UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12PayloadBase Struct Reference

#include <D3D12Submission.h>

+ Inheritance diagram for FD3D12PayloadBase:

Classes

struct  FManualFence
 
struct  FQueueFence
 

Public Member Functions

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
 

Public Attributes

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

 FD3D12PayloadBase (FD3D12Queue &Queue)
 

Constructor & Destructor Documentation

◆ ~FD3D12PayloadBase()

FD3D12PayloadBase::~FD3D12PayloadBase ( )
virtual

◆ FD3D12PayloadBase()

FD3D12PayloadBase::FD3D12PayloadBase ( FD3D12Queue Queue)
protected

Member Function Documentation

◆ AddQueueFenceWait()

void FD3D12PayloadBase::AddQueueFenceWait ( FD3D12Fence Fence,
uint64  Value 
)

◆ HasPreExecuteWork()

virtual bool FD3D12PayloadBase::HasPreExecuteWork ( ) const
inlinevirtual

◆ HasSignalWork()

virtual bool FD3D12PayloadBase::HasSignalWork ( ) const
inlinevirtual

◆ HasUpdateReservedResourcesWork()

virtual bool FD3D12PayloadBase::HasUpdateReservedResourcesWork ( ) const
inlinevirtual

◆ HasWaitWork()

virtual bool FD3D12PayloadBase::HasWaitWork ( ) const
inlinevirtual

◆ PreExecute()

void FD3D12PayloadBase::PreExecute ( )
virtual

◆ RequiresQueueFenceSignal()

virtual bool FD3D12PayloadBase::RequiresQueueFenceSignal ( ) const
inlinevirtual

Member Data Documentation

◆ AllocatorsToRelease

TArray<FD3D12CommandAllocator*> FD3D12PayloadBase::AllocatorsToRelease

◆ bAlwaysSignal

bool FD3D12PayloadBase::bAlwaysSignal = false

◆ BatchedObjects

FD3D12BatchedPayloadObjects FD3D12PayloadBase::BatchedObjects

◆ bSubmitted

std::atomic<bool> FD3D12PayloadBase::bSubmitted { false }

◆ CommandListsToExecute

TArray<FD3D12CommandList*> FD3D12PayloadBase::CommandListsToExecute

◆ CompletionFenceValue

uint64 FD3D12PayloadBase::CompletionFenceValue = 0

◆ Index

int32 FD3D12PayloadBase::Index = 0

◆ ManualFencesToSignal

TArray<FManualFence> FD3D12PayloadBase::ManualFencesToSignal

◆ ManualFencesToWait

TArray<FManualFence> FD3D12PayloadBase::ManualFencesToWait

◆ PreExecuteCallback

TFunction<void(ID3D12CommandQueue*)> FD3D12PayloadBase::PreExecuteCallback

◆ Queue

FD3D12Queue& FD3D12PayloadBase::Queue

◆ QueueFencesToWait

TArray<FQueueFence, TInlineAllocator<GD3D12MaxNumQueues> > FD3D12PayloadBase::QueueFencesToWait

◆ ReservedResourcesToCommit

TArray<FD3D12CommitReservedResourceDesc> FD3D12PayloadBase::ReservedResourcesToCommit

◆ SubmissionEvent

FGraphEventRef FD3D12PayloadBase::SubmissionEvent

◆ SubmissionTime

TOptional<uint64> FD3D12PayloadBase::SubmissionTime

◆ SyncPointsToSignal

TArray<FD3D12SyncPointRef> FD3D12PayloadBase::SyncPointsToSignal

◆ SyncPointsToWait

FD3D12PayloadBase::SyncPointsToWait

◆ Timing

TOptional<FD3D12Timing*> FD3D12PayloadBase::Timing

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