UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3DGPUProfiler Struct Reference

#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 FD3D11DynamicRHID3D11RHI
 
TIndirectArray< FD3D11EventNodeFrameGPUHitchEventNodeFrames
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ FD3DGPUProfiler()

FD3DGPUProfiler::FD3DGPUProfiler ( class FD3D11DynamicRHI InD3DRHI)

Member Function Documentation

◆ BeginFrame()

void FD3DGPUProfiler::BeginFrame ( class FD3D11DynamicRHI InRHI)

◆ CreateEventNode()

virtual FGPUProfilerEventNode * FD3DGPUProfiler::CreateEventNode ( const TCHAR InName,
FGPUProfilerEventNode *  InParent 
)
inlineoverridevirtual

◆ EndFrame()

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

◆ PopEvent()

void FD3DGPUProfiler::PopEvent ( )
overridevirtual

◆ PushEvent()

void FD3DGPUProfiler::PushEvent ( const TCHAR Name,
FColor  Color 
)
overridevirtual

Member Data Documentation

◆ D3D11RHI

class FD3D11DynamicRHI* FD3DGPUProfiler::D3D11RHI

◆ FrameTiming

FD3D11BufferedGPUTiming FD3DGPUProfiler::FrameTiming

Used to measure GPU time per frame.

◆ GPUHitchEventNodeFrames

TIndirectArray<FD3D11EventNodeFrame> FD3DGPUProfiler::GPUHitchEventNodeFrames

GPU hitch profile histories


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