#include <D3D12Resources.h>
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| void | AllocateTexture (uint32 GPUIndex, D3D12_HEAP_TYPE InHeapType, const FD3D12ResourceDesc &InDesc, EPixelFormat InUEFormat, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, const D3D12_CLEAR_VALUE *InClearValue, const TCHAR *InName, FD3D12ResourceLocation &ResourceLocation) |
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| virtual void | AllocateResource (uint32 GPUIndex, D3D12_HEAP_TYPE InHeapType, const FD3D12ResourceDesc &InDesc, uint64 InSize, uint32 InAllocationAlignment, ED3D12Access InInitialD3D12Access, ED3D12ResourceStateMode InResourceStateMode, ED3D12Access InDefaultD3D12Access, const D3D12_CLEAR_VALUE *InClearValue, const TCHAR *InName, FD3D12ResourceLocation &ResourceLocation)=0 |
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◆ AllocateResource()
| virtual void ID3D12ResourceAllocator::AllocateResource |
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uint32 |
GPUIndex, |
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D3D12_HEAP_TYPE |
InHeapType, |
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const FD3D12ResourceDesc & |
InDesc, |
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uint64 |
InSize, |
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uint32 |
InAllocationAlignment, |
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ED3D12Access |
InInitialD3D12Access, |
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ED3D12ResourceStateMode |
InResourceStateMode, |
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ED3D12Access |
InDefaultD3D12Access, |
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const D3D12_CLEAR_VALUE * |
InClearValue, |
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const TCHAR * |
InName, |
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FD3D12ResourceLocation & |
ResourceLocation |
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) |
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pure virtual |
◆ AllocateTexture()
The documentation for this struct was generated from the following files: