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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for FD3D11DynamicRHI, including all inherited members.
| ActiveQueries | FD3D11DynamicRHI | protected |
| Adapter | FD3D11DynamicRHI | protected |
| AddLockedData(const FD3D11LockedKey &Key, const FD3D11LockedData &LockedData) | FD3D11DynamicRHI | inline |
| AmdAgsContext | FD3D11DynamicRHI | protected |
| ApplyStaticUniformBuffers(TRHIShader *Shader) | FD3D11DynamicRHI | |
| AsyncReallocateTexture2D_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus) final override | FD3D11DynamicRHI | virtual |
| AvailableMSAAQualities | FD3D11DynamicRHI | protected |
| bCurrentDepthStencilStateIsReadOnly | FD3D11DynamicRHI | protected |
| bDiscardSharedConstants | FD3D11DynamicRHI | protected |
| bDXGISupportsHDR | FD3D11DynamicRHI | protected |
| BeginCreateBufferInternal(const FRHIBufferCreateDesc &CreateDesc) | FD3D11DynamicRHI | |
| BeginCreateTextureInternal(const FRHITextureCreateDesc &CreateDesc) | FD3D11DynamicRHI | |
| BeginRecursiveCommand() | FD3D11DynamicRHI | inline |
| BindUniformBuffer(uint32 BufferIndex, FRHIUniformBuffer *BufferRHI) | FD3D11DynamicRHI | |
| BoundShaderStateHistory | FD3D11DynamicRHI | protected |
| BoundUniformBuffers | FD3D11DynamicRHI | protected |
| bRenderDoc | FD3D11DynamicRHI | protected |
| bUAVOverlapEnabled | FD3D11DynamicRHI | protected |
| CalibrateTimers() | FD3D11DynamicRHI | |
| CleanupD3DDevice() | FD3D11DynamicRHI | protectedvirtual |
| ClearAllShaderResources() | FD3D11DynamicRHI | |
| ClearState() | FD3D11DynamicRHI | |
| CommitComputeResourceTables(FD3D11ComputeShader *ComputeShader) | FD3D11DynamicRHI | protected |
| CommitComputeShaderConstants() | FD3D11DynamicRHI | protectedvirtual |
| CommitGraphicsResourceTables() | FD3D11DynamicRHI | protected |
| CommitNonComputeShaderConstants() | FD3D11DynamicRHI | protectedvirtual |
| CommitRenderTargets(bool bClearUAVS) | FD3D11DynamicRHI | protected |
| CommitRenderTargetsAndUAVs() | FD3D11DynamicRHI | protected |
| CommitUAVs() | FD3D11DynamicRHI | protected |
| ConditionalClearShaderResource(FD3D11ViewableResource *Resource, bool bCheckBoundInputAssembler) | FD3D11DynamicRHI | |
| CreateBufferInternal(const FRHIBufferCreateDesc &CreateDesc, TConstArrayView< uint8 > InitialData) | FD3D11DynamicRHI | |
| CreateTextureFromResource(bool bTextureArray, bool bCubeTexture, EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &ClearValueBinding, ID3D11Texture2D *TextureResource) | FD3D11DynamicRHI | protected |
| CreateTextureInternal(const FRHITextureCreateDesc &CreateDesc, TConstArrayView< uint8 > InitialData) | FD3D11DynamicRHI | |
| CSConstantBuffer | FD3D11DynamicRHI | protected |
| CurrentComputeShader | FD3D11DynamicRHI | protected |
| CurrentDepthStencilTarget | FD3D11DynamicRHI | protected |
| CurrentDepthTexture | FD3D11DynamicRHI | protected |
| CurrentDSVAccessType | FD3D11DynamicRHI | protected |
| CurrentRenderTargets | FD3D11DynamicRHI | protected |
| CurrentResourceBoundAsIB | FD3D11DynamicRHI | protected |
| CurrentResourcesBoundAsSRVs | FD3D11DynamicRHI | protected |
| CurrentResourcesBoundAsVBs | FD3D11DynamicRHI | protected |
| CurrentRTVOverlapMask | FD3D11DynamicRHI | protected |
| CurrentUAVMask | FD3D11DynamicRHI | protected |
| CurrentUAVs | FD3D11DynamicRHI | protected |
| Direct3DDevice | FD3D11DynamicRHI | protected |
| Direct3DDeviceIMAnnotation | FD3D11DynamicRHI | protected |
| Direct3DDeviceIMContext | FD3D11DynamicRHI | protected |
| DirtyUniformBuffers | FD3D11DynamicRHI | protected |
| DisableQuadBufferStereo() | FD3D11DynamicRHI | |
| DisableUAVOverlap() | FD3D11DynamicRHI | protected |
| DisplayList | FD3D11DynamicRHI | protected |
| DXGIFactory1 | FD3D11DynamicRHI | protected |
| EnableIdealGPUCaptureOptions(bool bEnable) | FDynamicRHI | static |
| EnableUAVOverlap() | FD3D11DynamicRHI | protected |
| ExceptionHandlerHandle | FD3D11DynamicRHI | protected |
| FD3D11DynamicRHI(IDXGIFactory1 *InDXGIFactory1, D3D_FEATURE_LEVEL InFeatureLevel, const FD3D11Adapter &InAdapter) | FD3D11DynamicRHI | |
| FD3D11LockTracker typedef | FD3D11DynamicRHI | |
| FD3D11RenderQuery | FD3D11DynamicRHI | friend |
| FD3D11Viewport | FD3D11DynamicRHI | friend |
| FD3DGPUProfiler | FD3D11DynamicRHI | friend |
| FeatureLevel | FD3D11DynamicRHI | protected |
| FinalizeCreateBufferInternal(FD3D11Buffer *Buffer, TConstArrayView< uint8 > InitialData) | FD3D11DynamicRHI | |
| FinalizeCreateTexture2DInternal(FD3D11Texture *Texture, TConstArrayView< D3D11_SUBRESOURCE_DATA > InitialData) | FD3D11DynamicRHI | |
| FinalizeCreateTexture3DInternal(FD3D11Texture *Texture, TConstArrayView< D3D11_SUBRESOURCE_DATA > InitialData) | FD3D11DynamicRHI | |
| FinalizeCreateTextureInternal(FD3D11Texture *Texture, const FRHITextureDesc &InDesc, TConstArrayView< uint8 > InitialData) | FD3D11DynamicRHI | |
| First | FD3D11DynamicRHI | |
| FlushPendingLogs() override | FD3D11DynamicRHI | virtual |
| FRHICalcTextureSizeResult typedef | FDynamicRHI | |
| Get() | FD3D11DynamicRHI | inlinestatic |
| GetAdapter() const | FD3D11DynamicRHI | inline |
| GetBestSupportedMSAASetting(DXGI_FORMAT PlatformFormat, uint32 MSAACount, uint32 &OutBestMSAACount, uint32 &OutMSAAQualityLevels) | FD3D11DynamicRHI | protected |
| GetDevice() const | FD3D11DynamicRHI | inline |
| GetDeviceContext() const | FD3D11DynamicRHI | inline |
| GetDisplayFormat(EPixelFormat InPixelFormat) const | FD3D11DynamicRHI | |
| GetExecutingCommandList() const | IRHIComputeContext | inline |
| GetFactory() const | FD3D11DynamicRHI | inline |
| GetHighestLevelContext() const | IRHIComputeContext | inline |
| GetHighestLevelContext() | IRHIComputeContext | inline |
| GetInterfaceType() const override final | ID3D11DynamicRHI | inlinevirtual |
| GetLowestLevelContext() | IRHIComputeContext | inline |
| GetMaxMSAAQuality(uint32 SampleCount) | FD3D11DynamicRHI | protected |
| GetName() override | FD3D11DynamicRHI | inlinevirtual |
| GetNonValidationRHI() | FDynamicRHI | inlinevirtual |
| GetPipeline() const override | IRHICommandContext | inlinevirtual |
| GetQueryData(ID3D11Query *Query, void *Data, SIZE_T DataSize, bool bTimestamp, bool bWait, bool bStallRHIThread) | FD3D11DynamicRHI | |
| GetStagingTexture(FRHITexture *TextureRHI, FIntRect InRect, FIntRect &OutRect, FReadSurfaceDataFlags InFlags) | FD3D11DynamicRHI | protected |
| GetStateCache() | FD3D11DynamicRHI | inline |
| GetTrackedAccess(const FRHIViewableResource *Resource) const | IRHIComputeContext | inline |
| GetTrackedPipelines(const FRHIViewableResource *Resource) const | IRHIComputeContext | inline |
| GPUProfilingData | FD3D11DynamicRHI | protected |
| GSConstantBuffer | FD3D11DynamicRHI | protected |
| Init() override | FD3D11DynamicRHI | virtual |
| InitConstantBuffers() | FD3D11DynamicRHI | protected |
| InitD3DDevice() | FD3D11DynamicRHI | virtual |
| InitPixelFormatInfo(const TArray< uint32 > &PixelFormatBlockBytesIn) | FDynamicRHI | inline |
| InternalSetUAVCS(uint32 BindIndex, FD3D11UnorderedAccessView *UnorderedAccessViewRHI) | FD3D11DynamicRHI | |
| InternalSetUAVVSPS(uint32 BindIndex, FD3D11UnorderedAccessView *UnorderedAccessViewRHI) | FD3D11DynamicRHI | |
| IsQuadBufferStereoEnabled() | FD3D11DynamicRHI | |
| Last | FD3D11DynamicRHI | |
| LockBuffer_BottomOfPipe(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode) final override | FD3D11DynamicRHI | virtual |
| LockStagingBuffer_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHIStagingBuffer *StagingBuffer, FRHIGPUFence *Fence, uint32 Offset, uint32 SizeRHI) | FDynamicRHI | virtual |
| LockTracker | FD3D11DynamicRHI | protected |
| LockTrackerCS | FD3D11DynamicRHI | protected |
| MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE enum value | FD3D11DynamicRHI | protected |
| MaxBoundShaderResourcesIndex | FD3D11DynamicRHI | protected |
| MaxBoundVertexBufferIndex | FD3D11DynamicRHI | protected |
| NumSimultaneousRenderTargets | FD3D11DynamicRHI | protected |
| NumUAVs | FD3D11DynamicRHI | protected |
| PixelFormatBlockBytes | FDynamicRHI | protected |
| PollQueryResults() | FD3D11DynamicRHI | |
| PollQueryResultsForEndFrame(FD3D11RenderQuery *Query) | FD3D11DynamicRHI | |
| PostInit() | FDynamicRHI | inlinevirtual |
| PresentCounter | FD3D11DynamicRHI | protected |
| PrimitiveType | FD3D11DynamicRHI | protected |
| Profiler | FD3D11DynamicRHI | protected |
| PSConstantBuffer | FD3D11DynamicRHI | protected |
| ReadSurfaceDataMSAARaw(FRHITexture *TextureRHI, FIntRect Rect, TArray< uint8 > &OutData, FReadSurfaceDataFlags InFlags) | FD3D11DynamicRHI | protected |
| ReadSurfaceDataNoMSAARaw(FRHITexture *TextureRHI, FIntRect Rect, TArray< uint8 > &OutData, FReadSurfaceDataFlags InFlags) | FD3D11DynamicRHI | protected |
| RegisterGPUDispatch(FIntVector GroupCount) | FD3D11DynamicRHI | inline |
| RegisterGPUWork(uint32 NumPrimitives=0, uint32 NumVertices=0) | FD3D11DynamicRHI | inline |
| ReleasePooledUniformBuffers() | FD3D11DynamicRHI | protected |
| RemoveLockedData(const FD3D11LockedKey &Key, FD3D11LockedData &OutLockedData) | FD3D11DynamicRHI | inline |
| RenderPassInfo | IRHICommandContext | protected |
| ResolveTexture(UE::RHICore::FResolveTextureInfo Info) | FD3D11DynamicRHI | |
| ResolveTextureUsingShader(FD3D11DynamicRHI *const This, FD3D11Texture *const SourceTexture, FD3D11Texture *const DestTexture, ID3D11RenderTargetView *const DestTextureRTV, ID3D11DepthStencilView *const DestTextureDSV, D3D11_TEXTURE2D_DESC const &ResolveTargetDesc, FResolveRect const &SourceRect, FResolveRect const &DestRect, typename TPixelShader::FParameter const PixelShaderParameter) | FD3D11DynamicRHI | protectedstatic |
| ResourceCast(TRHIType *Resource) | FD3D11DynamicRHI | inlinestatic |
| ResourceCast(FRHITexture *Texture) | FD3D11DynamicRHI | inlinestatic |
| RHIAcquireThreadOwnership() | FDynamicRHI | inlinevirtual |
| RHIAdvanceFrameForGetViewportBackBuffer(FRHIViewport *Viewport, bool bPresent) final override | FD3D11DynamicRHI | virtual |
| RHIAliasTextureResources(FTextureRHIRef &DestTexture, FTextureRHIRef &SrcTexture) final override | FD3D11DynamicRHI | virtual |
