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UnrealEditor-D3D12RHI.dll!BindUniformBuffer(FD3D12CommandContext & Context, FRHIShader * Shader, EShaderFrequency ShaderFrequency, unsigned int BufferIndex, FD3D12UniformBuffer * InBuffer) Zeile 85 |
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UnrealEditor-D3D12RHI.dll!SetShaderParametersOnContext(FD3D12CommandContext & Context, FRHIShader * Shader, EShaderFrequency ShaderFrequency, TArrayView<unsigned char const ,int> InParametersData, TArrayView<FRHIShaderParameter const ,int> InParameters, TArrayView<FRHIShaderParameterResource const ,int> InResourceParameters, TArrayView<FRHIShaderParameterResource const ,int> InBindlessParameters) Zeile 1153 |
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UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHISetShaderParameters(FRHIGraphicsShader * Shader, TArrayView<unsigned char const ,int> InParametersData, TArrayView<FRHIShaderParameter const ,int> InParameters, TArrayView<FRHIShaderParameterResource const ,int> InResourceParameters, TArrayView<FRHIShaderParameterResource const ,int> InBindlessParameters) Zeile 1168 |
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UnrealEditor-RHI.dll!FRHICommandSetShaderParameters::Execute(FRHICommandListBase & CmdList) Zeile 135 |
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UnrealEditor-Renderer.dll!FRHICommand<FRHICommandSetShaderParameters,FRHICommandSetShaderParametersString1416>::ExecuteAndDestruct(FRHICommandListBase & CmdList, FRHICommandListDebugContext & Context) Zeile 1245 |
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UnrealEditor-RHI.dll!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext *> & InOutContexts, FRHICommandListBase::FPersistentState::FGPUStats * ParentStats) Zeile 461 |
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UnrealEditor-RHI.dll!FRHICommandListImmediate::QueueAsyncCommandListSubmit::__l27::<lambda_2>::operator()() Zeile 596 |
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[Inlineframe] UnrealEditor-RHI.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 |
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[Inlineframe] UnrealEditor-RHI.dll!TFunctionGraphTaskImpl<void __cdecl(void),0>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Zeile 1754 |
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[Inlineframe] UnrealEditor-RHI.dll!TFunctionGraphTaskImpl<void __cdecl(void),0>::DoTask(ENamedThreads::Type) Zeile 1747 |
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UnrealEditor-RHI.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Zeile 1265 |
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[Inlineframe] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Zeile 866 |
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[Inlineframe] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::QueueTask::__l5::() Zeile 1973 |
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UnrealEditor-Core.dll!LowLevelTasks::FTask::Init::__l11::(const bool bNotCanceled) Zeile 499 |
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[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FTask::Init::__l11::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 |
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[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init< FTaskGraphCompatibilityImplementation::QueueTask’::5'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &)>':: 11’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),0>::Call(void *) Zeile 162 |
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UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init< FTaskGraphCompatibilityImplementation::QueueTask’::5'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &)>':: 11’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Zeile 171 |
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[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Zeile 308 |
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UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Zeile 627 |
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UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Zeile 150 |
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UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Zeile 350 |
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UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Zeile 378 |
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[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::() Zeile 70 |
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[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 |
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UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker':: 2’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),void __cdecl(void)>::Call(void * Obj) Zeile 480 |
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[Inlineframe] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 |
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UnrealEditor-Core.dll!FThreadImpl::Run() Zeile 69 |
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UnrealEditor-Core.dll!FRunnableThreadWin::Run() Zeile 149 |
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UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Zeile 79 |
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kernel32.dll!00007ffbfea1257d() |
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ntdll.dll!00007ffc0004aa78() |
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