UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12Adapter Member List

This is the complete list of members for FD3D12Adapter, including all inherited members.

AllocateBuffer(FD3D12Device *Device, const D3D12_RESOURCE_DESC &Desc, uint32 Size, EBufferUsageFlags InUsage, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InCreatED3D12Access, uint32 Alignment, FD3D12Buffer *Buffer, FD3D12ResourceLocation &ResourceLocation, ID3D12ResourceAllocator *ResourceAllocator, const TCHAR *InDebugName, const FName &OwnerName)FD3D12Adapterprotectedvirtual
AreCopyQueueTimestampQueriesSupported() constFD3D12Adapterinline
BarriersFD3D12Adapterprotectedstatic
bCopyQueueTimestampQueriesSupportedFD3D12Adapterprotected
bDebugDeviceFD3D12Adapterprotected
bDepthBoundsTestSupportedFD3D12Adapterprotected
bHeapNotZeroedSupportedFD3D12Adapterprotected
BlockUntilIdle()FD3D12Adapter
bTrackAllAllocationFD3D12Adapterprotected
CleanupResources()FD3D12Adapter
CollectMemoryStats()FD3D12Adapter
CreateBarriersForContext()FD3D12Adapterstatic
CreateBuffer(D3D12_HEAP_TYPE HeapType, FRHIGPUMask CreationNode, FRHIGPUMask VisibleNodes, uint64 HeapSize, FD3D12Resource **ppOutResource, const TCHAR *Name, D3D12_RESOURCE_FLAGS Flags=D3D12_RESOURCE_FLAG_NONE)FD3D12Adapter
CreateBuffer(D3D12_HEAP_TYPE HeapType, FRHIGPUMask CreationNode, FRHIGPUMask VisibleNodes, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, uint64 HeapSize, FD3D12Resource **ppOutResource, const TCHAR *Name, D3D12_RESOURCE_FLAGS Flags=D3D12_RESOURCE_FLAG_NONE)FD3D12Adapter
CreateBuffer(const D3D12_HEAP_PROPERTIES &HeapProps, FRHIGPUMask CreationNode, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, uint64 HeapSize, FD3D12Resource **ppOutResource, const TCHAR *Name, D3D12_RESOURCE_FLAGS Flags=D3D12_RESOURCE_FLAG_NONE)FD3D12Adapter
CreateCommandSignatures()FD3D12Adapterprotectedvirtual
CreateCommittedResource(const FD3D12ResourceDesc &InDesc, FRHIGPUMask CreationNode, const D3D12_HEAP_PROPERTIES &HeapProps, ED3D12Access InInitialD3D12Access, const D3D12_CLEAR_VALUE *ClearValue, FD3D12Resource **ppOutResource, const TCHAR *Name, bool bVerifyHResult=true)FD3D12Adapterinline
CreateCommittedResource(const FD3D12ResourceDesc &Desc, FRHIGPUMask CreationNode, const D3D12_HEAP_PROPERTIES &HeapProps, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, const D3D12_CLEAR_VALUE *ClearValue, FD3D12Resource **ppOutResource, const TCHAR *Name, bool bVerifyHResult=true)FD3D12Adapter
CreateCommittedResourceRaw(const D3D12_HEAP_PROPERTIES &InHeapProps, D3D12_HEAP_FLAGS InHeapFlags, const FD3D12ResourceDesc &InDesc, ED3D12Access InInitialD3D12Access, const D3D12_CLEAR_VALUE *InClearValue, TRefCountPtr< ID3D12Resource > &OutResource)FD3D12Adapterinline
CreateD3DInfoQueue()FD3D12Adapterprotected
CreateDXGIFactory(bool bWithDebug)FD3D12Adapter
CreateDXGIFactory(TRefCountPtr< IDXGIFactory2 > &DxgiFactory2, bool bWithDebug, HMODULE DxgiDllHandle)FD3D12Adapterstatic
CreateLinkedObject(FRHIGPUMask GPUMask, const CreationCoreFunction &pfnCreationCore)FD3D12Adapterinline
CreatePlacedResource(const FD3D12ResourceDesc &InDesc, FD3D12Heap *BackingHeap, uint64 HeapOffset, ED3D12Access InInitialD3D12Access, const D3D12_CLEAR_VALUE *ClearValue, FD3D12Resource **ppOutResource, const TCHAR *Name, bool bVerifyHResult=true)FD3D12Adapterinline
CreatePlacedResource(const FD3D12ResourceDesc &Desc, FD3D12Heap *BackingHeap, uint64 HeapOffset, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, const D3D12_CLEAR_VALUE *ClearValue, FD3D12Resource **ppOutResource, const TCHAR *Name, bool bVerifyHResult=true)FD3D12Adapter
CreateReservedResource(const FD3D12ResourceDesc &Desc, FRHIGPUMask CreationNode, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, const D3D12_CLEAR_VALUE *ClearValue, FD3D12Resource **ppOutResource, const TCHAR *Name, bool bVerifyHResult=true)FD3D12Adapter
CreateRHIBuffer(const D3D12_RESOURCE_DESC &Desc, uint32 Alignment, const FRHIBufferCreateDesc &CreateDesc, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InCreateD3D12Access, bool bKeepUnlocked=false, ID3D12ResourceAllocator *ResourceAllocator=nullptr)FD3D12Adapter
CreateRootDevice(bool bWithDebug)FD3D12Adapterprotectedvirtual
CreateTransition(FRHITransition *Transition, const FRHITransitionCreateInfo &CreateInfo)FD3D12Adapter
CreateUAVAliasResourceDesc(const FD3D12ResourceLocation &Location)FD3D12Adapter
DebugFlagsFD3D12Adapterprotected
DefaultContextRedirectorFD3D12Adapterprotected
DescFD3D12Adapterprotected
DevicesFD3D12Adapterprotected
DispatchIndirectComputeCommandSignatureFD3D12Adapterprotected
DispatchIndirectGraphicsCommandSignatureFD3D12Adapterprotected
DispatchRaysIndirectCommandSignatureFD3D12Adapterprotected
DrawIndexedIndirectCommandSignatureFD3D12Adapterprotected
DrawIndirectCommandSignatureFD3D12Adapterprotected
DumpTrackedAllocationData(FOutputDevice &OutputDevice, bool bResidentOnly, bool bWithCallstack)FD3D12Adapter
DxgiAdapterFD3D12Adapterprotected
DxgiFactory2FD3D12Adapterprotected
EndFrame()FD3D12Adapter
EnumAdapters(IDXGIAdapter **TempAdapter) constFD3D12Adapter
FD3D12Adapter(FD3D12AdapterDesc &DescIn)FD3D12Adapter
FindHeapsContainingGPUAddress(D3D12_GPU_VIRTUAL_ADDRESS InGPUVirtualAddress, TArray< FD3D12Heap * > &OutHeaps)FD3D12Adapter
FindReleasedAllocationData(D3D12_GPU_VIRTUAL_ADDRESS InGPUVirtualAddress, TArray< FReleasedAllocationData > &OutAllocationData)FD3D12Adapter
FindResourcesNearGPUAddress(D3D12_GPU_VIRTUAL_ADDRESS InGPUVirtualAddress, uint64 InRange, TArray< FAllocatedResourceResult > &OutResources)FD3D12Adapter
FNoncopyable()FNoncopyableinlineprotected
FrameFenceFD3D12Adapterprotected
GetAdapter()FD3D12Adapterinline
GetAdapterIndex() constFD3D12Adapterinline
GetD3DAdapterDesc() constFD3D12Adapterinline
GetD3DDevice() constFD3D12Adapterinline
GetDebugFlags() constFD3D12Adapterinline
GetDefaultContextRedirector()FD3D12Adapterinline
GetDesc() constFD3D12Adapterinline
GetDevice(uint32 GPUIndex) constFD3D12Adapterinline
GetDevices() constFD3D12Adapterinline
GetDispatchIndirectComputeCommandSignature()FD3D12Adapterinline
GetDispatchIndirectGraphicsCommandSignature()FD3D12Adapterinline
GetDispatchRaysIndirectCommandSignature()FD3D12Adapterinline
GetDrawIndexedIndirectCommandSignature()FD3D12Adapterinline
GetDrawIndirectCommandSignature()FD3D12Adapterinline
GetDXGIFactory2() constFD3D12Adapterinline
GetFeatureLevel() constFD3D12Adapterinline
GetFrameFence()FD3D12Adapterinline
GetGlobalRayTracingRootSignature(const FRHIShaderBindingLayout &ShaderBindingLayout)FD3D12Adapter
GetGlobalWorkGraphRootSignature(const FRHIShaderBindingLayout &ShaderBindingLayout)FD3D12Adapter
GetHighestShaderModel() constFD3D12Adapterinline
GetLocalRootSignature(const class FD3D12RayTracingShader *Shader)FD3D12Adapter
GetMaxDescriptorsForHeapType(ERHIDescriptorHeapType InHeapType)FD3D12Adapterinline
GetMemoryStats() constFD3D12Adapterinline
GetMemoryStatsUpdateFrame() constFD3D12Adapterinline
GetOrCreateTransientHeapCache()FD3D12Adapter
GetPSOCache()FD3D12Adapterinline
GetResourceBindingTier() constFD3D12Adapterinline
GetResourceHeapTier() constFD3D12Adapterinline
GetRootSignature(const FBoundShaderStateInput &BoundShaderState)FD3D12Adapter
GetRootSignature(const class FD3D12ComputeShader *Shader)FD3D12Adapter
GetRootSignature(ERHIShaderBundleMode ShaderBundleMode, bool bBindless)FD3D12Adapter
GetRootSignature(const class FD3D12WorkGraphShader *Shader)FD3D12Adapter
GetRootSignatureManager()FD3D12Adapterinline
GetRootSignatureVersion() constFD3D12Adapterinline
GetTransientUniformBufferAllocator()FD3D12Adapter
GetUploadHeapAllocator(uint32 GPUIndex)FD3D12Adapterinline
GetViewports()FD3D12Adapterinline
GetVRSTileSize() constFD3D12Adapterinline
GetWorkGraphGraphicsRootSignature(const FBoundShaderStateInput &BoundShaderState)FD3D12Adapter
InitDXGIFactoryVariants(IDXGIFactory2 *InDxgiFactory2)FD3D12Adapter
InitializeDevices()FD3D12Adapter
InitializeExplicitDescriptorHeap()FD3D12Adapter
InitializeRayTracing()FD3D12Adapter
IsDebugDevice() constFD3D12Adapterinline
IsDepthBoundsTestSupported() constFD3D12Adapterinline
IsHeapNotZeroedSupported() constFD3D12Adapterinline
IsTrackingAllAllocations() constFD3D12Adapterinline
MaxNonSamplerDescriptorsFD3D12Adapterprotected
MaxSamplerDescriptorsFD3D12Adapterprotected
MemoryStatsFD3D12Adapterprotected
MemoryStatsUpdateFrameFD3D12Adapterprotected
PipelineStateCacheFD3D12Adapterprotected
PreferredBarrierImplTypeFD3D12Adapterprotectedstatic
ReleasedAllocationDataFD3D12Adapterprotected
ReleaseTrackedAllocationData(FD3D12ResourceLocation *InAllocation, bool bDefragFree)FD3D12Adapter
ReleaseTrackedHeap(FD3D12Heap *InHeap)FD3D12Adapter
ReleaseTransientUniformBufferAllocator(FTransientUniformBufferAllocator *InAllocator)FD3D12Adapter
ReleaseTransition(FRHITransition *Transition)FD3D12Adapter
RootDeviceFD3D12Adapterprotected
RootSignatureManagerFD3D12Adapterprotected
RootSignatureVersionFD3D12Adapterprotected
SetResidencyPriority(ID3D12Pageable *Pageable, D3D12_RESIDENCY_PRIORITY HeapPriority, uint32 GPUIndex)FD3D12Adapter
TrackAllocationData(FD3D12ResourceLocation *InAllocation, uint64 InAllocationSize, bool bCollectCallstack)FD3D12Adapter
TrackedAllocationDataFD3D12Adapterprotected
TrackedAllocationDataCSFD3D12Adapterprotected
TrackedHeapsFD3D12Adapterprotected
TrackHeapAllocation(FD3D12Heap *InHeap)FD3D12Adapter
TransientMemoryCacheFD3D12Adapterprotected
TransientUniformBufferAllocatorsFD3D12Adapterprotected
TransientUniformBufferAllocatorsCSFD3D12Adapterprotected
UploadHeapAllocatorFD3D12Adapterprotected
ViewportsFD3D12Adapterprotected
VRSTileSizeFD3D12Adapterprotected
~FD3D12Adapter()FD3D12Adaptervirtual
~FNoncopyable()FNoncopyableinlineprotected