, bool bTrackResources=true)
 

Public Attributes

uint32 CachedNumSimultanousRenderTargets = 0
 
TStaticArray< FRHIRenderTargetView, MaxSimultaneousRenderTargetsCachedRenderTargets
 
FRHIDepthRenderTargetView CachedDepthStencilTarget
 
ESubpassHint SubpassHint = ESubpassHint::None
 
uint8 SubpassIndex = 0
 
uint8 MultiViewCount = 0
 
uint8 bHasFragmentDensityAttachment: 1
 
uint8 bInsideRenderPass: 1
 
uint8 bInsideComputePass: 1
 
uint8 bInsideOcclusionQueryBatch: 1
 
uint8 bRecursive: 1
 
uint8 bImmediate: 1
 
uint8 bAllowResourceStateTracking: 1
 
FRHIGPUMask CurrentGPUMask
 
FRHIGPUMask InitialGPUMask
 
FBoundShaderStateInput BoundShaderInput
 
FRHIComputeShaderBoundComputeShaderRHI = nullptr
 
FRHIWorkGraphShaderBoundWorkGraphShaderRHI = nullptr
 
FRHICommandListScopedFenceCurrentFenceScope = nullptr
 
TStaticArray< void *, MAX_NUM_GPUSQueryBatchData_Timestamp { InPlace, nullptr }
 
TStaticArray< void *, MAX_NUM_GPUSQueryBatchData_Occlusion { InPlace, nullptr }
 

Constructor & Destructor Documentation

◆ FPersistentState()

FRHICommandListBase::FPersistentState::FPersistentState ( FRHIGPUMask  InInitialGPUMask,
bool  bInImmediate = false,
bool  bTrackResources = true 
)
inline

Member Data Documentation

◆ bAllowResourceStateTracking

uint8 FRHICommandListBase::FPersistentState::bAllowResourceStateTracking

◆ bHasFragmentDensityAttachment

uint8 FRHICommandListBase::FPersistentState::bHasFragmentDensityAttachment

◆ bImmediate

uint8 FRHICommandListBase::FPersistentState::bImmediate

◆ bInsideComputePass

uint8 FRHICommandListBase::FPersistentState::bInsideComputePass

◆ bInsideOcclusionQueryBatch

uint8 FRHICommandListBase::FPersistentState::bInsideOcclusionQueryBatch

◆ bInsideRenderPass

uint8 FRHICommandListBase::FPersistentState::bInsideRenderPass

◆ BoundComputeShaderRHI

FRHIComputeShader* FRHICommandListBase::FPersistentState::BoundComputeShaderRHI = nullptr

◆ BoundShaderInput

FBoundShaderStateInput FRHICommandListBase::FPersistentState::BoundShaderInput

◆ BoundWorkGraphShaderRHI

FRHIWorkGraphShader* FRHICommandListBase::FPersistentState::BoundWorkGraphShaderRHI = nullptr

◆ bRecursive

uint8 FRHICommandListBase::FPersistentState::bRecursive

◆ CachedDepthStencilTarget

FRHIDepthRenderTargetView FRHICommandListBase::FPersistentState::CachedDepthStencilTarget

◆ CachedNumSimultanousRenderTargets

uint32 FRHICommandListBase::FPersistentState::CachedNumSimultanousRenderTargets = 0

◆ CachedRenderTargets

TStaticArray<FRHIRenderTargetView, MaxSimultaneousRenderTargets> FRHICommandListBase::FPersistentState::CachedRenderTargets

◆ CurrentFenceScope

FRHICommandListScopedFence* FRHICommandListBase::FPersistentState::CurrentFenceScope = nullptr

◆ CurrentGPUMask

FRHIGPUMask FRHICommandListBase::FPersistentState::CurrentGPUMask

◆ InitialGPUMask

FRHIGPUMask FRHICommandListBase::FPersistentState::InitialGPUMask

◆ MultiViewCount

uint8 FRHICommandListBase::FPersistentState::MultiViewCount = 0

◆ QueryBatchData_Occlusion

TStaticArray<void*, MAX_NUM_GPUS> FRHICommandListBase::FPersistentState::QueryBatchData_Occlusion { InPlace, nullptr }

◆ QueryBatchData_Timestamp

TStaticArray<void*, MAX_NUM_GPUS> FRHICommandListBase::FPersistentState::QueryBatchData_Timestamp { InPlace, nullptr }

◆ SubpassHint

ESubpassHint FRHICommandListBase::FPersistentState::SubpassHint = ESubpassHint::None

◆ SubpassIndex

uint8 FRHICommandListBase::FPersistentState::SubpassIndex = 0

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