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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <WindowsD3D12Submission.h>
Inheritance diagram for FD3D12Payload:Public Member Functions | |
| FD3D12Payload (FD3D12Queue &Queue) | |
Public Member Functions inherited from FD3D12PayloadBase | |
| void | AddQueueFenceWait (FD3D12Fence &Fence, uint64 Value) |
| virtual | ~FD3D12PayloadBase () |
| virtual void | PreExecute () |
| virtual bool | HasPreExecuteWork () const |
| virtual bool | RequiresQueueFenceSignal () const |
| virtual bool | HasWaitWork () const |
| virtual bool | HasUpdateReservedResourcesWork () const |
| virtual bool | HasSignalWork () const |
Public Member Functions inherited from FD3D12PayloadBaseFixLayout | |
| virtual | ~FD3D12PayloadBaseFixLayout ()=default |
Additional Inherited Members | |
Public Attributes inherited from FD3D12PayloadBase | |
| FD3D12Queue & | Queue |
| int32 | Index = 0 |
| SyncPointsToWait | |
| TArray< FQueueFence, TInlineAllocator< GD3D12MaxNumQueues > > | QueueFencesToWait |
| TArray< FManualFence > | ManualFencesToWait |
| TArray< FD3D12CommitReservedResourceDesc > | ReservedResourcesToCommit |
| bool | bAlwaysSignal = false |
| std::atomic< bool > | bSubmitted { false } |
| TFunction< void(ID3D12CommandQueue *)> | PreExecuteCallback |
| TArray< FD3D12CommandList * > | CommandListsToExecute |
| TArray< FManualFence > | ManualFencesToSignal |
| TArray< FD3D12SyncPointRef > | SyncPointsToSignal |
| uint64 | CompletionFenceValue = 0 |
| FGraphEventRef | SubmissionEvent |
| TOptional< uint64 > | SubmissionTime |
| TOptional< FD3D12Timing * > | Timing |
| TArray< FD3D12CommandAllocator * > | AllocatorsToRelease |
| FD3D12BatchedPayloadObjects | BatchedObjects |
Protected Member Functions inherited from FD3D12PayloadBase | |
| FD3D12PayloadBase (FD3D12Queue &Queue) | |
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inline |