UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
RenderCommandFence.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "Tasks/Task.h"
6
8// Render fences
10
15{
16public:
17 enum class ESyncDepth
18 {
19 // The fence will be signalled by the render thread.
21
22 // The fence will be enqueued to the RHI thread via a command on the immediate command list
23 // and signalled once all prior parallel translation and submission is complete.
25
26 // The fence will be signalled according to the rate of flips in the swapchain.
27 // This is only supported on some platforms. On unsupported platforms, this behaves like RHIThread mode.
29 };
30
36
41 RENDERCORE_API void Wait(bool bProcessGameThreadTasks = false) const;
42
43 // return true if the fence is complete
45
46 // Ctor/dtor
49
50private:
52 mutable UE::Tasks::FTask CompletionTask;
53};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition RenderCommandFence.h:15
RENDERCORE_API void BeginFence(ESyncDepth SyncDepth=ESyncDepth::RenderThread)
Definition RenderingThread.cpp:978
RENDERCORE_API FRenderCommandFence()
RENDERCORE_API ~FRenderCommandFence()
RENDERCORE_API bool IsFenceComplete() const
Definition RenderingThread.cpp:1054
ESyncDepth
Definition RenderCommandFence.h:18
RENDERCORE_API void Wait(bool bProcessGameThreadTasks=false) const
Definition RenderingThread.cpp:1258