UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Public Member Functions
|
List of all members
FD3D12ContextCopy Class Reference
final
#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
FD3D12SyncPoint
*
GetContextSyncPoint
()
void
BindDiagnosticBuffer
(
FD3D12RootSignature
const *RootSignature,
ED3D12PipelineType
PipelineType)
FD3D12QueryAllocator
&
GetTimestampQueries
()
void
BeginRecursiveCommand
()
FD3D12CommandList
&
GetCommandList
()
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)
FD3D12Payload
*
GetPayload
(
EPhase
Phase)
void
NewPayload
()
Protected Attributes inherited from
FD3D12ContextCommon
enum
FD3D12ContextCommon::EPhase
CurrentPhase
=
EPhase::Wait
uint32
ActiveQueries
= 0
const
TUniquePtr
<
FD3D12BarriersFactory::BarriersForContextType
>
Barriers
Constructor & Destructor Documentation
◆
FD3D12ContextCopy()
FD3D12ContextCopy::FD3D12ContextCopy
(
FD3D12Device
*
Device
)
inline
The documentation for this class was generated from the following file:
Engine/Source/Runtime/D3D12RHI/Private/
D3D12CommandContext.h
FD3D12ContextCopy
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