UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ID3D12Barriers.h File Reference

Go to the source code of this file.

Classes

class  ID3D12BarriersForAdapter
 
class  ID3D12BarriersForContext
 

Functions

FAutoConsoleVariableRef CVarD3D12AllowDiscardResources (TEXT("d3d12.AllowDiscardResources"), GD3D12AllowDiscardResources, TEXT("Whether to call DiscardResources after transient aliasing acquire. This is not needed on some platforms if newly acquired resources are cleared before use."), ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarDisableDiscardOfDepthResources (TEXT("d3d12.DisableDiscardOfDepthResources"), GD3D12DisableDiscardOfDepthResources, TEXT("Whether to skip discarding depth resources after transient aliasing acquire. This is not needed on some platforms if the whole (sub)resource is written before it's read."))
 
FAutoConsoleVariableRef CVarD3D12BatchResourceBarriers (TEXT("d3d12.BatchResourceBarriers"), GD3D12BatchResourceBarriers, TEXT("Whether to allow batching resource barriers"))
 

Variables

int32 GD3D12AllowDiscardResources = 1
 
int32 GD3D12DisableDiscardOfDepthResources = 0
 
int32 GD3D12BatchResourceBarriers = 1
 

Function Documentation

◆ CVarD3D12AllowDiscardResources()

FAutoConsoleVariableRef CVarD3D12AllowDiscardResources ( TEXT("d3d12.AllowDiscardResources")  ,
GD3D12AllowDiscardResources  ,
TEXT("Whether to call DiscardResources after transient aliasing acquire. This is not needed on some platforms if newly acquired resources are cleared before use." ,
ECVF_RenderThreadSafe   
)
inline

◆ CVarD3D12BatchResourceBarriers()

FAutoConsoleVariableRef CVarD3D12BatchResourceBarriers ( TEXT("d3d12.BatchResourceBarriers")  ,
GD3D12BatchResourceBarriers  ,
TEXT("Whether to allow batching resource barriers"  
)
inline

◆ CVarDisableDiscardOfDepthResources()

FAutoConsoleVariableRef CVarDisableDiscardOfDepthResources ( TEXT("d3d12.DisableDiscardOfDepthResources")  ,
GD3D12DisableDiscardOfDepthResources  ,
TEXT("Whether to skip discarding depth resources after transient aliasing acquire. This is not needed on some platforms if the whole (sub)resource is written before it's read."  
)
inline

Variable Documentation

◆ GD3D12AllowDiscardResources

int32 GD3D12AllowDiscardResources = 1
inline

◆ GD3D12BatchResourceBarriers

int32 GD3D12BatchResourceBarriers = 1
inline

◆ GD3D12DisableDiscardOfDepthResources

int32 GD3D12DisableDiscardOfDepthResources = 0
inline