UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D11DynamicRHI Member List

This is the complete list of members for FD3D11DynamicRHI, including all inherited members.

ActiveQueriesFD3D11DynamicRHIprotected
AdapterFD3D11DynamicRHIprotected
AddLockedData(const FD3D11LockedKey &Key, const FD3D11LockedData &LockedData)FD3D11DynamicRHIinline
AmdAgsContextFD3D11DynamicRHIprotected
ApplyStaticUniformBuffers(TRHIShader *Shader)FD3D11DynamicRHI
AsyncReallocateTexture2D_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus) final overrideFD3D11DynamicRHIvirtual
AvailableMSAAQualitiesFD3D11DynamicRHIprotected
bCurrentDepthStencilStateIsReadOnlyFD3D11DynamicRHIprotected
bDiscardSharedConstantsFD3D11DynamicRHIprotected
bDXGISupportsHDRFD3D11DynamicRHIprotected
BeginCreateBufferInternal(const FRHIBufferCreateDesc &CreateDesc)FD3D11DynamicRHI
BeginCreateTextureInternal(const FRHITextureCreateDesc &CreateDesc)FD3D11DynamicRHI
BeginRecursiveCommand()FD3D11DynamicRHIinline
BindUniformBuffer(uint32 BufferIndex, FRHIUniformBuffer *BufferRHI)FD3D11DynamicRHI
BoundShaderStateHistoryFD3D11DynamicRHIprotected
BoundUniformBuffersFD3D11DynamicRHIprotected
bRenderDocFD3D11DynamicRHIprotected
bUAVOverlapEnabledFD3D11DynamicRHIprotected
CalibrateTimers()FD3D11DynamicRHI
CleanupD3DDevice()FD3D11DynamicRHIprotectedvirtual
ClearAllShaderResources()FD3D11DynamicRHI
ClearState()FD3D11DynamicRHI
CommitComputeResourceTables(FD3D11ComputeShader *ComputeShader)FD3D11DynamicRHIprotected
CommitComputeShaderConstants()FD3D11DynamicRHIprotectedvirtual
CommitGraphicsResourceTables()FD3D11DynamicRHIprotected
CommitNonComputeShaderConstants()FD3D11DynamicRHIprotectedvirtual
CommitRenderTargets(bool bClearUAVS)FD3D11DynamicRHIprotected
CommitRenderTargetsAndUAVs()FD3D11DynamicRHIprotected
CommitUAVs()FD3D11DynamicRHIprotected
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)FD3D11DynamicRHIprotected
CreateTextureInternal(const FRHITextureCreateDesc &CreateDesc, TConstArrayView< uint8 > InitialData)FD3D11DynamicRHI
CSConstantBufferFD3D11DynamicRHIprotected
CurrentComputeShaderFD3D11DynamicRHIprotected
CurrentDepthStencilTargetFD3D11DynamicRHIprotected
CurrentDepthTextureFD3D11DynamicRHIprotected
CurrentDSVAccessTypeFD3D11DynamicRHIprotected
CurrentRenderTargetsFD3D11DynamicRHIprotected
CurrentResourceBoundAsIBFD3D11DynamicRHIprotected
CurrentResourcesBoundAsSRVsFD3D11DynamicRHIprotected
CurrentResourcesBoundAsVBsFD3D11DynamicRHIprotected
CurrentRTVOverlapMaskFD3D11DynamicRHIprotected
CurrentUAVMaskFD3D11DynamicRHIprotected
CurrentUAVsFD3D11DynamicRHIprotected
Direct3DDeviceFD3D11DynamicRHIprotected
Direct3DDeviceIMAnnotationFD3D11DynamicRHIprotected
Direct3DDeviceIMContextFD3D11DynamicRHIprotected
DirtyUniformBuffersFD3D11DynamicRHIprotected
DisableQuadBufferStereo()FD3D11DynamicRHI
DisableUAVOverlap()FD3D11DynamicRHIprotected
DisplayListFD3D11DynamicRHIprotected
DXGIFactory1FD3D11DynamicRHIprotected
EnableIdealGPUCaptureOptions(bool bEnable)FDynamicRHIstatic
EnableUAVOverlap()FD3D11DynamicRHIprotected
ExceptionHandlerHandleFD3D11DynamicRHIprotected
FD3D11DynamicRHI(IDXGIFactory1 *InDXGIFactory1, D3D_FEATURE_LEVEL InFeatureLevel, const FD3D11Adapter &InAdapter)FD3D11DynamicRHI
FD3D11LockTracker typedefFD3D11DynamicRHI
FD3D11RenderQueryFD3D11DynamicRHIfriend
FD3D11ViewportFD3D11DynamicRHIfriend
FD3DGPUProfilerFD3D11DynamicRHIfriend
FeatureLevelFD3D11DynamicRHIprotected
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
FirstFD3D11DynamicRHI
FlushPendingLogs() overrideFD3D11DynamicRHIvirtual
FRHICalcTextureSizeResult typedefFDynamicRHI
Get()FD3D11DynamicRHIinlinestatic
GetAdapter() constFD3D11DynamicRHIinline
GetBestSupportedMSAASetting(DXGI_FORMAT PlatformFormat, uint32 MSAACount, uint32 &OutBestMSAACount, uint32 &OutMSAAQualityLevels)FD3D11DynamicRHIprotected
GetDevice() constFD3D11DynamicRHIinline
GetDeviceContext() constFD3D11DynamicRHIinline
GetDisplayFormat(EPixelFormat InPixelFormat) constFD3D11DynamicRHI
GetExecutingCommandList() constIRHIComputeContextinline
GetFactory() constFD3D11DynamicRHIinline
GetHighestLevelContext() constIRHIComputeContextinline
GetHighestLevelContext()IRHIComputeContextinline
GetInterfaceType() const override finalID3D11DynamicRHIinlinevirtual
GetLowestLevelContext()IRHIComputeContextinline
GetMaxMSAAQuality(uint32 SampleCount)FD3D11DynamicRHIprotected
GetName() overrideFD3D11DynamicRHIinlinevirtual
GetNonValidationRHI()FDynamicRHIinlinevirtual
GetPipeline() const overrideIRHICommandContextinlinevirtual
GetQueryData(ID3D11Query *Query, void *Data, SIZE_T DataSize, bool bTimestamp, bool bWait, bool bStallRHIThread)FD3D11DynamicRHI
GetStagingTexture(FRHITexture *TextureRHI, FIntRect InRect, FIntRect &OutRect, FReadSurfaceDataFlags InFlags)FD3D11DynamicRHIprotected
GetStateCache()FD3D11DynamicRHIinline
GetTrackedAccess(const FRHIViewableResource *Resource) constIRHIComputeContextinline
GetTrackedPipelines(const FRHIViewableResource *Resource) constIRHIComputeContextinline
GPUProfilingDataFD3D11DynamicRHIprotected
GSConstantBufferFD3D11DynamicRHIprotected
Init() overrideFD3D11DynamicRHIvirtual
InitConstantBuffers()FD3D11DynamicRHIprotected
InitD3DDevice()FD3D11DynamicRHIvirtual
InitPixelFormatInfo(const TArray< uint32 > &PixelFormatBlockBytesIn)FDynamicRHIinline
InternalSetUAVCS(uint32 BindIndex, FD3D11UnorderedAccessView *UnorderedAccessViewRHI)FD3D11DynamicRHI
InternalSetUAVVSPS(uint32 BindIndex, FD3D11UnorderedAccessView *UnorderedAccessViewRHI)FD3D11DynamicRHI
IsQuadBufferStereoEnabled()FD3D11DynamicRHI
LastFD3D11DynamicRHI
LockBuffer_BottomOfPipe(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode) final overrideFD3D11DynamicRHIvirtual
LockStagingBuffer_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHIStagingBuffer *StagingBuffer, FRHIGPUFence *Fence, uint32 Offset, uint32 SizeRHI)FDynamicRHIvirtual
LockTrackerFD3D11DynamicRHIprotected
LockTrackerCSFD3D11DynamicRHIprotected
MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE enum valueFD3D11DynamicRHIprotected
MaxBoundShaderResourcesIndexFD3D11DynamicRHIprotected
MaxBoundVertexBufferIndexFD3D11DynamicRHIprotected
NumSimultaneousRenderTargetsFD3D11DynamicRHIprotected
NumUAVsFD3D11DynamicRHIprotected
PixelFormatBlockBytesFDynamicRHIprotected
PollQueryResults()FD3D11DynamicRHI
PollQueryResultsForEndFrame(FD3D11RenderQuery *Query)FD3D11DynamicRHI
PostInit()FDynamicRHIinlinevirtual
PresentCounterFD3D11DynamicRHIprotected
PrimitiveTypeFD3D11DynamicRHIprotected
ProfilerFD3D11DynamicRHIprotected
PSConstantBufferFD3D11DynamicRHIprotected
ReadSurfaceDataMSAARaw(FRHITexture *TextureRHI, FIntRect Rect, TArray< uint8 > &OutData, FReadSurfaceDataFlags InFlags)FD3D11DynamicRHIprotected
ReadSurfaceDataNoMSAARaw(FRHITexture *TextureRHI, FIntRect Rect, TArray< uint8 > &OutData, FReadSurfaceDataFlags InFlags)FD3D11DynamicRHIprotected
RegisterGPUDispatch(FIntVector GroupCount)FD3D11DynamicRHIinline
RegisterGPUWork(uint32 NumPrimitives=0, uint32 NumVertices=0)FD3D11DynamicRHIinline
ReleasePooledUniformBuffers()FD3D11DynamicRHIprotected
RemoveLockedData(const FD3D11LockedKey &Key, FD3D11LockedData &OutLockedData)FD3D11DynamicRHIinline
RenderPassInfoIRHICommandContextprotected
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)FD3D11DynamicRHIprotectedstatic
ResourceCast(TRHIType *Resource)FD3D11DynamicRHIinlinestatic
ResourceCast(FRHITexture *Texture)FD3D11DynamicRHIinlinestatic
RHIAcquireThreadOwnership()FDynamicRHIinlinevirtual
RHIAdvanceFrameForGetViewportBackBuffer(FRHIViewport *Viewport, bool bPresent) final overrideFD3D11DynamicRHIvirtual
RHIAliasTextureResources(FTextureRHIRef &DestTexture, FTextureRHIRef &SrcTexture) final overrideFD3D11DynamicRHIvirtual
RHIAsyncCopyTexture2DCopy(FRHITexture *NewTexture2DRHI, FRHITexture *Texture2DRHI, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus)FD3D11DynamicRHIvirtual
RHIAsyncCreateTexture2D(uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags Flags, ERHIAccess InResourceState, void **InitialMipData, uint32 NumInitialMips, const TCHAR *DebugName, FGraphEventRef &OutCompletionEvent) final overrideFD3D11DynamicRHIvirtual
RHIAsyncReallocateTexture2D(FRHITexture *Texture2D, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter *RequestStatus) final overrideFD3D11DynamicRHIvirtual
RHIBeginParallelRenderPass(TSharedPtr< FRHIParallelRenderPassInfo > InInfo, const TCHAR *InName)IRHICommandContextinlinevirtual
RHIBeginRenderPass(const FRHIRenderPassInfo &InInfo, const TCHAR *InName) final overrideFD3D11DynamicRHIvirtual
RHIBeginRenderQuery(FRHIRenderQuery *RenderQuery) final overrideFD3D11DynamicRHIvirtual
RHIBeginRenderQuery_TopOfPipe(FRHICommandListBase &RHICmdList, FRHIRenderQuery *RenderQuery)FDynamicRHIvirtual
RHIBeginRenderQueryBatch_TopOfPipe(FRHICommandListBase &RHICmdList, ERenderQueryType QueryType)FDynamicRHIinlinevirtual
RHIBeginSuspendRendering()FDynamicRHIinlinevirtual
RHIBeginTransitions(TArrayView< const FRHITransition * > Transitions) override finalFD3D11DynamicRHIvirtual
RHIBeginUAVOverlap() final overrideFD3D11DynamicRHIvirtual
IRHICommandContextPSOFallback::RHIBeginUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs)IRHIComputeContextinlinevirtual
RHIBeginUpdateTexture3D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion3D &UpdateRegion)FDynamicRHIvirtual
RHIBindAccelerationStructureMemory(FRHIRayTracingScene *Scene, FRHIBuffer *Buffer, uint32 BufferOffset)IRHIComputeContextinlinevirtual
RHIBindDebugLabelName(FRHICommandListBase &RHICmdList, FRHITexture *Texture, const TCHAR *Name) final overrideFD3D11DynamicRHIvirtual
RHIBindDebugLabelName(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, const TCHAR *Name) final overrideFD3D11DynamicRHIvirtual
RHIBindDebugLabelName(FRHICommandListBase &RHICmdList, FRHIUnorderedAccessView *UnorderedAccessViewRHI, const TCHAR *Name) final overrideFD3D11DynamicRHIvirtual
RHIBlockUntilGPUIdle() final overrideFD3D11DynamicRHIvirtual
RHIBuildAccelerationStructures(TConstArrayView< FRayTracingGeometryBuildParams > Params, const FRHIBufferRange &ScratchBufferRange)IRHIComputeContextinlinevirtual
RHIBuildAccelerationStructures(TConstArrayView< FRayTracingSceneBuildParams > Params)IRHIComputeContextinlinevirtual
RHICalcRayTracingClusterOperationSize(const FRayTracingClusterOperationInitializer &Initializer)FDynamicRHIinlinevirtual
RHICalcRayTracingGeometrySize(const FRayTracingGeometryInitializer &Initializer)FDynamicRHIinlinevirtual
RHICalcRayTracingSceneSize(const FRayTracingSceneInitializer &Initializer)FDynamicRHIinlinevirtual
RHICalcTexturePlatformSize(FRHITextureDesc const &Desc, uint32 FirstMipIndex) final overrideFD3D11DynamicRHIvirtual
RHICheckViewportHDRStatus(FRHIViewport *Viewport)FDynamicRHIvirtual
RHIClearShaderBindingTable(FRHIShaderBindingTable *SBT)IRHICommandContextinlinevirtual
RHIClearUAVFloat(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FVector4f &Values) final overrideFD3D11DynamicRHIvirtual
RHIClearUAVUint(FRHIUnorderedAccessView *UnorderedAccessViewRHI, const FUintVector4 &Values) final overrideFD3D11DynamicRHIvirtual
RHICloseTranslateChain(FRHIFinalizeContextArgs &&Args, TRHIPipelineArray< IRHIPlatformCommandList * > &Output, bool bShouldFinalize)FDynamicRHIinline
RHICommitShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIBuffer *InlineBindingDataBuffer)IRHICommandContextinlinevirtual
RHIComputeMemorySize(FRHITexture *TextureRHI) final overrideFD3D11DynamicRHIvirtual
RHIComputePrecachePSOHash(const FGraphicsPipelineStateInitializer &Initializer)FDynamicRHIvirtual
RHIComputeStatePrecachePSOHash(const FGraphicsPipelineStateInitializer &Initializer)FDynamicRHIvirtual
RHICopyBufferRegion(FRHIBuffer *DestBuffer, uint64 DstOffset, FRHIBuffer *SourceBuffer, uint64 SrcOffset, uint64 NumBytes) final overrideFD3D11DynamicRHIvirtual
RHICopyTexture(FRHITexture *SourceTexture, FRHITexture *DestTexture, const FRHICopyTextureInfo &CopyInfo) final overrideFD3D11DynamicRHIvirtual
RHICopyToStagingBuffer(FRHIBuffer *SourceBuffer, FRHIStagingBuffer *DestinationStagingBuffer, uint32 Offset, uint32 NumBytes) final overrideFD3D11DynamicRHIvirtual
RHICreateAliasedTexture(FTextureRHIRef &SourceTexture) final overrideFD3D11DynamicRHIvirtual
RHICreateAmplificationShader(TArrayView< const uint8 > Code, const FSHAHash &Hash)FDynamicRHIinlinevirtual
RHICreateBlendState(const FBlendStateInitializerRHI &Initializer) final overrideFD3D11DynamicRHIvirtual
RHICreateBoundShaderState(FRHIVertexDeclaration *VertexDeclaration, FRHIVertexShader *VertexShader, FRHIPixelShader *PixelShader, FRHIGeometryShader *GeometryShader) final overrideFD3D11DynamicRHIvirtual
RHICreateBufferInitializer(FRHICommandListBase &RHICmdList, const FRHIBufferCreateDesc &CreateDesc) final overrideFD3D11DynamicRHIvirtual
RHICreateComputePipelineState(const FComputePipelineStateInitializer &Initializer) overrideFDynamicRHIPSOFallbackinlinevirtual
RHICreateComputeShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final overrideFD3D11DynamicRHIvirtual
RHICreateDepthStencilState(const FDepthStencilStateInitializerRHI &Initializer) final overrideFD3D11DynamicRHIvirtual
RHICreateGeometryShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final overrideFD3D11DynamicRHIvirtual
RHICreateGPUFence(const FName &Name) final overrideFD3D11DynamicRHIvirtual
RHICreateGraphicsPipelineState(const FGraphicsPipelineStateInitializer &Initializer) overrideFDynamicRHIPSOFallbackinlinevirtual
RHICreateMeshShader(TArrayView< const uint8 > Code, const FSHAHash &Hash)FDynamicRHIinlinevirtual
RHICreatePixelShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final overrideFD3D11DynamicRHIvirtual
RHICreateRasterizerState(const FRasterizerStateInitializerRHI &Initializer) final overrideFD3D11DynamicRHIvirtual
RHICreateRayTracingGeometry(FRHICommandListBase &RHICmdList, const FRayTracingGeometryInitializer &Initializer)FDynamicRHIinlinevirtual
RHICreateRayTracingPipelineState(const FRayTracingPipelineStateInitializer &Initializer)FDynamicRHIinlinevirtual
RHICreateRayTracingScene(FRayTracingSceneInitializer Initializer)FDynamicRHIinlinevirtual
RHICreateRayTracingShader(TArrayView< const uint8 > Code, const FSHAHash &Hash, EShaderFrequency ShaderFrequency)FDynamicRHIinlinevirtual
RHICreateRenderQuery(ERenderQueryType QueryType) final overrideFD3D11DynamicRHIvirtual
RHICreateResourceCollection(FRHICommandListBase &RHICmdList, TConstArrayView< FRHIResourceCollectionMember > InMembers)FDynamicRHIinlinevirtual
RHICreateSamplerState(const FSamplerStateInitializerRHI &Initializer) final overrideFD3D11DynamicRHIvirtual
RHICreateShaderBindingTable(FRHICommandListBase &RHICmdList, const FRayTracingShaderBindingTableInitializer &Initializer)FDynamicRHIinlinevirtual
RHICreateShaderBundle(const FShaderBundleCreateInfo &CreateInfo)FDynamicRHIinlinevirtual
RHICreateShaderLibrary(EShaderPlatform Platform, FString const &FilePath, FString const &Name)FDynamicRHIinlinevirtual
RHICreateShaderLibrary_RenderThread(class FRHICommandListImmediate &RHICmdList, EShaderPlatform Platform, FString FilePath, FString Name)FDynamicRHIvirtual
RHICreateShaderResourceView(class FRHICommandListBase &RHICmdList, FRHIViewableResource *Resource, FRHIViewDesc const &ViewDesc) final overrideFD3D11DynamicRHIvirtual
RHICreateStagingBuffer() final overrideFD3D11DynamicRHIvirtual
RHICreateTexture2DArrayFromResource(EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &, ID3D11Texture2D *Resource) final overrideFD3D11DynamicRHIvirtual
RHICreateTexture2DFromResource(EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &ClearValueBinding, ID3D11Texture2D *Resource) final overrideFD3D11DynamicRHIvirtual
RHICreateTextureCubeFromResource(EPixelFormat Format, ETextureCreateFlags TexCreateFlags, const FClearValueBinding &ClearValueBinding, ID3D11Texture2D *Resource) final overrideFD3D11DynamicRHIvirtual
RHICreateTextureInitializer(FRHICommandListBase &RHICmdList, const FRHITextureCreateDesc &CreateDesc) final overrideFD3D11DynamicRHIvirtual
RHICreateTextureReference(FRHICommandListBase &RHICmdList, FRHITexture *InReferencedTexture)FDynamicRHIvirtual
