#include "CoreMinimal.h"
#include "Containers/Queue.h"
#include "D3D12RHICommon.h"
#include "D3D12Queue.h"
#include "D3D12Access.h"
#include "DXGIUtilities.h"
#include "RenderUtils.h"
#include "ShaderCore.h"
Go to the source code of this file.
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| #define | VERIFYD3D12RESULT_LAMBDA(x, Device, Lambda) {HRESULT hres = x; if (FAILED(hres)) { VerifyD3D12Result(hres, #x, __FILE__, __LINE__, Device, Lambda()); }} |
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| #define | VERIFYD3D12RESULT_EX(x, Device) {HRESULT hres = x; if (FAILED(hres)) { VerifyD3D12Result(hres, #x, __FILE__, __LINE__, Device); }} |
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| #define | VERIFYD3D12RESULT(x) {HRESULT hres = x; if (FAILED(hres)) { VerifyD3D12Result(hres, #x, __FILE__, __LINE__, nullptr); }} |
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| #define | VERIFYD3D12CREATETEXTURERESULT(x, Desc, Device) {HRESULT hres = x; if (FAILED(hres)) { VerifyD3D12CreateTextureResult(hres, #x, __FILE__, __LINE__, Desc, Device); }} |
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| #define | ASSERT_RESOURCE_STATES 0 |
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| void | D3D12RHI::VerifyD3D12Result (HRESULT D3DResult, const ANSICHAR *Code, const ANSICHAR *Filename, uint32 Line, ID3D12Device *Device, FString Message) |
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| void | D3D12RHI::VerifyD3D12CreateTextureResult (HRESULT D3DResult, const ANSICHAR *Code, const ANSICHAR *Filename, uint32 Line, const D3D12_RESOURCE_DESC &TextureDesc, ID3D12Device *Device) |
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| void | D3D12RHI::LogPageFaultData (class FD3D12Adapter *InAdapter, FD3D12Device *InDevice, D3D12_GPU_VIRTUAL_ADDRESS InPageFaultAddress) |
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| bool | ShouldSetD3D12ResourceName (const FD3D12ResourceLocation &ResourceLocation) |
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| void | SetD3D12ObjectName (ID3D12Object *Object, const TCHAR *Name) |
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| void | SetD3D12ResourceName (FD3D12ResourceLocation &ResourceLocation, const TCHAR *Name) |
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| void | SetD3D12ResourceName (FD3D12Resource *Resource, const TCHAR *Name) |
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| void | SetD3D12ResourceName (FD3D12Buffer *Resource, const TCHAR *Name) |
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| void | SetD3D12ResourceName (FD3D12Texture *Resource, const TCHAR *Name) |
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| FString | GetD312ObjectName (ID3D12Object *const Object) |
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| FORCEINLINE uint32 | GetD3D12CubeFace (ECubeFace Face) |
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| FORCEINLINE uint32 | CalcSubresource (uint32 MipSlice, uint32 ArraySlice, uint32 MipLevels) |
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| void | LogExecuteCommandLists (uint32 NumCommandLists, ID3D12CommandList *const *ppCommandLists) |
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| bool | IsCPUWritable (D3D12_HEAP_TYPE HeapType, const D3D12_HEAP_PROPERTIES *pCustomHeapProperties=nullptr) |
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| bool | IsGPUOnly (D3D12_HEAP_TYPE HeapType, const D3D12_HEAP_PROPERTIES *pCustomHeapProperties=nullptr) |
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| bool | IsCPUAccessible (D3D12_HEAP_TYPE HeapType, const D3D12_HEAP_PROPERTIES *pCustomHeapProperties=nullptr) |
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| ED3D12Access | DetermineInitialBufferD3D12Access (D3D12_HEAP_TYPE HeapType, const D3D12_HEAP_PROPERTIES *pCustomHeapProperties=nullptr) |
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| FORCEINLINE_DEBUGGABLE D3D12_PRIMITIVE_TOPOLOGY_TYPE | TranslatePrimitiveTopologyType (EPrimitiveTopologyType TopologyType) |
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| FORCEINLINE_DEBUGGABLE D3D_PRIMITIVE_TOPOLOGY | TranslatePrimitiveType (EPrimitiveType PrimitiveType) |
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| FORCEINLINE_DEBUGGABLE D3D12_PRIMITIVE_TOPOLOGY_TYPE | D3D12PrimitiveTypeToTopologyType (D3D_PRIMITIVE_TOPOLOGY PrimitiveType) |
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| FORCEINLINE_DEBUGGABLE uint32 | GetMaxMSAAQuality (uint32 SampleCount) |
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| FORCEINLINE_DEBUGGABLE bool | CheckResourceStateCompatibility (D3D12_RESOURCE_STATES State, D3D12_RESOURCE_FLAGS Flags, FString &IncompatibilityReason) |
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◆ ASSERT_RESOURCE_STATES
| #define ASSERT_RESOURCE_STATES 0 |
◆ VERIFYD3D12CREATETEXTURERESULT
◆ VERIFYD3D12RESULT
◆ VERIFYD3D12RESULT_EX
◆ VERIFYD3D12RESULT_LAMBDA
A macro for using VERIFYD3D12RESULT that automatically passes in the code and filename/line.
◆ ERootSignatureType
| Enumerator |
|---|
| RS_Raster | |
| RS_RayTracingGlobal | |
| RS_RayTracingLocal | |
| RS_WorkGraphGlobal | |
| RS_WorkGraphLocalCompute | |
| RS_WorkGraphLocalRaster | |
◆ EShaderVisibility
| Enumerator |
|---|
| SV_Vertex | |
| SV_Pixel | |
| SV_Geometry | |
| SV_All | |
| SV_ShaderVisibilityCount | |
◆ CalcSubresource()
Calculate a subresource index for a texture
◆ CheckResourceStateCompatibility()
◆ D3D12PrimitiveTypeToTopologyType()
◆ DetermineInitialBufferD3D12Access()
◆ GetD312ObjectName()
◆ GetD3D12CubeFace()
Convert from ECubeFace to D3DCUBEMAP_FACES type
- Parameters
-
| Face | - ECubeFace type to convert |
- Returns
- D3D cube face enum value
◆ GetMaxMSAAQuality()
◆ IsCPUAccessible()
◆ IsCPUWritable()
◆ IsGPUOnly()
◆ LogExecuteCommandLists()
◆ SetD3D12ObjectName()
◆ SetD3D12ResourceName() [1/4]
◆ SetD3D12ResourceName() [2/4]
◆ SetD3D12ResourceName() [3/4]
◆ SetD3D12ResourceName() [4/4]
◆ ShouldSetD3D12ResourceName()
◆ TranslatePrimitiveTopologyType()
◆ TranslatePrimitiveType()