UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
D3D12RHIDefinitions.h File Reference
#include "RHIDefinitions.h"

Go to the source code of this file.

Macros

#define DX_MAX_MSAA_COUNT   8
 
#define RESIDENCY_PIPELINE_DEPTH   6
 
#define DEBUG_RESOURCE_STATES   0
 
#define DX12_RESOURCE_NAME_TO_LOG   ""
 
#define D3D12RHI_IDLE_AFTER_EVERY_GPU_EVENT   0
 
#define D3D12_RHI_RAYTRACING   (RHI_RAYTRACING)
 
#define D3D12_RHI_WORKGRAPHS   0
 
#define D3D12_RHI_WORKGRAPHS_GRAPHICS   0
 
#define D3D12RHI_SUPPORTS_ENHANCED_BARRIERS   0
 
#define D3D12RHI_SUPPORTS_LEGACY_BARRIERS   (D3D12RHI_ALLOW_LEGACY_BARRIERS)
 
#define D3D12RHI_SUPPORTS_UNCOMPRESSED_UAV   0
 
#define MAX_ROOT_CBVS   MAX_CBS
 
#define EXECUTE_DEBUG_COMMAND_LISTS   0
 
#define NAME_OBJECTS   RHI_USE_RESOURCE_DEBUG_NAME
 
#define LOG_PSO_CREATES   (0 && STATS)
 
#define TRACK_RESOURCE_ALLOCATIONS   (PLATFORM_WINDOWS && !UE_BUILD_SHIPPING && !UE_BUILD_TEST)
 
#define READBACK_BUFFER_POOL_MAX_ALLOC_SIZE   (64 * 1024)
 
#define READBACK_BUFFER_POOL_DEFAULT_POOL_SIZE   (4 * 1024 * 1024)
 
#define TEXTURE_POOL_SIZE   (8 * 1024 * 1024)
 
#define LOG_EXECUTE_COMMAND_LISTS   0
 
#define LOG_PRESENT   0
 
#define DEBUG_FRAME_TIMING   0
 
#define LOG_VIEWPORT_EVENTS   0
 
#define DEBUG_EXECUTE_COMMAND_LIST(scope)
 
#define DEBUG_EXECUTE_COMMAND_CONTEXT(context)
 
#define DEBUG_RHI_EXECUTE_COMMAND_LIST(scope)
 
#define D3D12_VIEWPORT_EXPOSES_SWAP_CHAIN   1
 
#define DXGI_PRESENT_ALLOW_TEARING   0x00000200UL
 
#define DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING   2048
 
#define DEFAULT_BUFFER_POOL_MAX_ALLOC_SIZE   (64 * 1024)
 
#define DEFAULT_BUFFER_POOL_DEFAULT_POOL_SIZE   (8 * 1024 * 1024)
 

Macro Definition Documentation

◆ D3D12_RHI_RAYTRACING

#define D3D12_RHI_RAYTRACING   (RHI_RAYTRACING)

◆ D3D12_RHI_WORKGRAPHS

#define D3D12_RHI_WORKGRAPHS   0

◆ D3D12_RHI_WORKGRAPHS_GRAPHICS

#define D3D12_RHI_WORKGRAPHS_GRAPHICS   0

◆ D3D12_VIEWPORT_EXPOSES_SWAP_CHAIN

#define D3D12_VIEWPORT_EXPOSES_SWAP_CHAIN   1

◆ D3D12RHI_IDLE_AFTER_EVERY_GPU_EVENT

#define D3D12RHI_IDLE_AFTER_EVERY_GPU_EVENT   0

◆ D3D12RHI_SUPPORTS_ENHANCED_BARRIERS

#define D3D12RHI_SUPPORTS_ENHANCED_BARRIERS   0

◆ D3D12RHI_SUPPORTS_LEGACY_BARRIERS

#define D3D12RHI_SUPPORTS_LEGACY_BARRIERS   (D3D12RHI_ALLOW_LEGACY_BARRIERS)

◆ D3D12RHI_SUPPORTS_UNCOMPRESSED_UAV

#define D3D12RHI_SUPPORTS_UNCOMPRESSED_UAV   0

◆ DEBUG_EXECUTE_COMMAND_CONTEXT

#define DEBUG_EXECUTE_COMMAND_CONTEXT (   context)

◆ DEBUG_EXECUTE_COMMAND_LIST

#define DEBUG_EXECUTE_COMMAND_LIST (   scope)

◆ DEBUG_FRAME_TIMING

#define DEBUG_FRAME_TIMING   0

◆ DEBUG_RESOURCE_STATES

#define DEBUG_RESOURCE_STATES   0

◆ DEBUG_RHI_EXECUTE_COMMAND_LIST

#define DEBUG_RHI_EXECUTE_COMMAND_LIST (   scope)

◆ DEFAULT_BUFFER_POOL_DEFAULT_POOL_SIZE

#define DEFAULT_BUFFER_POOL_DEFAULT_POOL_SIZE   (8 * 1024 * 1024)

◆ DEFAULT_BUFFER_POOL_MAX_ALLOC_SIZE

#define DEFAULT_BUFFER_POOL_MAX_ALLOC_SIZE   (64 * 1024)

◆ DX12_RESOURCE_NAME_TO_LOG

#define DX12_RESOURCE_NAME_TO_LOG   ""

◆ DX_MAX_MSAA_COUNT

#define DX_MAX_MSAA_COUNT   8

◆ DXGI_PRESENT_ALLOW_TEARING

#define DXGI_PRESENT_ALLOW_TEARING   0x00000200UL

◆ DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING

#define DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING   2048

◆ EXECUTE_DEBUG_COMMAND_LISTS

#define EXECUTE_DEBUG_COMMAND_LISTS   0

◆ LOG_EXECUTE_COMMAND_LISTS

#define LOG_EXECUTE_COMMAND_LISTS   0

◆ LOG_PRESENT

#define LOG_PRESENT   0

◆ LOG_PSO_CREATES

#define LOG_PSO_CREATES   (0 && STATS)

◆ LOG_VIEWPORT_EVENTS

#define LOG_VIEWPORT_EVENTS   0

◆ MAX_ROOT_CBVS

#define MAX_ROOT_CBVS   MAX_CBS

◆ NAME_OBJECTS

#define NAME_OBJECTS   RHI_USE_RESOURCE_DEBUG_NAME

◆ READBACK_BUFFER_POOL_DEFAULT_POOL_SIZE

#define READBACK_BUFFER_POOL_DEFAULT_POOL_SIZE   (4 * 1024 * 1024)

◆ READBACK_BUFFER_POOL_MAX_ALLOC_SIZE

#define READBACK_BUFFER_POOL_MAX_ALLOC_SIZE   (64 * 1024)

◆ RESIDENCY_PIPELINE_DEPTH

#define RESIDENCY_PIPELINE_DEPTH   6

◆ TEXTURE_POOL_SIZE

#define TEXTURE_POOL_SIZE   (8 * 1024 * 1024)

◆ TRACK_RESOURCE_ALLOCATIONS

#define TRACK_RESOURCE_ALLOCATIONS   (PLATFORM_WINDOWS && !UE_BUILD_SHIPPING && !UE_BUILD_TEST)