UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12DefaultBufferAllocator Class Reference

#include <D3D12Allocation.h>

+ Inheritance diagram for FD3D12DefaultBufferAllocator:

Public Member Functions

 FD3D12DefaultBufferAllocator (FD3D12Device *InParent, FRHIGPUMask VisibleNodes)
 
void AllocDefaultResource (D3D12_HEAP_TYPE InHeapType, const D3D12_RESOURCE_DESC &pDesc, EBufferUsageFlags InBufferUsage, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InCreateD3D12Access, FD3D12ResourceLocation &ResourceLocation, uint32 Alignment, const TCHAR *Name)
 
void FreeDefaultBufferPools ()
 
void BeginFrame (FD3D12ContextArray const &Contexts)
 
void CleanupFreeBlocks (uint64 InFrameLag)
 
void UpdateMemoryStats ()
 
- Public Member Functions inherited from FD3D12DeviceChild
 FD3D12DeviceChild (FD3D12Device *InParent=nullptr)
 
FORCEINLINE FD3D12DeviceGetParentDevice () const
 
FD3D12DeviceGetParentDevice_Unsafe () const
 
- Public Member Functions inherited from FD3D12MultiNodeGPUObject
 FD3D12MultiNodeGPUObject (FRHIGPUMask NodeMask, FRHIGPUMask VisibiltyMask)
 
- Public Member Functions inherited from FD3D12GPUObject
 FD3D12GPUObject (FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask)
 
SGPU_CONSTEXPR FRHIGPUMask GetGPUMask () const
 
SGPU_CONSTEXPR FRHIGPUMask GetVisibilityMask () const
 

Static Public Member Functions

static bool IsPlacedResource (D3D12_RESOURCE_FLAGS InResourceFlags, ED3D12ResourceStateMode InResourceStateMode, uint32 Alignment)
 
static ED3D12Access GetDefaultInitialD3D12Access (D3D12_HEAP_TYPE InHeapType, EBufferUsageFlags InBufferFlags, ED3D12ResourceStateMode InResourceStateMode)
 

Additional Inherited Members

- Protected Attributes inherited from FD3D12DeviceChild
FD3D12DeviceParent
 

Constructor & Destructor Documentation

◆ FD3D12DefaultBufferAllocator()

FD3D12DefaultBufferAllocator::FD3D12DefaultBufferAllocator ( FD3D12Device InParent,
FRHIGPUMask  VisibleNodes 
)

Member Function Documentation

◆ AllocDefaultResource()

void FD3D12DefaultBufferAllocator::AllocDefaultResource ( D3D12_HEAP_TYPE  InHeapType,
const D3D12_RESOURCE_DESC &  pDesc,
EBufferUsageFlags  InBufferUsage,
ED3D12ResourceStateMode  InResourceStateMode,
ED3D12Access  InCreateD3D12Access,
FD3D12ResourceLocation ResourceLocation,
uint32  Alignment,
const TCHAR Name 
)

◆ BeginFrame()

void FD3D12DefaultBufferAllocator::BeginFrame ( FD3D12ContextArray const &  Contexts)

◆ CleanupFreeBlocks()

void FD3D12DefaultBufferAllocator::CleanupFreeBlocks ( uint64  InFrameLag)

◆ FreeDefaultBufferPools()

void FD3D12DefaultBufferAllocator::FreeDefaultBufferPools ( )

◆ GetDefaultInitialD3D12Access()

ED3D12Access FD3D12DefaultBufferAllocator::GetDefaultInitialD3D12Access ( D3D12_HEAP_TYPE  InHeapType,
EBufferUsageFlags  InBufferFlags,
ED3D12ResourceStateMode  InResourceStateMode 
)
static

◆ IsPlacedResource()

bool FD3D12DefaultBufferAllocator::IsPlacedResource ( D3D12_RESOURCE_FLAGS  InResourceFlags,
ED3D12ResourceStateMode  InResourceStateMode,
uint32  Alignment 
)
static

◆ UpdateMemoryStats()

void FD3D12DefaultBufferAllocator::UpdateMemoryStats ( )

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