#include <D3D12Submission.h>
◆ ~FD3D12PayloadBase()
| FD3D12PayloadBase::~FD3D12PayloadBase |
( |
| ) |
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virtual |
◆ FD3D12PayloadBase()
| FD3D12PayloadBase::FD3D12PayloadBase |
( |
FD3D12Queue & |
Queue | ) |
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protected |
◆ AddQueueFenceWait()
◆ HasPreExecuteWork()
| virtual bool FD3D12PayloadBase::HasPreExecuteWork |
( |
| ) |
const |
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inlinevirtual |
◆ HasSignalWork()
| virtual bool FD3D12PayloadBase::HasSignalWork |
( |
| ) |
const |
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inlinevirtual |
◆ HasUpdateReservedResourcesWork()
| virtual bool FD3D12PayloadBase::HasUpdateReservedResourcesWork |
( |
| ) |
const |
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inlinevirtual |
◆ HasWaitWork()
◆ PreExecute()
| void FD3D12PayloadBase::PreExecute |
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| ) |
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virtual |
◆ RequiresQueueFenceSignal()
| virtual bool FD3D12PayloadBase::RequiresQueueFenceSignal |
( |
| ) |
const |
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inlinevirtual |
◆ AllocatorsToRelease
◆ bAlwaysSignal
| bool FD3D12PayloadBase::bAlwaysSignal = false |
◆ BatchedObjects
◆ bSubmitted
| std::atomic<bool> FD3D12PayloadBase::bSubmitted { false } |
◆ CommandListsToExecute
◆ CompletionFenceValue
| uint64 FD3D12PayloadBase::CompletionFenceValue = 0 |
◆ Index
| int32 FD3D12PayloadBase::Index = 0 |
◆ ManualFencesToSignal
◆ ManualFencesToWait
◆ PreExecuteCallback
◆ Queue
◆ QueueFencesToWait
◆ ReservedResourcesToCommit
◆ SubmissionEvent
◆ SubmissionTime
◆ SyncPointsToSignal
◆ SyncPointsToWait
| FD3D12PayloadBase::SyncPointsToWait |
◆ Timing
The documentation for this struct was generated from the following files: