#include <DynamicBufferAllocator.h>
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| void | Lock () |
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| void | Unlock () |
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| void | Lock (FRHICommandListBase &RHICmdList) |
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| void | Unlock (FRHICommandListBase &RHICmdList) |
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| | FDynamicReadBuffer () |
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| virtual | ~FDynamicReadBuffer () |
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| void | Initialize (FRHICommandListBase &RHICmdList, const TCHAR *DebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage=BUF_None) |
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| void | Lock (FRHICommandListBase &RHICmdList) |
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| void | Unlock (FRHICommandListBase &RHICmdList) |
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| | FReadBuffer () |
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| void | Initialize (FRHICommandListBase &RHICmdList, const TCHAR *InDebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage=BUF_None, FResourceArrayUploadInterface *InResourceArray=nullptr) |
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| template<typename LAMBDA > |
| void | InitializeWithData (FRHICommandListBase &RHICmdList, const TCHAR *InDebugName, uint32 BytesPerElement, uint32 NumElements, EPixelFormat Format, EBufferUsageFlags AdditionalUsage, LAMBDA &&InitializerFunction) |
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| void | Release () |
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◆ Lock() [1/2]
| void FDynamicAllocReadBuffer::Lock |
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inline |
◆ Lock() [2/2]
◆ Unlock() [1/2]
| void FDynamicAllocReadBuffer::Unlock |
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inline |
◆ Unlock() [2/2]
Unocks the buffer so the GPU may read from it.
◆ AllocatedByteCount
| int32 FDynamicAllocReadBuffer::AllocatedByteCount = 0 |
◆ NumFramesUnused
| int32 FDynamicAllocReadBuffer::NumFramesUnused = 0 |
Number of successive frames for which AllocatedByteCount == 0. Used as a metric to decide when to free the allocation.
◆ SubAllocations
The documentation for this struct was generated from the following file: