![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include "D3D12Allocation.h"#include "D3D12BindlessDescriptors.h"#include "D3D12CommandList.h"#include "D3D12Queue.h"#include "D3D12Query.h"#include "D3D12Resources.h"#include "D3D12StateCachePrivate.h"#include "D3D12Submission.h"#include "D3D12Texture.h"#include "Experimental/Containers/RobinHoodHashTable.h"#include "RHICoreShader.h"#include "RHICore.h"#include "RHIShaderBindingLayout.h"#include "GPUProfiler.h"Go to the source code of this file.
Classes | |
| struct | FD3D12DeferredDeleteObject |
| class | FD3D12ContextCommon |
| class | FD3D12ContextCopy |
| class | FD3D12CopyScope |
| class | FD3D12CommandContextBase |
| class | FD3D12CommandContext |
| class | FD3D12CommandContextRedirector |
| class | FD3D12ContextArray |
Macros | |
| #define | ContextRedirect(Call) { for (uint32 GPUIndex : GPUMask) PhysicalContexts[GPUIndex]-> Call; } |
| #define | ContextGPU0(Call) { PhysicalContexts[0]-> Call; } |
Enumerations | |
| enum class | ED3D12Units { Raw , Microseconds } |
| enum class | ED3D12FlushFlags { None = 0 , WaitForSubmission = 1 , WaitForCompletion = 2 } |
| #define ContextGPU0 | ( | Call | ) | { PhysicalContexts[0]-> Call; } |
| #define ContextRedirect | ( | Call | ) | { for (uint32 GPUIndex : GPUMask) PhysicalContexts[GPUIndex]-> Call; } |
|
strong |
|
strong |