UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12AdapterDesc Struct Reference

#include <D3D12Adapter.h>

Public Member Functions

 FD3D12AdapterDesc ()
 
 FD3D12AdapterDesc (const DXGI_ADAPTER_DESC &InDesc, int32 InAdapterIndex, const FD3D12DeviceBasicInfo &DeviceInfo)
 
bool IsValid () const
 

Public Attributes

DXGI_ADAPTER_DESC Desc {}
 
int32 AdapterIndex = -1
 
D3D_FEATURE_LEVEL MaxSupportedFeatureLevel = (D3D_FEATURE_LEVEL)0
 
D3D_SHADER_MODEL MaxSupportedShaderModel = (D3D_SHADER_MODEL)0
 
D3D12_RESOURCE_BINDING_TIER ResourceBindingTier = D3D12_RESOURCE_BINDING_TIER_1
 
D3D12_RESOURCE_HEAP_TIER ResourceHeapTier = D3D12_RESOURCE_HEAP_TIER_1
 
ERHIFeatureLevel::Type MaxRHIFeatureLevel = ERHIFeatureLevel::Num
 
uint32 NumDeviceNodes = 1
 
bool bUMA = false
 
bool bSupportsWaveOps = false
 
bool bSupportsAtomic64 = false
 

Constructor & Destructor Documentation

◆ FD3D12AdapterDesc() [1/2]

FD3D12AdapterDesc::FD3D12AdapterDesc ( )
default

◆ FD3D12AdapterDesc() [2/2]

FD3D12AdapterDesc::FD3D12AdapterDesc ( const DXGI_ADAPTER_DESC InDesc,
int32  InAdapterIndex,
const FD3D12DeviceBasicInfo DeviceInfo 
)

Member Function Documentation

◆ IsValid()

bool FD3D12AdapterDesc::IsValid ( ) const

Member Data Documentation

◆ AdapterIndex

int32 FD3D12AdapterDesc::AdapterIndex = -1

-1 if not supported or FindAdapter() wasn't called. Ideally we would store a pointer to IDXGIAdapter but it's unlikely the adpaters change during engine init.

◆ bSupportsAtomic64

bool FD3D12AdapterDesc::bSupportsAtomic64 = false

Whether SM6.6 atomic64 wave ops are supported

◆ bSupportsWaveOps

bool FD3D12AdapterDesc::bSupportsWaveOps = false

Whether SM6.0 wave ops are supported

◆ bUMA

bool FD3D12AdapterDesc::bUMA = false

Whether the GPU has unified memory. This can be used to identify integrated GPU as well.

◆ Desc

DXGI_ADAPTER_DESC FD3D12AdapterDesc::Desc {}

◆ MaxRHIFeatureLevel

ERHIFeatureLevel::Type FD3D12AdapterDesc::MaxRHIFeatureLevel = ERHIFeatureLevel::Num

◆ MaxSupportedFeatureLevel

D3D_FEATURE_LEVEL FD3D12AdapterDesc::MaxSupportedFeatureLevel = (D3D_FEATURE_LEVEL)0

The maximum D3D12 feature level supported. 0 if not supported or FindAdapter() wasn't called

◆ MaxSupportedShaderModel

D3D_SHADER_MODEL FD3D12AdapterDesc::MaxSupportedShaderModel = (D3D_SHADER_MODEL)0

The maximum Shader Model supported. 0 if not supported or FindAdpater() wasn't called

◆ NumDeviceNodes

uint32 FD3D12AdapterDesc::NumDeviceNodes = 1

Number of device nodes (read: GPUs)

◆ ResourceBindingTier

D3D12_RESOURCE_BINDING_TIER FD3D12AdapterDesc::ResourceBindingTier = D3D12_RESOURCE_BINDING_TIER_1

◆ ResourceHeapTier

D3D12_RESOURCE_HEAP_TIER FD3D12AdapterDesc::ResourceHeapTier = D3D12_RESOURCE_HEAP_TIER_1

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