UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12Payload Struct Referencefinal

#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
FD3D12QueueQueue
 
int32 Index = 0
 
 SyncPointsToWait
 
TArray< FQueueFence, TInlineAllocator< GD3D12MaxNumQueues > > QueueFencesToWait
 
TArray< FManualFenceManualFencesToWait
 
TArray< FD3D12CommitReservedResourceDescReservedResourcesToCommit
 
bool bAlwaysSignal = false
 
std::atomic< boolbSubmitted { false }
 
TFunction< void(ID3D12CommandQueue *)> PreExecuteCallback
 
TArray< FD3D12CommandList * > CommandListsToExecute
 
TArray< FManualFenceManualFencesToSignal
 
TArray< FD3D12SyncPointRefSyncPointsToSignal
 
uint64 CompletionFenceValue = 0
 
FGraphEventRef SubmissionEvent
 
TOptional< uint64SubmissionTime
 
TOptional< FD3D12Timing * > Timing
 
TArray< FD3D12CommandAllocator * > AllocatorsToRelease
 
FD3D12BatchedPayloadObjects BatchedObjects
 
- Protected Member Functions inherited from FD3D12PayloadBase
 FD3D12PayloadBase (FD3D12Queue &Queue)
 

Constructor & Destructor Documentation

◆ FD3D12Payload()

FD3D12Payload::FD3D12Payload ( FD3D12Queue Queue)
inline

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