| RHIAsyncCopyTexture2DCopy(FRHITexture *NewTexture2DRHI, FRHITexture *Texture2DRHI, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus) | FD3D11DynamicRHI | virtual |
| RHIAsyncCreateTexture2D(uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags Flags, ERHIAccess InResourceState, void **InitialMipData, uint32 NumInitialMips, const TCHAR *DebugName, FGraphEventRef &OutCompletionEvent) final override | FD3D11DynamicRHI | virtual |
| RHIAsyncReallocateTexture2D(FRHITexture *Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus) final override | FD3D11DynamicRHI | virtual |
| RHIBeginParallelRenderPass(TSharedPtr< FRHIParallelRenderPassInfo > InInfo, const TCHAR *InName) | IRHICommandContext | inlinevirtual |
| RHIBeginRenderPass(const FRHIRenderPassInfo &InInfo, const TCHAR *InName) final override | FD3D11DynamicRHI | virtual |
| RHIBeginRenderQuery(FRHIRenderQuery *RenderQuery) final override | FD3D11DynamicRHI | virtual |
| RHIBeginRenderQuery_TopOfPipe(FRHICommandListBase &RHICmdList, FRHIRenderQuery *RenderQuery) | FDynamicRHI | virtual |
| RHIBeginRenderQueryBatch_TopOfPipe(FRHICommandListBase &RHICmdList, ERenderQueryType QueryType) | FDynamicRHI | inlinevirtual |
| RHIBeginSuspendRendering() | FDynamicRHI | inlinevirtual |
| RHIBeginTransitions(TArrayView< const FRHITransition * > Transitions) override final | FD3D11DynamicRHI | virtual |
| RHIBeginUAVOverlap() final override | FD3D11DynamicRHI | virtual |
| IRHICommandContextPSOFallback::RHIBeginUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs) | IRHIComputeContext | inlinevirtual |
| RHIBeginUpdateTexture3D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion3D &UpdateRegion) | FDynamicRHI | virtual |
| RHIBindAccelerationStructureMemory(FRHIRayTracingScene *Scene, FRHIBuffer *Buffer, uint32 BufferOffset) | IRHIComputeContext | inlinevirtual |
| RHIBindDebugLabelName(FRHICommandListBase &RHICmdList, FRHITexture *Texture, const TCHAR *Name) final override | FD3D11DynamicRHI | virtual |
| RHIBindDebugLabelName(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, const TCHAR *Name) final override | FD3D11DynamicRHI | virtual |
| RHIBindDebugLabelName(FRHICommandListBase &RHICmdList, FRHIUnorderedAccessView *UnorderedAccessViewRHI, const TCHAR *Name) final override | FD3D11DynamicRHI | virtual |
| RHIBlockUntilGPUIdle() final override | FD3D11DynamicRHI | virtual |
| RHIBuildAccelerationStructures(TConstArrayView< FRayTracingGeometryBuildParams > Params, const FRHIBufferRange &ScratchBufferRange) | IRHIComputeContext | inlinevirtual |
| RHIBuildAccelerationStructures(TConstArrayView< FRayTracingSceneBuildParams > Params) | IRHIComputeContext | inlinevirtual |
| RHICalcRayTracingClusterOperationSize(const FRayTracingClusterOperationInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICalcRayTracingGeometrySize(const FRayTracingGeometryInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICalcRayTracingSceneSize(const FRayTracingSceneInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICalcTexturePlatformSize(FRHITextureDesc const &Desc, uint32 FirstMipIndex) final override | FD3D11DynamicRHI | virtual |
| RHICheckViewportHDRStatus(FRHIViewport *Viewport) | FDynamicRHI | virtual |
| RHIClearShaderBindingTable(FRHIShaderBindingTable *SBT) | IRHICommandContext | inlinevirtual |
| RHIClearUAVFloat(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FVector4f &Values) final override | FD3D11DynamicRHI | virtual |
| RHIClearUAVUint(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FUintVector4 &Values) final override | FD3D11DynamicRHI | virtual |
| RHICloseTranslateChain(FRHIFinalizeContextArgs &&Args, TRHIPipelineArray< IRHIPlatformCommandList * > &Output, bool bShouldFinalize) | FDynamicRHI | inline |
| RHICommitShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIBuffer *InlineBindingDataBuffer) | IRHICommandContext | inlinevirtual |
| RHIComputeMemorySize(FRHITexture *TextureRHI) final override | FD3D11DynamicRHI | virtual |
| RHIComputePrecachePSOHash(const FGraphicsPipelineStateInitializer &Initializer) | FDynamicRHI | virtual |
| RHIComputeStatePrecachePSOHash(const FGraphicsPipelineStateInitializer &Initializer) | FDynamicRHI | virtual |
| RHICopyBufferRegion(FRHIBuffer *DestBuffer, uint64 DstOffset, FRHIBuffer *SourceBuffer, uint64 SrcOffset, uint64 NumBytes) final override | FD3D11DynamicRHI | virtual |
| RHICopyTexture(FRHITexture *SourceTexture, FRHITexture *DestTexture, const FRHICopyTextureInfo &CopyInfo) final override | FD3D11DynamicRHI | virtual |
| RHICopyToStagingBuffer(FRHIBuffer *SourceBuffer, FRHIStagingBuffer *DestinationStagingBuffer, uint32 Offset, uint32 NumBytes) final override | FD3D11DynamicRHI | virtual |
| RHICreateAliasedTexture(FTextureRHIRef &SourceTexture) final override | FD3D11DynamicRHI | virtual |
| RHICreateAmplificationShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) | FDynamicRHI | inlinevirtual |
