UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
D3D11Texture.cpp File Reference

Macros

#define GUARDED_TEXTURE_CREATES   (!(UE_BUILD_SHIPPING || UE_BUILD_TEST || PLATFORM_COMPILER_CLANG))
 

Enumerations

enum class  ED3D11TextureCreateViewFlags { None = 0 , SRV = 1 << 0 , RTV = 1 << 1 , DSV = 1 << 2 }
 

Functions

void UpdateD3D11TextureStats (FD3D11Texture &Texture, bool bAllocating)
 
void ApplyBC7SoftwareAdapterWorkaround (bool bSoftwareAdapter, D3D11_TEXTURE2D_DESC &Desc)
 
uint32 GetMaxMSAAQuality (uint32 SampleCount)
 
 ENUM_CLASS_FLAGS (ED3D11TextureCreateViewFlags)
 
TRefCountPtr< ID3D11RenderTargetViewCreateRTV (FD3D11Device *Direct3DDevice, ID3D11Resource *Resource, const FRHITextureDesc &TextureDesc, DXGI_FORMAT PlatformResourceFormat, uint32 MipIndex, uint32 SliceIndex, uint32 SliceCount)
 
TRefCountPtr< ID3D11ShaderResourceViewCreateSRV (FD3D11Device *Direct3DDevice, ID3D11Resource *Resource, const FRHITextureDesc &TextureDesc, DXGI_FORMAT PlatformResourceFormat)
 

Macro Definition Documentation

◆ GUARDED_TEXTURE_CREATES

#define GUARDED_TEXTURE_CREATES   (!(UE_BUILD_SHIPPING || UE_BUILD_TEST || PLATFORM_COMPILER_CLANG))

If true, guard texture creates with SEH to log more information about a driver crash we are seeing during texture streaming.

Enumeration Type Documentation

◆ ED3D11TextureCreateViewFlags

Enumerator
None 
SRV 
RTV 
DSV 

Function Documentation

◆ ApplyBC7SoftwareAdapterWorkaround()

void ApplyBC7SoftwareAdapterWorkaround ( bool  bSoftwareAdapter,
D3D11_TEXTURE2D_DESC Desc 
)

◆ CreateRTV()

TRefCountPtr< ID3D11RenderTargetView > CreateRTV ( FD3D11Device Direct3DDevice,
ID3D11Resource Resource,
const FRHITextureDesc TextureDesc,
DXGI_FORMAT  PlatformResourceFormat,
uint32  MipIndex,
uint32  SliceIndex,
uint32  SliceCount 
)

◆ CreateSRV()

TRefCountPtr< ID3D11ShaderResourceView > CreateSRV ( FD3D11Device Direct3DDevice,
ID3D11Resource Resource,
const FRHITextureDesc TextureDesc,
DXGI_FORMAT  PlatformResourceFormat 
)

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( ED3D11TextureCreateViewFlags  )

◆ GetMaxMSAAQuality()

uint32 GetMaxMSAAQuality ( uint32  SampleCount)
inline

◆ UpdateD3D11TextureStats()

void UpdateD3D11TextureStats ( FD3D11Texture Texture,
bool  bAllocating 
)