Zdexby TheHolyOneZ
36,909 classes
Class

RenderGraphBuilders

: Object
UnityEngine.Rendering.RenderGraphModule.RenderGraphBuilders, Unity.RenderPipelines.Core.Runtime 0x0030 (48 B) inherited 0x0010 Unity.RenderPipelines.Core.Runtime.dll
0x00x0030

Members 4

OffsetSizeNameTypeFlagsDefault
0x08m_RenderPassRenderGraphPassPrivate—
0x08m_ResourcesRenderGraphResourceRegistryPrivate—
0x08m_RenderGraphRenderGraphPrivate—
0x01m_DisposedboolPrivate—
0x00290x07unreflected bytes to end of RenderGraphBuilders

Functions 49

SignatureFlagsNativeParams
void .ctor()Public+1 flags0x00
void Setup(RenderGraphPass renderPass, RenderGraphResourceRegistry resources, RenderGraph renderGraph)Public0x08
void EnableAsyncCompute(bool value)PublicFinal+2 flags0x01
void AllowPassCulling(bool value)PublicFinal+2 flags0x01
void AllowGlobalStateModification(bool value)PublicFinal+2 flags0x01
void EnableFoveatedRasterization(bool value)PublicFinal+2 flags0x01
BufferHandle CreateTransientBuffer(ref BufferDesc& desc)Public0x18
BufferHandle CreateTransientBuffer(ref BufferHandle& computebuffer)Public0x0C
TextureHandle CreateTransientTexture(ref TextureDesc& desc)Public0x80
TextureHandle CreateTransientTexture(ref TextureHandle& texture)Public0x10
void GenerateDebugData(bool value)PublicFinal+2 flags0x01
void Dispose()PublicFinal+2 flags0x00
void Dispose(bool disposing)3 flags0x01
void CheckWriteTo(ref ResourceHandle& handle)Private0x0C
ResourceHandle UseTransientResource(ref ResourceHandle& inputHandle)Private0x0C
ResourceHandle UseResource(ref ResourceHandle& inputHandle, const AccessFlags& flags)Private0x0C
BufferHandle UseBuffer(ref BufferHandle& input, const AccessFlags& flags)Public0x0C
void CheckNotUseFragment(ref TextureHandle& tex)Private0x10
void CheckTextureUVOriginIsValid(ref ResourceHandle& handle, TextureResource texRes)Private0x0C
void UseTexture(ref TextureHandle& input, const AccessFlags& flags)Public0x10
void UseGlobalTexture(int propertyId, const AccessFlags& flags)PublicFinal+2 flags0x04
void UseAllGlobalTextures(bool enable)PublicFinal+2 flags0x01
void SetGlobalTextureAfterPass(ref TextureHandle& input, int propertyId)Public0x10
void CheckUseFragment(ref TextureHandle& tex, bool isDepth)Private0x10
void SetRenderAttachment(const TextureHandle& tex, int index, const AccessFlags& flags, int mipLevel, int depthSlice)PublicFinal+2 flags0x10
void SetInputAttachment(const TextureHandle& tex, int index, const AccessFlags& flags, int mipLevel, int depthSlice)PublicFinal+2 flags0x10
void SetRenderAttachmentDepth(const TextureHandle& tex, const AccessFlags& flags, int mipLevel, int depthSlice)PublicFinal+2 flags0x10
TextureHandle SetRandomAccessAttachment(const TextureHandle& input, int index, const AccessFlags& flags)PublicFinal+2 flags0x10
void SetShadingRateImageAttachment(ref TextureHandle& tex)Public0x10
BufferHandle UseBufferRandomAccess(const BufferHandle& input, int index, const AccessFlags& flags)PublicFinal+2 flags0x0C
BufferHandle UseBufferRandomAccess(const BufferHandle& input, int index, bool preserveCounterValue, const AccessFlags& flags)PublicFinal+2 flags0x0C
void SetRenderFunc(BaseRenderFunc<PassData renderFunc)PublicFinal+2 flags0x08
void SetRenderFunc(BaseRenderFunc<PassData renderFunc)PublicFinal+2 flags0x08
void SetRenderFunc(BaseRenderFunc<PassData renderFunc)PublicFinal+2 flags0x08
void UseRendererList(ref RendererListHandle& input)Public0x0C
void CheckResource(ref ResourceHandle& res, bool checkTransientReadWrite)Private0x0C
void CheckFrameBufferFetchEmulationIsSupported(ref TextureHandle& tex)Private0x10
void SetShadingRateFragmentSize(const ShadingRateFragmentSize& shadingRateFragmentSize)PublicFinal+2 flags0x04
void SetShadingRateCombiner(const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner)PublicFinal+2 flags0x04
void SetExtendedFeatureFlags(const ExtendedFeatureFlags& extendedFeatureFlags)PublicFinal+2 flags0x04
void UnityEngine.Rendering.RenderGraphModule.IRasterRenderGraphBuilder.SetShadingRateImageAttachment(ref TextureHandle& tex)PrivateFinal+2 flags0x10
void UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.UseTexture(ref TextureHandle& input, const AccessFlags& flags)PrivateFinal+2 flags0x10
void UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.SetGlobalTextureAfterPass(ref TextureHandle& input, int propertyId)PrivateFinal+2 flags0x10
BufferHandle UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.UseBuffer(ref BufferHandle& input, const AccessFlags& flags)PrivateFinal+2 flags0x0C
TextureHandle UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.CreateTransientTexture(ref TextureDesc& desc)PrivateFinal+2 flags0x80
TextureHandle UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.CreateTransientTexture(ref TextureHandle& texture)PrivateFinal+2 flags0x10
BufferHandle UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.CreateTransientBuffer(ref BufferDesc& desc)PrivateFinal+2 flags0x18
BufferHandle UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.CreateTransientBuffer(ref BufferHandle& computebuffer)PrivateFinal+2 flags0x0C
void UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.UseRendererList(ref RendererListHandle& input)PrivateFinal+2 flags0x0C

Used by 1

types with a member, parameter or interface of this type