UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12GPUProfiler Struct Reference

#include <D3D12GPUProfiler.h>

+ Inheritance diagram for FD3D12GPUProfiler:

Public Member Functions

 FD3D12GPUProfiler (FD3D12Device *Parent)
 
virtual FGPUProfilerEventNode * CreateEventNode (const TCHAR *InName, FGPUProfilerEventNode *InParent) override
 
void BeginFrame ()
 
void EndFrame ()
 
- Public Member Functions inherited from FD3D12DeviceChild
 FD3D12DeviceChild (FD3D12Device *InParent=nullptr)
 
FORCEINLINE FD3D12DeviceGetParentDevice () const
 
FD3D12DeviceGetParentDevice_Unsafe () const
 

Public Attributes

TIndirectArray< FD3D12EventNodeFrameGPUHitchEventNodeFrames
 

Additional Inherited Members

- Protected Attributes inherited from FD3D12DeviceChild
FD3D12DeviceParent
 

Detailed Description

Encapsulates GPU profiling logic and data. There's only one global instance of this struct so it should only contain global data, nothing specific to a frame.

Constructor & Destructor Documentation

◆ FD3D12GPUProfiler()

FD3D12GPUProfiler::FD3D12GPUProfiler ( FD3D12Device Parent)
inline

Member Function Documentation

◆ BeginFrame()

void FD3D12GPUProfiler::BeginFrame ( )

◆ CreateEventNode()

virtual FGPUProfilerEventNode * FD3D12GPUProfiler::CreateEventNode ( const TCHAR InName,
FGPUProfilerEventNode *  InParent 
)
inlineoverridevirtual

◆ EndFrame()

void FD3D12GPUProfiler::EndFrame ( )

How long, in seconds a frame much be to be considered a hitch

How many old frames to buffer for hitch reports

Member Data Documentation

◆ GPUHitchEventNodeFrames

TIndirectArray<FD3D12EventNodeFrame> FD3D12GPUProfiler::GPUHitchEventNodeFrames

GPU hitch profile histories


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