| RHICreateBlendState(const FBlendStateInitializerRHI &Initializer) final override | FD3D11DynamicRHI | virtual |
| RHICreateBoundShaderState(FRHIVertexDeclaration *VertexDeclaration, FRHIVertexShader *VertexShader, FRHIPixelShader *PixelShader, FRHIGeometryShader *GeometryShader) final override | FD3D11DynamicRHI | virtual |
| RHICreateBufferInitializer(FRHICommandListBase &RHICmdList, const FRHIBufferCreateDesc &CreateDesc) final override | FD3D11DynamicRHI | virtual |
| RHICreateComputePipelineState(const FComputePipelineStateInitializer &Initializer) override | FDynamicRHIPSOFallback | inlinevirtual |
| RHICreateComputeShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final override | FD3D11DynamicRHI | virtual |
| RHICreateDepthStencilState(const FDepthStencilStateInitializerRHI &Initializer) final override | FD3D11DynamicRHI | virtual |
| RHICreateGeometryShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final override | FD3D11DynamicRHI | virtual |
| RHICreateGPUFence(const FName &Name) final override | FD3D11DynamicRHI | virtual |
| RHICreateGraphicsPipelineState(const FGraphicsPipelineStateInitializer &Initializer) override | FDynamicRHIPSOFallback | inlinevirtual |
| RHICreateMeshShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) | FDynamicRHI | inlinevirtual |
| RHICreatePixelShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final override | FD3D11DynamicRHI | virtual |
| RHICreateRasterizerState(const FRasterizerStateInitializerRHI &Initializer) final override | FD3D11DynamicRHI | virtual |
| RHICreateRayTracingGeometry(FRHICommandListBase &RHICmdList, const FRayTracingGeometryInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICreateRayTracingPipelineState(const FRayTracingPipelineStateInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICreateRayTracingScene(FRayTracingSceneInitializer Initializer) | FDynamicRHI | inlinevirtual |
| RHICreateRayTracingShader(TArrayView< const uint8 > Code, const FSHAHash &Hash, EShaderFrequency ShaderFrequency) | FDynamicRHI | inlinevirtual |
| RHICreateRenderQuery(ERenderQueryType QueryType) final override | FD3D11DynamicRHI | virtual |
| RHICreateResourceCollection(FRHICommandListBase &RHICmdList, TConstArrayView< FRHIResourceCollectionMember > InMembers) | FDynamicRHI | inlinevirtual |
| RHICreateSamplerState(const FSamplerStateInitializerRHI &Initializer) final override | FD3D11DynamicRHI | virtual |
| RHICreateShaderBindingTable(FRHICommandListBase &RHICmdList, const FRayTracingShaderBindingTableInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICreateShaderBundle(const FShaderBundleCreateInfo &CreateInfo) | FDynamicRHI | inlinevirtual |
| RHICreateShaderLibrary(EShaderPlatform Platform, FString const &FilePath, FString const &Name) | FDynamicRHI | inlinevirtual |
| RHICreateShaderLibrary_RenderThread(class FRHICommandListImmediate &RHICmdList, EShaderPlatform Platform, FString FilePath, FString Name) | FDynamicRHI | virtual |
| RHICreateShaderResourceView(class FRHICommandListBase &RHICmdList, FRHIViewableResource *Resource, FRHIViewDesc const &ViewDesc) final override | FD3D11DynamicRHI | virtual |
| RHICreateStagingBuffer() final override | FD3D11DynamicRHI | virtual |
| RHICreateTexture2DArrayFromResource(EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &, ID3D11Texture2D *Resource) final override | FD3D11DynamicRHI | virtual |
| RHICreateTexture2DFromResource(EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &ClearValueBinding, ID3D11Texture2D *Resource) final override | FD3D11DynamicRHI | virtual |
| RHICreateTextureCubeFromResource(EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &ClearValueBinding, ID3D11Texture2D *Resource) final override | FD3D11DynamicRHI | virtual |
| RHICreateTextureInitializer(FRHICommandListBase &RHICmdList, const FRHITextureCreateDesc &CreateDesc) final override | FD3D11DynamicRHI | virtual |
| RHICreateTextureReference(FRHICommandListBase &RHICmdList, FRHITexture *InReferencedTexture) | FDynamicRHI | virtual |
| RHICreateTransientResourceAllocator() | FDynamicRHI | inlinevirtual |
| RHICreateTransition(FRHITransition *Transition, const FRHITransitionCreateInfo &CreateInfo) final override | FD3D11DynamicRHI | virtual |
| RHICreateUniformBuffer(const void *Contents, const FRHIUniformBufferLayout *Layout, EUniformBufferUsage Usage, EUniformBufferValidation Validation) final override | FD3D11DynamicRHI | virtual |
| RHICreateUnorderedAccessView(class FRHICommandListBase &RHICmdList, FRHIViewableResource *Resource, FRHIViewDesc const &ViewDesc) final override | FD3D11DynamicRHI | virtual |
| RHICreateVertexDeclaration(const FVertexDeclarationElementList &Elements) final override | FD3D11DynamicRHI | virtual |
| RHICreateVertexShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final override | FD3D11DynamicRHI | virtual |
| RHICreateViewport(void *WindowHandle, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat) override | FD3D11DynamicRHI | virtual |
| RHICreateWorkGraphPipelineState(const FWorkGraphPipelineStateInitializer &Initializer) | FDynamicRHI | inlinevirtual |
| RHICreateWorkGraphShader(TArrayView< const uint8 > Code, const FSHAHash &Hash, EShaderFrequency ShaderFrequency) | FDynamicRHI | inlinevirtual |
| RHIDispatchComputeShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) final override | FD3D11DynamicRHI | virtual |
| RHIDispatchComputeShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleComputeDispatch > Dispatches, bool bEmulated) | IRHIComputeContext | inlinevirtual |
| RHIDispatchGraphicsShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, const FRHIShaderBundleGraphicsState &BundleState, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleGraphicsDispatch > Dispatches, bool bEmulated) | IRHIComputeContext | inlinevirtual |
| RHIDispatchIndirectComputeShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final override | FD3D11DynamicRHI | virtual |
| RHIDispatchIndirectMeshShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) | IRHICommandContext | inlinevirtual |
| RHIDispatchMeshShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) | IRHICommandContext | inlinevirtual |
| RHIDrawIndexedIndirect(FRHIBuffer *IndexBufferRHI, FRHIBuffer *ArgumentsBufferRHI, int32 DrawArgumentsIndex, uint32 NumInstances) final override | FD3D11DynamicRHI | virtual |
| RHIDrawIndexedPrimitive(FRHIBuffer *IndexBuffer, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances) final override | FD3D11DynamicRHI | virtual |
| RHIDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final override | FD3D11DynamicRHI | virtual |
| RHIDrawPrimitive(uint32 BaseVertexIndex, uint32 NumPrimitives, uint32 NumInstances) final override | FD3D11DynamicRHI | virtual |
| RHIDrawPrimitiveIndirect(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final override | FD3D11DynamicRHI | virtual |
| RHIEnableDepthBoundsTest(bool bEnable) final override | FD3D11DynamicRHI | inlinevirtual |
| RHIEndDrawingViewport(FRHIViewport *Viewport, bool bPresent, bool bLockToVsync) final override | FD3D11DynamicRHI | virtual |
| RHIEndFrame(const FRHIEndFrameArgs &Args) final override | FD3D11DynamicRHI | virtual |
| RHIEndFrame_RenderThread(FRHICommandListImmediate &RHICmdList) | FDynamicRHI | virtual |
| RHIEndMultiUpdateTexture3D(FRHICommandListBase &RHICmdList, TArray< FUpdateTexture3DData > &UpdateDataArray) | FDynamicRHI | virtual |
| RHIEndParallelRenderPass() | IRHICommandContext | inlinevirtual |
| RHIEndRenderPass() final override | FD3D11DynamicRHI | virtual |
| RHIEndRenderQuery(FRHIRenderQuery *RenderQuery) final override | FD3D11DynamicRHI | virtual |
| RHIEndRenderQuery_TopOfPipe(FRHICommandListBase &RHICmdList, FRHIRenderQuery *RenderQuery) override final | FD3D11DynamicRHI | virtual |
| RHIEndRenderQueryBatch_TopOfPipe(FRHICommandListBase &RHICmdList, ERenderQueryType QueryType) | FDynamicRHI | inlinevirtual |
| RHIEndTransitions(TArrayView< const FRHITransition * > Transitions) override final | FD3D11DynamicRHI | virtual |
| RHIEndUAVOverlap() final override | FD3D11DynamicRHI | virtual |
| IRHICommandContextPSOFallback::RHIEndUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs) | IRHIComputeContext | inlinevirtual |
| RHIEndUpdateTexture3D(FRHICommandListBase &RHICmdList, FUpdateTexture3DData &UpdateData) final override | FD3D11DynamicRHI | virtual |
| RHIExecuteMultiIndirectClusterOperation(const FRayTracingClusterOperationParams &Params) | IRHIComputeContext | inlinevirtual |
| RHIFinalizeContext(FRHIFinalizeContextArgs &&Args, TRHIPipelineArray< IRHIPlatformCommandList * > &Output) final override | FD3D11DynamicRHI | virtual |
| RHIFinalizeParallelContext(IRHIComputeContext *Context) | FDynamicRHI | inlinevirtual |
| RHIFlushResources() final override | FD3D11DynamicRHI | virtual |
| RHIGetAdapter() const final override | FD3D11DynamicRHI | virtual |
| RHIGetAvailableResolutions(FScreenResolutionArray &Resolutions, bool bIgnoreRefreshRate) final override | FD3D11DynamicRHI | virtual |
| RHIGetCommandContext(ERHIPipeline Pipeline, FRHIGPUMask GPUMask) final override | FD3D11DynamicRHI | virtual |
| RHIGetDefaultContext() final override | FD3D11DynamicRHI | virtual |
| RHIGetDevice() const final override | FD3D11DynamicRHI | virtual |
| RHIGetDeviceContext() const final override | FD3D11DynamicRHI | virtual |
| RHIGetDisplaysInformation(FDisplayInformationArray &OutDisplayInformation) final override | FD3D11DynamicRHI | virtual |
| RHIGetGPUMask() const | IRHIComputeContext | inlinevirtual |
| RHIGetHTilePlatformConfig(uint32 DepthWidth, uint32 DepthHeight) const | FDynamicRHI | inlinevirtual |
| RHIGetHTilePlatformConfig(const FRHITextureDesc &DepthDesc) const | FDynamicRHI | inlinevirtual |
| RHIGetMinimumAlignmentForBufferBackedSRV(EPixelFormat Format) | FDynamicRHI | virtual |
| RHIGetNativeCommandBuffer() final override | FD3D11DynamicRHI | virtual |
| RHIGetNativeComputeQueue() | FDynamicRHI | inlinevirtual |
| RHIGetNativeDevice() final override | FD3D11DynamicRHI | virtual |
| RHIGetNativeGraphicsQueue() | FDynamicRHI | inlinevirtual |
| RHIGetNativeInstance() final override | FD3D11DynamicRHI | virtual |
| RHIGetNativePhysicalDevice() | FDynamicRHI | inlinevirtual |
| RHIGetParallelCommandContext(FRHIParallelRenderPassInfo const &ParallelRenderPass, FRHIGPUMask GPUMask) | FDynamicRHI | inlinevirtual |
| RHIGetPlatformTextureMaxSampleCount() | FDynamicRHI | inlinevirtual |
| RHIGetRayTracingGeometryOfflineMetadata(const FRayTracingGeometryOfflineDataHeader &OfflineDataHeader) | FDynamicRHI | inlinevirtual |
| RHIGetRenderQueryResult(FRHIRenderQuery *RenderQuery, uint64 &OutResult, bool bWait, uint32 GPUIndex=INDEX_NONE) final override | FD3D11DynamicRHI | virtual |
| RHIGetRenderTargetView(FRHITexture *InTexture, int32 InMipIndex=0, int32 InArraySliceIndex=-1) const final override | FD3D11DynamicRHI | virtual |
| RHIGetResource(FRHIBuffer *InBuffer) const final override | FD3D11DynamicRHI | virtual |
| RHIGetResource(FRHITexture *InTexture) const final override | FD3D11DynamicRHI | virtual |
| RHIGetResourceMemorySize(FRHITexture *InTexture) const final override | FD3D11DynamicRHI | virtual |
| RHIGetShaderResourceView(FRHITexture *InTexture) const final override | FD3D11DynamicRHI | virtual |
| RHIGetSupportedResolution(uint32 &Width, uint32 &Height) final override | FD3D11DynamicRHI | virtual |
| RHIGetSwapChain(FRHIViewport *InViewport) const final override | FD3D11DynamicRHI | virtual |
| RHIGetSwapChainFormat(EPixelFormat InFormat) const final override | FD3D11DynamicRHI | virtual |
| RHIGetTextureMemoryStats(FTextureMemoryStats &OutStats) final override | FD3D11DynamicRHI | virtual |
| RHIGetTextureMemoryVisualizeData(FColor *TextureData, int32 SizeX, int32 SizeY, int32 Pitch, int32 PixelSize) final override | FD3D11DynamicRHI | virtual |
| RHIGetUploadContext() | FDynamicRHI | inlinevirtual |
| RHIGetViewportBackBuffer(FRHIViewport *Viewport) final override | FD3D11DynamicRHI | virtual |
| RHIGetViewportBackBufferUAV(FRHIViewport *ViewportRHI) | FDynamicRHI | inlinevirtual |
| RHIGetViewportNextPresentGPUIndex(FRHIViewport *Viewport) | FDynamicRHI | inlinevirtual |
| RHIGpuHangCommandListCorruption() | IRHICommandContext | inlinevirtual |
| RHIHandleDisplayChange() final override | FD3D11DynamicRHI | virtual |
| RHIIsRenderingSuspended() | FDynamicRHI | inlinevirtual |
| RHILockBuffer(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode) | FDynamicRHI | virtual |
| RHILockBufferMGPU(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 GPUIndex, uint32 Offset, uint32 Size, EResourceLockMode LockMode) | FDynamicRHI | virtual |
| RHILockStagingBuffer(FRHIStagingBuffer *StagingBuffer, FRHIGPUFence *Fence, uint32 Offset, uint32 SizeRHI) final override | FD3D11DynamicRHI | virtual |
| RHILockTexture(FRHICommandListImmediate &RHICmdList, const FRHILockTextureArgs &Arguments) final override | FD3D11DynamicRHI | virtual |
| RHIMapStagingSurface(FRHITexture *Texture, FRHIGPUFence *Fence, void *&OutData, int32 &OutWidth, int32 &OutHeight, uint32 GPUIndex=0) final override | FD3D11DynamicRHI | virtual |
| RHIMapStagingSurface_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 GPUIndex, FRHIGPUFence *Fence, void *&OutData, int32 &OutWidth, int32 &OutHeight) | FDynamicRHI | virtual |
| RHIMatchPrecachePSOInitializers(const FGraphicsPipelineStateInitializer &LHS, const FGraphicsPipelineStateInitializer &RHS) | FDynamicRHI | virtual |
| RHIMultiDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset, FRHIBuffer *CountBuffer, uint32 CountBuffeOffset, uint32 MaxDrawArguments) | IRHICommandContext | inlinevirtual |
| RHINextSubpass() | IRHICommandContext | inlinevirtual |
| RHIPostExternalCommandsReset() | IRHIComputeContext | inlinevirtual |
| RHIPreferredPixelFormatHint(EPixelFormat PreferredPixelFormat) | FDynamicRHI | inlinevirtual |
| RHIProcessDeleteQueue() | FDynamicRHI | inlinevirtual |
| RHIRayTraceDispatch(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, uint32 Width, uint32 Height) | IRHIComputeContext | inlinevirtual |
| RHIRayTraceDispatchIndirect(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) | IRHIComputeContext | inlinevirtual |
| RHIRead3DSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, FIntPoint ZMinMax, TArray< FFloat16Color > &OutData) final override | FD3D11DynamicRHI | virtual |
| ID3D11DynamicRHI::RHIRead3DSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, FIntPoint ZMinMax, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags InFlags) | FDynamicRHI | virtual |
| RHIReadSurfaceData(FRHITexture *Texture, FIntRect Rect, TArray< FColor > &OutData, FReadSurfaceDataFlags InFlags) final override | FD3D11DynamicRHI | virtual |
| RHIReadSurfaceData(FRHITexture *TextureRHI, FIntRect InRect, TArray< FLinearColor > &OutData, FReadSurfaceDataFlags InFlags) final override | FD3D11DynamicRHI | virtual |
| RHIReadSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex) final override | FD3D11DynamicRHI | virtual |
| ID3D11DynamicRHI::RHIReadSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags InFlags) | FDynamicRHI | virtual |
| RHIReadSurfaceFloatData_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex) | FDynamicRHI | virtual |
| RHIReadSurfaceFloatData_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags Flags) | FDynamicRHI | virtual |
| RHIRegisterWork(uint32 NumPrimitives) final override | FD3D11DynamicRHI | virtual |
| RHIReleaseThreadOwnership() | FDynamicRHI | inlinevirtual |
| RHIReleaseTransition(FRHITransition *Transition) final override | FD3D11DynamicRHI | virtual |
| RHIReplaceResources(FRHICommandListBase &RHICmdList, TArray< FRHIResourceReplaceInfo > &&ReplaceInfos) final override | FD3D11DynamicRHI | virtual |
| RHIResizeViewport(FRHIViewport *Viewport, uint32 SizeX, uint32 SizeY, bool bIsFullscreen) final override | FD3D11DynamicRHI | virtual |
| RHIResizeViewport(FRHIViewport *Viewport, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat) final override | FD3D11DynamicRHI | virtual |
| RHIResumeRendering() | FDynamicRHI | inlinevirtual |
| RHIResummarizeHTile(FRHITexture *DepthTexture) | IRHICommandContext | inlinevirtual |
| RHISerializeAccelerationStructure(FRHICommandListImmediate &RHICmdList, FRHIRayTracingScene *Scene, const TCHAR *Path) | FDynamicRHI | inlinevirtual |
| RHISetAsyncComputeBudget(EAsyncComputeBudget Budget) | IRHIComputeContext | inlinevirtual |
| RHISetBatchedShaderParameters(FRHIGraphicsShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters) | IRHICommandContext | inline |
| RHISetBatchedShaderParameters(FRHIComputeShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters) | IRHICommandContext | inline |
| RHISetBindingsOnShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, ERayTracingBindingType BindingType) | IRHICommandContext | inlinevirtual |
| RHISetBlendFactor(const FLinearColor &BlendFactor) final override | FD3D11DynamicRHI | virtual |
| RHISetBlendState(FRHIBlendState *NewState, const FLinearColor &BlendFactor) final override | FD3D11DynamicRHI | virtual |
| RHISetBoundShaderState(FRHIBoundShaderState *BoundShaderState) final override | FD3D11DynamicRHI | virtual |
| RHISetComputeBudget(ESyncComputeBudget Budget) | IRHIComputeContext | inlinevirtual |
| RHISetComputePipelineState(FRHIComputePipelineState *ComputePipelineState) | IRHICommandContextPSOFallback | inlinevirtual |
| RHISetComputeShader(FRHIComputeShader *ComputeShader) final override | FD3D11DynamicRHI | virtual |
| RHISetDepthBounds(float MinDepth, float MaxDepth) final override | FD3D11DynamicRHI | inlinevirtual |
| RHISetDepthStencilState(FRHIDepthStencilState *NewState, uint32 StencilRef) final override | FD3D11DynamicRHI | virtual |
| RHISetGPUMask(FRHIGPUMask GPUMask) | IRHIComputeContext | inlinevirtual |
| RHISetGraphicsPipelineState(FRHIGraphicsPipelineState *GraphicsState, uint32 StencilRef, bool bApplyAdditionalState) final override | FD3D11DynamicRHI | virtual |
| RHISetMultipleViewports(uint32 Count, const FViewportBounds *Data) final override | FD3D11DynamicRHI | virtual |
| RHISetRasterizerState(FRHIRasterizerState *NewState) final override | FD3D11DynamicRHI | virtual |
| RHISetScissorRect(bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY) final override | FD3D11DynamicRHI | virtual |
| RHISetShaderParameters(FRHIComputeShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final override | FD3D11DynamicRHI | virtual |
| RHISetShaderParameters(FRHIGraphicsShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final override | FD3D11DynamicRHI | virtual |
| RHISetShaderRootConstants(const FUint32Vector4 &Constants) | IRHIComputeContext | inlinevirtual |
| RHISetShaderUnbinds(FRHIComputeShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final override | FD3D11DynamicRHI | virtual |
| RHISetShaderUnbinds(FRHIGraphicsShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final override | FD3D11DynamicRHI | virtual |
| RHISetShadingRate(EVRSShadingRate ShadingRate, EVRSRateCombiner Combiner) | IRHICommandContext | inlinevirtual |
| RHISetStaticUniformBuffer(FUniformBufferStaticSlot Slot, FRHIUniformBuffer *Buffer) final override | FD3D11DynamicRHI | virtual |
| RHISetStaticUniformBuffers(const FUniformBufferStaticBindings &InUniformBuffers) final override | FD3D11DynamicRHI | virtual |
| RHISetStencilRef(uint32 StencilRef) final override | FD3D11DynamicRHI | virtual |
| RHISetStereoViewport(float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ) override | FD3D11DynamicRHI | virtual |
| RHISetStreamSource(uint32 StreamIndex, FRHIBuffer *VertexBuffer, uint32 Offset) final override | FD3D11DynamicRHI | virtual |
| RHISetUniformBufferDynamicOffset(FUniformBufferStaticSlot Slot, uint32 Offset) | IRHIComputeContext | inlinevirtual |
| RHISetViewport(float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ) final override | FD3D11DynamicRHI | virtual |
| RHISignalFlipEvent() | FDynamicRHI | inlinevirtual |
| RHISubmitCommandLists(FRHISubmitCommandListsArgs &&Args) final override | FD3D11DynamicRHI | virtual |
| RHISuspendRendering() | FDynamicRHI | inlinevirtual |
| RHITick(float DeltaTime) final override | FD3D11DynamicRHI | virtual |
| RHIUnlockBuffer(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer) | FDynamicRHI | virtual |
| RHIUnlockBufferMGPU(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 GPUIndex) | FDynamicRHI | virtual |
| RHIUnlockStagingBuffer(FRHIStagingBuffer *StagingBuffer) final override | FD3D11DynamicRHI | virtual |
| RHIUnlockTexture(FRHICommandListImmediate &RHICmdList, const FRHILockTextureArgs &Arguments) final override | FD3D11DynamicRHI | virtual |
| RHIUnmapStagingSurface(FRHITexture *Texture, uint32 GPUIndex=0) final override | FD3D11DynamicRHI | virtual |
| RHIUnmapStagingSurface_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 GPUIndex) | FDynamicRHI | virtual |
| RHIUpdateFromBufferTexture2D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion2D &UpdateRegion, uint32 SourcePitch, FRHIBuffer *Buffer, uint32 BufferOffset) | FDynamicRHI | inlinevirtual |
| RHIUpdateResourceCollection(FRHICommandListBase &RHICmdList, FRHIResourceCollection *InResourceCollection, uint32 InStartIndex, TConstArrayView< FRHIResourceCollectionMember > InMemberUpdates) | FDynamicRHI | inlinevirtual |
| RHIUpdateTexture2D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion2D &UpdateRegion, uint32 SourcePitch, const uint8 *SourceData) final override | FD3D11DynamicRHI | virtual |
| RHIUpdateTexture3D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion3D &UpdateRegion, uint32 SourceRowPitch, uint32 SourceDepthPitch, const uint8 *SourceData) final override | FD3D11DynamicRHI | virtual |
| RHIUpdateTextureReference(FRHICommandListBase &RHICmdList, FRHITextureReference *TextureRef, FRHITexture *NewTexture) | FDynamicRHI | virtual |
| RHIUpdateUniformBuffer(FRHICommandListBase &RHICmdList, FRHIUniformBuffer *UniformBufferRHI, const void *Contents) final override | FD3D11DynamicRHI | virtual |
| RHIVerifyResult(ID3D11Device *Device, HRESULT Result, const ANSICHAR *Code, const ANSICHAR *Filename, uint32 Line) const final override | FD3D11DynamicRHI | virtual |
| RHIVirtualTextureSetFirstMipInMemory(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 FirstMip) | FDynamicRHI | virtual |
| RHIVirtualTextureSetFirstMipVisible(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 FirstMip) | FDynamicRHI | virtual |
| RHIWaitForFlip(double TimeoutInSeconds) | FDynamicRHI | inlinevirtual |
| RHIWriteGPUFence(FRHIGPUFence *Fence) final override | FD3D11DynamicRHI | virtual |
| RHIWriteGPUFence_TopOfPipe(FRHICommandListBase &RHICmdList, FRHIGPUFence *FenceRHI) final override | FD3D11DynamicRHI | virtual |
| SetExecutingCommandList(FRHICommandListBase *InCmdList) | IRHIComputeContext | inlinevirtual |
| SetRenderTargets(uint32 NumSimultaneousRenderTargets, const FRHIRenderTargetView *NewRenderTargets, const FRHIDepthRenderTargetView *NewDepthStencilTarget) | FD3D11DynamicRHI | |
| SetRenderTargetsAndClear(const FRHISetRenderTargetsInfo &RenderTargetsInfo) | FD3D11DynamicRHI | |
| SetResourcesFromTables(const ShaderType *RESTRICT) | FD3D11DynamicRHI | protected |
| SetResourcesFromTables(const ShaderType *RESTRICT Shader) | FD3D11DynamicRHI | |
| SetShaderParametersCommon(FD3D11ConstantBuffer *StageConstantBuffer, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters) | FD3D11DynamicRHI | |
| SetShaderResourceView(FD3D11ViewableResource *Resource, ID3D11ShaderResourceView *SRV, int32 ResourceIndex) | FD3D11DynamicRHI | inline |
| SetShaderUnbindsCommon(TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) | FD3D11DynamicRHI | |
| SetTrackedAccess(const FRHITrackedAccessInfo &Info) | IRHIComputeContext | inline |
| SetupAfterDeviceCreation() | FD3D11DynamicRHI | protected |
| SetupDisplayHDRMetaData() | FD3D11DynamicRHI | protected |
| Shutdown() override | FD3D11DynamicRHI | virtual |
| StateCache | FD3D11DynamicRHI | protected |
| StatEvent | IRHIComputeContext | protected |
| StaticUniformBuffers | FD3D11DynamicRHI | protected |
| TimestampCalibration | FD3D11DynamicRHI | protected |
| UAVBindCount | FD3D11DynamicRHI | protected |
| UAVBindFirst | FD3D11DynamicRHI | protected |
| UAVBound | FD3D11DynamicRHI | protected |
| UAVSChanged | FD3D11DynamicRHI | protected |
| UnlockBuffer_BottomOfPipe(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer) final override | FD3D11DynamicRHI | virtual |
| UnlockStagingBuffer_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHIStagingBuffer *StagingBuffer) | FDynamicRHI | virtual |
| UpdateMemoryStats() | FD3D11DynamicRHI | protected |
| UpdateMSAASettings() | FD3D11DynamicRHI | protected |
| ValidateExclusiveDepthStencilAccess(FExclusiveDepthStencil Src) const | FD3D11DynamicRHI | protected |
| Viewports | FD3D11DynamicRHI | protected |
| VSConstantBuffer | FD3D11DynamicRHI | protected |
| ZeroBuffer | FD3D11DynamicRHI | protected |
| ZeroBufferSize | FD3D11DynamicRHI | protected |
| ~FD3D11DynamicRHI() | FD3D11DynamicRHI | virtual |
| ~FDynamicRHI() | FDynamicRHI | virtual |
| ~IRHICommandContext() | IRHICommandContext | inlinevirtual |
| ~IRHIComputeContext() | IRHIComputeContext | inlinevirtual |