#include <D3D12Allocation.h>
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| | FD3D12TextureAllocatorPool (FD3D12Device *Device, FRHIGPUMask VisibilityNode) |
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| HRESULT | AllocateTexture (FD3D12ResourceDesc Desc, const D3D12_CLEAR_VALUE *ClearValue, EPixelFormat UEFormat, FD3D12ResourceLocation &TextureLocation, ED3D12Access InInitialD3D12Access, ED3D12Access InDefaultD3D12Access, const TCHAR *Name) |
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| void | BeginFrame (FD3D12ContextArray const &Contexts) |
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| void | CleanUpAllocations () |
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| void | Destroy () |
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| bool | GetMemoryStats (uint64 &OutTotalAllocated, uint64 &OutTotalUnused) const |
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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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◆ FD3D12TextureAllocatorPool()
◆ AllocateTexture()
◆ BeginFrame()
◆ CleanUpAllocations()
| void FD3D12TextureAllocatorPool::CleanUpAllocations |
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inline |
◆ Destroy()
| void FD3D12TextureAllocatorPool::Destroy |
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inline |
◆ GetMemoryStats()
| bool FD3D12TextureAllocatorPool::GetMemoryStats |
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uint64 & |
OutTotalAllocated, |
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uint64 & |
OutTotalUnused |
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inline |
The documentation for this class was generated from the following files: