UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12ContextCopy Class Referencefinal

#include <D3D12CommandContext.h>

+ Inheritance diagram for FD3D12ContextCopy:

Public Member Functions

 FD3D12ContextCopy (FD3D12Device *Device)
 
- Public Member Functions inherited from FD3D12ContextCommon
virtual ~FD3D12ContextCommon ()=default
 
virtual void ClearState (EClearStateMode ClearStateMode=EClearStateMode::All)
 
virtual void ConditionalClearShaderResource (FD3D12ResourceLocation *Resource, EShaderParameterTypeMask ShaderParameterTypeMask)
 
void SignalSyncPoint (FD3D12SyncPoint *SyncPoint)
 
void WaitSyncPoint (FD3D12SyncPoint *SyncPoint)
 
void SignalManualFence (ID3D12Fence *Fence, uint64 Value)
 
void WaitManualFence (ID3D12Fence *Fence, uint64 Value)
 
FD3D12QueryLocation InsertTimestamp (ED3D12Units Units, uint64 *Target)
 
FD3D12QueryLocation AllocateQuery (ED3D12QueryType Type, void *Target)
 
void SetReservedBufferCommitSize (FD3D12Buffer *Buffer, uint64 CommitSizeInBytes)
 
virtual void Finalize (TArray< FD3D12Payload * > &OutPayloads)
 
bool IsAsyncComputeContext () const
 
ERHIPipeline GetRHIPipeline () const
 
bool IsDefaultContext () const
 
bool IsOpen () const
 
bool IsPendingCommands () const
 
FD3D12SyncPointGetContextSyncPoint ()
 
void BindDiagnosticBuffer (FD3D12RootSignature const *RootSignature, ED3D12PipelineType PipelineType)
 
FD3D12QueryAllocatorGetTimestampQueries ()
 
void BeginRecursiveCommand ()
 
FD3D12CommandListGetCommandList ()
 
void OpenIfNotAlready ()
 
void FlushCommands (ED3D12FlushFlags FlushFlags=ED3D12FlushFlags::None)
 
void ConditionalSplitCommandList ()
 
auto BaseCommandList ()
 
auto CopyCommandList ()
 
auto GraphicsCommandList ()
 
void BeginQuery (FD3D12QueryLocation const &Location)
 
void EndQuery (FD3D12QueryLocation const &Location)
 
void UpdateResidency (const FD3D12Resource *Resource)
 
void AddGlobalBarrier (ED3D12Access InD3D12AccessBefore, ED3D12Access InD3D12AccessAfter)
 
void AddBarrier (const FD3D12Resource *pResource, ED3D12Access InD3D12AccessBefore, ED3D12Access InD3D12AccessAfter, uint32 Subresource)
 
void FlushResourceBarriers ()
 

Additional Inherited Members

- Public Types inherited from FD3D12ContextCommon
enum class  EClearStateMode { TransientOnly , All }
 
- Public Attributes inherited from FD3D12ContextCommon
FD3D12Device *const Device
 
ED3D12QueueType const QueueType
 
bool const bIsDefaultContext
 
struct { 
 
   TArray< FD3D12SyncPointRef >   ToWait 
 
   TArray< FD3D12SyncPointRef >   ToSignal 
 
BatchedSyncPoints 
 
- Protected Types inherited from FD3D12ContextCommon
enum class  EMarkerType { In , Out }
 
enum class  EPhase { Wait , UpdateReservedResources , Execute , Signal }
 
- Protected Member Functions inherited from FD3D12ContextCommon
 FD3D12ContextCommon (FD3D12Device *Device, ED3D12QueueType QueueType, bool bIsDefaultContext)
 
virtual void OpenCommandList ()
 
virtual void CloseCommandList ()
 
void WriteMarker (D3D12_GPU_VIRTUAL_ADDRESS Address, uint32 Value, EMarkerType Type)
 
FD3D12PayloadGetPayload (EPhase Phase)
 
void NewPayload ()
 
- Protected Attributes inherited from FD3D12ContextCommon
enum FD3D12ContextCommon::EPhase CurrentPhase = EPhase::Wait
 
uint32 ActiveQueries = 0
 
const TUniquePtr< FD3D12BarriersFactory::BarriersForContextTypeBarriers
 

Constructor & Destructor Documentation

◆ FD3D12ContextCopy()

FD3D12ContextCopy::FD3D12ContextCopy ( FD3D12Device Device)
inline

The documentation for this class was generated from the following file: