#include <D3D12Adapter.h>
◆ FD3D12AdapterDesc() [1/2]
| FD3D12AdapterDesc::FD3D12AdapterDesc |
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default |
◆ FD3D12AdapterDesc() [2/2]
◆ IsValid()
| bool FD3D12AdapterDesc::IsValid |
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const |
◆ 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
Whether the GPU has unified memory. This can be used to identify integrated GPU as well.
◆ Desc
◆ MaxRHIFeatureLevel
◆ MaxSupportedFeatureLevel
The maximum D3D12 feature level supported. 0 if not supported or FindAdapter() wasn't called
◆ MaxSupportedShaderModel
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
◆ ResourceHeapTier
The documentation for this struct was generated from the following files: