UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12CommandContext Member List

This is the complete list of members for FD3D12CommandContext, including all inherited members.

ActiveQueriesFD3D12ContextCommonprotected
AddBarrier(const FD3D12Resource *pResource, ED3D12Access InD3D12AccessBefore, ED3D12Access InD3D12AccessAfter, uint32 Subresource)FD3D12ContextCommon
AddGlobalBarrier(ED3D12Access InD3D12AccessBefore, ED3D12Access InD3D12AccessAfter)FD3D12ContextCommon
AllocateQuery(ED3D12QueryType Type, void *Target)FD3D12ContextCommon
AsRedirector()FD3D12CommandContextBaseinlinevirtual
BarriersFD3D12ContextCommonprotected
BaseCommandList()FD3D12ContextCommoninline
BatchedSyncPointsFD3D12ContextCommon
bDiscardSharedComputeConstantsFD3D12CommandContext
bDiscardSharedGraphicsConstantsFD3D12CommandContext
BeginQuery(FD3D12QueryLocation const &Location)FD3D12ContextCommoninline
BeginRecursiveCommand()FD3D12ContextCommoninline
BindDiagnosticBuffer(FD3D12RootSignature const *RootSignature, ED3D12PipelineType PipelineType)FD3D12ContextCommon
bIsDefaultContextFD3D12ContextCommon
BoundUniformBuffersFD3D12CommandContext
bOuterOcclusionQuerySubmittedFD3D12CommandContext
ClearAllShaderResources()FD3D12CommandContext
ClearShaderResources(FD3D12UnorderedAccessView *UAV, EShaderParameterTypeMask ShaderParameterTypeMask)FD3D12CommandContext
ClearShaderResources(FD3D12BaseShaderResource *Resource, EShaderParameterTypeMask ShaderParameterTypeMask)FD3D12CommandContext
ClearState(EClearStateMode ClearStateMode=EClearStateMode::All) override finalFD3D12CommandContextvirtual
CloseCommandList() override finalFD3D12CommandContextvirtual
CommitComputeResourceTables()FD3D12CommandContext
CommitComputeShaderConstants()FD3D12CommandContext
CommitGraphicsResourceTables()FD3D12CommandContext
CommitNonComputeShaderConstants()FD3D12CommandContext
ConditionalClearShaderResource(FD3D12ResourceLocation *Resource, EShaderParameterTypeMask ShaderParameterTypeMask) override finalFD3D12CommandContextvirtual
ConditionalSplitCommandList()FD3D12ContextCommon
ConstantsAllocatorFD3D12CommandContext
CopyBufferRegionChecked(ID3D12Resource *DestResource, const FName &DestName, uint64 DestOffset, ID3D12Resource *SourceResource, const FName &SourceName, uint64 SourceOffset, uint32 ByteCount)FD3D12CommandContext
CopyCommandList()FD3D12ContextCommoninline
CopyTextureRegionChecked(const D3D12_TEXTURE_COPY_LOCATION *DestCopyLocation, int DestX, int DestY, int DestZ, EPixelFormat DestPixelFormat, const D3D12_TEXTURE_COPY_LOCATION *SourceCopyLocation, const D3D12_BOX *SourceBox, EPixelFormat SourcePixelFormat, const FName &DebugName)FD3D12CommandContext
CurrentPhaseFD3D12ContextCommonprotected
DeviceFD3D12ContextCommon
DirtyUniformBuffersFD3D12CommandContext
EClearStateMode enum nameFD3D12ContextCommon
EMarkerType enum nameFD3D12ContextCommonprotected
EndQuery(FD3D12QueryLocation const &Location)FD3D12ContextCommoninline
EPhase enum nameFD3D12ContextCommonprotected
FD3D12AdapterChild(FD3D12Adapter *InParent=nullptr)FD3D12AdapterChildinline
FD3D12CommandContext(class FD3D12Device *InParent, ED3D12QueueType QueueType, bool InIsDefaultContext)FD3D12CommandContext
FD3D12CommandContextBase(FD3D12Adapter *InParent, FRHIGPUMask InGPUMask)FD3D12CommandContextBase
FD3D12ContextCommon(FD3D12Device *Device, ED3D12QueueType QueueType, bool bIsDefaultContext)FD3D12ContextCommonprotected
FD3D12DeviceChild(FD3D12Device *InParent=nullptr)FD3D12DeviceChildinline
Finalize(TArray< FD3D12Payload * > &OutPayloads) overrideFD3D12CommandContextvirtual
FlushCommands(ED3D12FlushFlags FlushFlags=ED3D12FlushFlags::None)FD3D12ContextCommon
FlushPendingDescriptorUpdates()FD3D12CommandContext
FlushResourceBarriers()FD3D12ContextCommon
Get(FRHICommandListBase &RHICmdList, uint32 GPUIndex)FD3D12CommandContextinlinestatic
FD3D12CommandContextBase::Get(FRHICommandListBase &RHICmdList)FD3D12CommandContextBaseinlinestatic
FD3D12CommandContextBase::Get(IRHIComputeContext *RHIContext)FD3D12CommandContextBaseinlinestatic
GetCommandList()FD3D12ContextCommoninline
GetContextSyncPoint()FD3D12ContextCommoninline
GetExecutingCommandList() constIRHIComputeContextinline
GetFrameFenceCounter() constFD3D12CommandContext
GetGPUIndex() constFD3D12CommandContextinline
GetGPUMask() constFD3D12CommandContextBaseinline
GetHighestLevelContext() constIRHIComputeContextinline
GetHighestLevelContext()IRHIComputeContextinline
GetLowestLevelContext()IRHIComputeContextinline
GetParentAdapter() constFD3D12AdapterChildinline
GetParentDevice() constFD3D12DeviceChildinline
GetParentDevice_Unsafe() constFD3D12DeviceChildinline
GetPayload(EPhase Phase)FD3D12ContextCommoninlineprotected
GetPhysicalGPUMask() constFD3D12CommandContextBaseinline
GetPipeline() const overrideFD3D12CommandContextinlinevirtual
GetRHIPipeline() constFD3D12ContextCommon
GetShaderBindingLayout() constFD3D12CommandContextinline
GetSingleDeviceContext(uint32 InGPUIndex) final overrideFD3D12CommandContextinlineprotectedvirtual
GetStaticUniformBuffers() constFD3D12CommandContextinline
GetTimestampQueries()FD3D12ContextCommoninline
GetTrackedAccess(const FRHIViewableResource *Resource) constIRHIComputeContextinline
GetTrackedPipelines(const FRHIViewableResource *Resource) constIRHIComputeContextinline
GPUEventStackFD3D12CommandContext
GPUMaskFD3D12CommandContextBaseprotected
GraphicsCommandList()FD3D12ContextCommoninline
InsertTimestamp(ED3D12Units Units, uint64 *Target)FD3D12ContextCommon
IsAsyncComputeContext() constFD3D12ContextCommoninline
IsDefaultContext() constFD3D12ContextCommoninline
IsOpen() constFD3D12ContextCommoninline
IsPendingCommands() constFD3D12ContextCommoninline
NewPayload()FD3D12ContextCommonprotected
OpenCommandList() overrideFD3D12CommandContextvirtual
OpenIfNotAlready()FD3D12ContextCommoninline
OuterOcclusionQueryFD3D12CommandContext
ParentFD3D12DeviceChildprotected
ParentAdapterFD3D12AdapterChildprotected
PhysicalGPUMaskFD3D12CommandContextBaseprotected
QueueTypeFD3D12ContextCommon
RenderPassInfoIRHICommandContextprotected
ResolveTexture(UE::RHICore::FResolveTextureInfo Info)FD3D12CommandContext
ResolveTextureUsingShader(FD3D12Texture *SourceTexture, FD3D12Texture *DestTexture, FD3D12RenderTargetView *DestSurfaceRTV, FD3D12DepthStencilView *DestSurfaceDSV, const D3D12_RESOURCE_DESC &ResolveTargetDesc, const FResolveRect &SourceRect, const FResolveRect &DestRect, typename TPixelShader::FParameter PixelShaderParameter)FD3D12CommandContext
ResourceCast(TRHIType *Resource)FD3D12CommandContextinlinestatic
ResourceCast(TRHIType *Resource, uint32 GPUIndex)FD3D12CommandContextinlinestatic
RetrieveObject(RHIType *RHIObject, uint32 GPUIndex)FD3D12CommandContextinlinestatic
RetrieveObject(RHIType *RHIObject)FD3D12CommandContextinline
RetrieveTexture(FRHITexture *Texture, uint32 GPUIndex)FD3D12CommandContextinlinestatic
RetrieveTexture(FRHITexture *Texture)FD3D12CommandContextinline
RetrieveTexture(const FRHITexture *Texture)FD3D12CommandContextinline
RHIBeginParallelRenderPass(TSharedPtr< FRHIParallelRenderPassInfo > InInfo, const TCHAR *InName)IRHICommandContextinlinevirtual
RHIBeginRenderPass(const FRHIRenderPassInfo &InInfo, const TCHAR *InName)FD3D12CommandContextinlinevirtual
RHIBeginRenderQuery(FRHIRenderQuery *RenderQuery) final overrideFD3D12CommandContextvirtual
RHIBeginTransitions(TArrayView< const FRHITransition * > Transitions) final overrideFD3D12CommandContextvirtual
RHIBeginUAVOverlap()IRHIComputeContextinlinevirtual
RHIBeginUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs)IRHIComputeContextinlinevirtual
RHIBindAccelerationStructureMemory(FRHIRayTracingScene *Scene, FRHIBuffer *Buffer, uint32 BufferOffset)IRHIComputeContextinlinevirtual
RHIBuildAccelerationStructures(TConstArrayView< FRayTracingGeometryBuildParams > Params, const FRHIBufferRange &ScratchBufferRange)IRHIComputeContextinlinevirtual
RHIBuildAccelerationStructures(TConstArrayView< FRayTracingSceneBuildParams > Params)IRHIComputeContextinlinevirtual
RHICalibrateTimers(FRHITimestampCalibrationQuery *CalibrationQuery) final overrideFD3D12CommandContextvirtual
RHIClearMRTImpl(bool *bClearColorArray, int32 NumClearColors, const FLinearColor *ColorArray, bool bClearDepth, float Depth, bool bClearStencil, uint32 Stencil)FD3D12CommandContextvirtual
RHIClearShaderBindingTable(FRHIShaderBindingTable *SBT)IRHICommandContextinlinevirtual
RHIClearUAVFloat(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FVector4f &Values) final overrideFD3D12CommandContextvirtual
RHIClearUAVUint(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FUintVector4 &Values) final overrideFD3D12CommandContextvirtual
RHICommitShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIBuffer *InlineBindingDataBuffer)IRHICommandContextinlinevirtual
RHICopyBufferRegion(FRHIBuffer *DestBuffer, uint64 DstOffset, FRHIBuffer *SourceBuffer, uint64 SrcOffset, uint64 NumBytes) final overrideFD3D12CommandContextvirtual
RHICopyTexture(FRHITexture *SourceTexture, FRHITexture *DestTexture, const FRHICopyTextureInfo &CopyInfo) final overrideFD3D12CommandContextvirtual
RHICopyToStagingBuffer(FRHIBuffer *SourceBuffer, FRHIStagingBuffer *DestinationStagingBuffer, uint32 Offset, uint32 NumBytes) final overrideFD3D12CommandContextvirtual
RHIDispatchComputeShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) final overrideFD3D12CommandContextvirtual
RHIDispatchComputeShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleComputeDispatch > Dispatches, bool bEmulated) overrideFD3D12CommandContextvirtual
RHIDispatchGraphicsShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, const FRHIShaderBundleGraphicsState &BundleState, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleGraphicsDispatch > Dispatches, bool bEmulated) overrideFD3D12CommandContextvirtual
RHIDispatchIndirectComputeShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D12CommandContextvirtual
RHIDispatchIndirectMeshShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)IRHICommandContextinlinevirtual
RHIDispatchMeshShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ)IRHICommandContextinlinevirtual
RHIDrawIndexedIndirect(FRHIBuffer *IndexBufferRHI, FRHIBuffer *ArgumentsBufferRHI, int32 DrawArgumentsIndex, uint32 NumInstances) final overrideFD3D12CommandContextvirtual
RHIDrawIndexedPrimitive(FRHIBuffer *IndexBuffer, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances) final overrideFD3D12CommandContextvirtual
RHIDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D12CommandContextvirtual
RHIDrawPrimitive(uint32 BaseVertexIndex, uint32 NumPrimitives, uint32 NumInstances) final overrideFD3D12CommandContextvirtual
RHIDrawPrimitiveIndirect(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D12CommandContextvirtual
RHIEndDrawingViewport(FRHIViewport *Viewport, bool bPresent, bool bLockToVsync) final overrideFD3D12CommandContextBasevirtual
RHIEndParallelRenderPass()IRHICommandContextinlinevirtual
RHIEndRenderPass()FD3D12CommandContextinlinevirtual
RHIEndRenderQuery(FRHIRenderQuery *RenderQuery) final overrideFD3D12CommandContextvirtual
RHIEndTransitions(TArrayView< const FRHITransition * > Transitions) final overrideFD3D12CommandContextvirtual
RHIEndUAVOverlap()IRHIComputeContextinlinevirtual
RHIEndUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs)IRHIComputeContextinlinevirtual
RHIExecuteMultiIndirectClusterOperation(const FRayTracingClusterOperationParams &Params)IRHIComputeContextinlinevirtual
RHIGetGPUMask() constIRHIComputeContextinlinevirtual
RHIGetNativeCommandBuffer()IRHIComputeContextinlinevirtual
RHIGpuHangCommandListCorruption()IRHICommandContextinlinevirtual
RHIMultiDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset, FRHIBuffer *CountBuffer, uint32 CountBufferOffset, uint32 MaxDrawArguments) final overrideFD3D12CommandContextvirtual
RHINextSubpass()IRHICommandContextinlinevirtual
RHIPostExternalCommandsReset()IRHIComputeContextinlinevirtual
RHIRayTraceDispatch(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, uint32 Width, uint32 Height)IRHIComputeContextinlinevirtual
RHIRayTraceDispatchIndirect(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)IRHIComputeContextinlinevirtual
RHIResummarizeHTile(FRHITexture *DepthTexture)IRHICommandContextinlinevirtual
RHISetAsyncComputeBudget(EAsyncComputeBudget Budget)FD3D12CommandContextBaseinlinevirtual
RHISetBatchedShaderParameters(FRHIGraphicsShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)IRHICommandContextinline
RHISetBatchedShaderParameters(FRHIComputeShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)IRHICommandContextinline
RHISetBindingsOnShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, ERayTracingBindingType BindingType)IRHICommandContextinlinevirtual
RHISetBlendFactor(const FLinearColor &BlendFactor) final overrideFD3D12CommandContextvirtual
RHISetComputeBudget(ESyncComputeBudget Budget)IRHIComputeContextinlinevirtual
RHISetComputePipelineState(FRHIComputePipelineState *ComputePipelineState) final overrideFD3D12CommandContextvirtual
RHISetDepthBounds(float MinDepth, float MaxDepth) final overrideFD3D12CommandContextvirtual
RHISetGPUMask(FRHIGPUMask InGPUMask) final overrideFD3D12CommandContextinlinevirtual
RHISetGraphicsPipelineState(FRHIGraphicsPipelineState *GraphicsPipelineState, uint32 StencilRef, bool bApplyAdditionalState) final overrideFD3D12CommandContextvirtual
RHISetMultipleViewports(uint32 Count, const FViewportBounds *Data) final overrideFD3D12CommandContextvirtual
RHISetScissorRect(bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY) final overrideFD3D12CommandContextvirtual
RHISetShaderParameters(FRHIComputeShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final overrideFD3D12CommandContextvirtual
RHISetShaderParameters(FRHIGraphicsShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final overrideFD3D12CommandContextvirtual
RHISetShaderRootConstants(const FUint32Vector4 &Constants) overrideFD3D12CommandContextvirtual
RHISetShaderUnbinds(FRHIComputeShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final overrideFD3D12CommandContextvirtual
RHISetShaderUnbinds(FRHIGraphicsShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final overrideFD3D12CommandContextvirtual
RHISetShadingRate(EVRSShadingRate ShadingRate, EVRSRateCombiner Combiner) final overrideFD3D12CommandContextvirtual
RHISetStaticUniformBuffer(FUniformBufferStaticSlot Slot, FRHIUniformBuffer *Buffer) final overrideFD3D12CommandContextvirtual
RHISetStaticUniformBuffers(const FUniformBufferStaticBindings &InUniformBuffers) final overrideFD3D12CommandContextvirtual
RHISetStencilRef(uint32 StencilRef) final overrideFD3D12CommandContextvirtual
RHISetStereoViewport(float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ) overrideFD3D12CommandContextvirtual
RHISetStreamSource(uint32 StreamIndex, FRHIBuffer *VertexBuffer, uint32 Offset) final overrideFD3D12CommandContextvirtual
RHISetUniformBufferDynamicOffset(FUniformBufferStaticSlot Slot, uint32 Offset)IRHIComputeContextinlinevirtual
RHISetViewport(float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ) final overrideFD3D12CommandContextvirtual
RHIWriteGPUFence(FRHIGPUFence *FenceRHI)IRHIComputeContextinlinevirtual
SetAsyncComputeBudgetInternal(EAsyncComputeBudget Budget)FD3D12CommandContextinlinevirtual
SetDepthBounds(float MinDepth, float MaxDepth)FD3D12CommandContextvirtual
SetExecutingCommandList(FRHICommandListBase *InCmdList)IRHIComputeContextinlinevirtual
SetExplicitDescriptorCache(FD3D12ExplicitDescriptorCache &ExplicitDescriptorCache)FD3D12CommandContext
SetParentAdapter(FD3D12Adapter *InParent)FD3D12AdapterChildinline
SetRenderTargets(uint32 NumSimultaneousRenderTargets, const FRHIRenderTargetView *NewRenderTargets, const FRHIDepthRenderTargetView *NewDepthStencilTarget)FD3D12CommandContext
SetRenderTargetsAndClear(const FRHISetRenderTargetsInfo &RenderTargetsInfo)FD3D12CommandContext
SetReservedBufferCommitSize(FD3D12Buffer *Buffer, uint64 CommitSizeInBytes)FD3D12ContextCommon
SetResourcesFromTables(const ShaderType *RESTRICT)FD3D12CommandContext
SetResourcesFromTables(const ShaderType *RESTRICT Shader)FD3D12CommandContext
SetShadingRate(EVRSShadingRate ShadingRate, FD3D12Resource *ShadingRateImage, const TStaticArray< EVRSRateCombiner, ED3D12VRSCombinerStages::Num > &Combiners)FD3D12CommandContextvirtual
SetSRVParameter(EShaderFrequency Frequency, uint32 SRVIndex, FD3D12ShaderResourceView *SRV)FD3D12CommandContext
SetTrackedAccess(const FRHITrackedAccessInfo &Info)IRHIComputeContextinline
SetUAVParameter(EShaderFrequency Frequency, uint32 UAVIndex, FD3D12UnorderedAccessView *UAV)FD3D12CommandContext
SetUAVParameter(EShaderFrequency Frequency, uint32 UAVIndex, FD3D12UnorderedAccessView *UAV, uint32 InitialCount)FD3D12CommandContext
SignalManualFence(ID3D12Fence *Fence, uint64 Value)FD3D12ContextCommon
SignalSyncPoint(FD3D12SyncPoint *SyncPoint)FD3D12ContextCommon
StageConstantBuffersFD3D12CommandContext
StateCacheFD3D12CommandContext
StatEventIRHIComputeContextprotected
ToSignalFD3D12ContextCommon
ToWaitFD3D12ContextCommon
UnsetExplicitDescriptorCache()FD3D12CommandContext
UpdateResidency(const FD3D12Resource *Resource)FD3D12ContextCommoninline
WaitManualFence(ID3D12Fence *Fence, uint64 Value)FD3D12ContextCommon
WaitSyncPoint(FD3D12SyncPoint *SyncPoint)FD3D12ContextCommon
WriteMarker(D3D12_GPU_VIRTUAL_ADDRESS Address, uint32 Value, EMarkerType Type)FD3D12ContextCommonprotected
~FD3D12CommandContext()FD3D12CommandContextvirtual
~FD3D12ContextCommon()=defaultFD3D12ContextCommonvirtual
~IRHICommandContext()IRHICommandContextinlinevirtual
~IRHIComputeContext()IRHIComputeContextinlinevirtual