#include <D3D12Allocation.h>
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| | FD3D12DefaultBufferAllocator (FD3D12Device *InParent, FRHIGPUMask VisibleNodes) |
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| void | AllocDefaultResource (D3D12_HEAP_TYPE InHeapType, const D3D12_RESOURCE_DESC &pDesc, EBufferUsageFlags InBufferUsage, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InCreateD3D12Access, FD3D12ResourceLocation &ResourceLocation, uint32 Alignment, const TCHAR *Name) |
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| void | FreeDefaultBufferPools () |
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| void | BeginFrame (FD3D12ContextArray const &Contexts) |
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| void | CleanupFreeBlocks (uint64 InFrameLag) |
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| void | UpdateMemoryStats () |
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| | FD3D12DeviceChild (FD3D12Device *InParent=nullptr) |
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| FORCEINLINE FD3D12Device * | GetParentDevice () const |
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| FD3D12Device * | GetParentDevice_Unsafe () const |
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| | FD3D12MultiNodeGPUObject (FRHIGPUMask NodeMask, FRHIGPUMask VisibiltyMask) |
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| | FD3D12GPUObject (FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask) |
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| SGPU_CONSTEXPR FRHIGPUMask | GetGPUMask () const |
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| SGPU_CONSTEXPR FRHIGPUMask | GetVisibilityMask () const |
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◆ FD3D12DefaultBufferAllocator()
◆ AllocDefaultResource()
◆ BeginFrame()
◆ CleanupFreeBlocks()
| void FD3D12DefaultBufferAllocator::CleanupFreeBlocks |
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uint64 |
InFrameLag | ) |
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◆ FreeDefaultBufferPools()
| void FD3D12DefaultBufferAllocator::FreeDefaultBufferPools |
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◆ GetDefaultInitialD3D12Access()
◆ IsPlacedResource()
◆ UpdateMemoryStats()
| void FD3D12DefaultBufferAllocator::UpdateMemoryStats |
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The documentation for this class was generated from the following files: