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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <D3D11RHIPrivate.h>
Inheritance diagram for FD3DGPUProfiler:Public Member Functions | |
| FD3DGPUProfiler (class FD3D11DynamicRHI *InD3DRHI) | |
| virtual FGPUProfilerEventNode * | CreateEventNode (const TCHAR *InName, FGPUProfilerEventNode *InParent) override |
| virtual void | PushEvent (const TCHAR *Name, FColor Color) override |
| virtual void | PopEvent () override |
| void | BeginFrame (class FD3D11DynamicRHI *InRHI) |
| void | EndFrame () |
Public Attributes | |
| FD3D11BufferedGPUTiming | FrameTiming |
| class FD3D11DynamicRHI * | D3D11RHI |
| TIndirectArray< FD3D11EventNodeFrame > | GPUHitchEventNodeFrames |
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.
| FD3DGPUProfiler::FD3DGPUProfiler | ( | class FD3D11DynamicRHI * | InD3DRHI | ) |
| void FD3DGPUProfiler::BeginFrame | ( | class FD3D11DynamicRHI * | InRHI | ) |
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inlineoverridevirtual |
| void FD3DGPUProfiler::EndFrame | ( | ) |
How long, in seconds a frame much be to be considered a hitch
How many old frames to buffer for hitch reports
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overridevirtual |
| class FD3D11DynamicRHI* FD3DGPUProfiler::D3D11RHI |
| FD3D11BufferedGPUTiming FD3DGPUProfiler::FrameTiming |
Used to measure GPU time per frame.
| TIndirectArray<FD3D11EventNodeFrame> FD3DGPUProfiler::GPUHitchEventNodeFrames |
GPU hitch profile histories