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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <RHIContext.h>
Public Member Functions | |
| FTransferResourceParams () | |
| FTransferResourceParams (FRHITexture *InTexture, const FIntRect &InRect, uint32 InSrcGPUIndex, uint32 InDestGPUIndex, bool InPullData, bool InLockStepGPUs) | |
| FTransferResourceParams (FRHITexture *InTexture, uint32 InSrcGPUIndex, uint32 InDestGPUIndex, bool InPullData, bool InLockStepGPUs) | |
| FTransferResourceParams (FRHIBuffer *InBuffer, uint32 InSrcGPUIndex, uint32 InDestGPUIndex, bool InPullData, bool InLockStepGPUs) | |
| void | SetRect (const FIntRect &Rect) |
Public Attributes | |
| FTextureRHIRef | Texture |
| FBufferRHIRef | Buffer |
| FIntVector | Min |
| FIntVector | Max |
| uint32 | SrcGPUIndex |
| uint32 | DestGPUIndex |
| bool | bPullData = true |
| bool | bLockStepGPUs = true |
| FTransferResourceFenceData * | DelayedFence = nullptr |
| FTransferResourceFenceData * | PreTransferFence = nullptr |
Parameters for RHITransferResources, used to copy memory between GPUs
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| FBufferRHIRef FTransferResourceParams::Buffer |
| FTransferResourceFenceData* FTransferResourceParams::DelayedFence = nullptr |
Optional pointer where fence data can be written if you want to delay waiting on the GPU fence for a resource transfer. Should be created via "RHICreateTransferResourceFenceData", and must later be consumed via "TransferResourceWait" command. Note that it is valid to consume the fence data, even if you don't end up implementing a transfer that uses it – it will behave as a nop in that case. That can simplify cases where the transfer may be conditional, and you don't want to worry about whether it occurred or not, but need to reserve the possibility.
| uint32 FTransferResourceParams::DestGPUIndex |
| FIntVector FTransferResourceParams::Max |
| FIntVector FTransferResourceParams::Min |
| FTransferResourceFenceData* FTransferResourceParams::PreTransferFence = nullptr |
Optional pointer to a fence to wait on before starting the transfer. Useful if a resource may be in use on the destination GPU, and you need to wait until it's no longer in use before copying to it from the current GPU. Fences are created via "RHICreateTransferResourceFenceData", then signaled via "TransferResourceSignal" command, before being added to one of the transfers in a batch that's dependent on the signal.
| uint32 FTransferResourceParams::SrcGPUIndex |
| FTextureRHIRef FTransferResourceParams::Texture |