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

#include <RenderCommandFence.h>

Public Types

enum class  ESyncDepth { RenderThread , RHIThread , Swapchain }
 

Public Member Functions

RENDERCORE_API void BeginFence (ESyncDepth SyncDepth=ESyncDepth::RenderThread)
 
RENDERCORE_API void Wait (bool bProcessGameThreadTasks=false) const
 
RENDERCORE_API bool IsFenceComplete () const
 
RENDERCORE_API FRenderCommandFence ()
 
RENDERCORE_API ~FRenderCommandFence ()
 

Detailed Description

Used to track pending rendering commands from the game thread.

Member Enumeration Documentation

◆ ESyncDepth

Enumerator
RenderThread 
RHIThread 
Swapchain 

Constructor & Destructor Documentation

◆ FRenderCommandFence()

FRenderCommandFence::FRenderCommandFence ( )
default

◆ ~FRenderCommandFence()

FRenderCommandFence::~FRenderCommandFence ( )
default

Member Function Documentation

◆ BeginFence()

void FRenderCommandFence::BeginFence ( ESyncDepth  SyncDepth = ESyncDepth::RenderThread)

Inserts this fence in the rendering pipeline.

Parameters
SyncDepth,determineswhich stage of the pipeline will signal the fence.

◆ IsFenceComplete()

bool FRenderCommandFence::IsFenceComplete ( ) const

◆ Wait()

void FRenderCommandFence::Wait ( bool  bProcessGameThreadTasks = false) const

Waits for pending fence commands to retire.

Parameters
bProcessGameThreadTasks,iftrue we are on a short callstack where it is safe to process arbitrary game thread tasks while we wait

Waits for pending fence commands to retire.


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