RHICreateTransientResourceAllocator()FDynamicRHIinlinevirtual
RHICreateTransition(FRHITransition *Transition, const FRHITransitionCreateInfo &CreateInfo) final overrideFD3D11DynamicRHIvirtual
RHICreateUniformBuffer(const void *Contents, const FRHIUniformBufferLayout *Layout, EUniformBufferUsage Usage, EUniformBufferValidation Validation) final overrideFD3D11DynamicRHIvirtual
RHICreateUnorderedAccessView(class FRHICommandListBase &RHICmdList, FRHIViewableResource *Resource, FRHIViewDesc const &ViewDesc) final overrideFD3D11DynamicRHIvirtual
RHICreateVertexDeclaration(const FVertexDeclarationElementList &Elements) final overrideFD3D11DynamicRHIvirtual
RHICreateVertexShader(TArrayView< const uint8 > Code, const FSHAHash &Hash) final overrideFD3D11DynamicRHIvirtual
RHICreateViewport(void *WindowHandle, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat) overrideFD3D11DynamicRHIvirtual
RHICreateWorkGraphPipelineState(const FWorkGraphPipelineStateInitializer &Initializer)FDynamicRHIinlinevirtual
RHICreateWorkGraphShader(TArrayView< const uint8 > Code, const FSHAHash &Hash, EShaderFrequency ShaderFrequency)FDynamicRHIinlinevirtual
RHIDispatchComputeShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) final overrideFD3D11DynamicRHIvirtual
RHIDispatchComputeShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleComputeDispatch > Dispatches, bool bEmulated)IRHIComputeContextinlinevirtual
RHIDispatchGraphicsShaderBundle(FRHIShaderBundle *ShaderBundle, FRHIBuffer *RecordArgBuffer, const FRHIShaderBundleGraphicsState &BundleState, TConstArrayView< FRHIShaderParameterResource > SharedBindlessParameters, TConstArrayView< FRHIShaderBundleGraphicsDispatch > Dispatches, bool bEmulated)IRHIComputeContextinlinevirtual
RHIDispatchIndirectComputeShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D11DynamicRHIvirtual
RHIDispatchIndirectMeshShader(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)IRHICommandContextinlinevirtual
RHIDispatchMeshShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ)IRHICommandContextinlinevirtual
RHIDrawIndexedIndirect(FRHIBuffer *IndexBufferRHI, FRHIBuffer *ArgumentsBufferRHI, int32 DrawArgumentsIndex, uint32 NumInstances) final overrideFD3D11DynamicRHIvirtual
RHIDrawIndexedPrimitive(FRHIBuffer *IndexBuffer, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances) final overrideFD3D11DynamicRHIvirtual
RHIDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D11DynamicRHIvirtual
RHIDrawPrimitive(uint32 BaseVertexIndex, uint32 NumPrimitives, uint32 NumInstances) final overrideFD3D11DynamicRHIvirtual
RHIDrawPrimitiveIndirect(FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset) final overrideFD3D11DynamicRHIvirtual
RHIEnableDepthBoundsTest(bool bEnable) final overrideFD3D11DynamicRHIinlinevirtual
RHIEndDrawingViewport(FRHIViewport *Viewport, bool bPresent, bool bLockToVsync) final overrideFD3D11DynamicRHIvirtual
RHIEndFrame(const FRHIEndFrameArgs &Args) final overrideFD3D11DynamicRHIvirtual
RHIEndFrame_RenderThread(FRHICommandListImmediate &RHICmdList)FDynamicRHIvirtual
RHIEndMultiUpdateTexture3D(FRHICommandListBase &RHICmdList, TArray< FUpdateTexture3DData > &UpdateDataArray)FDynamicRHIvirtual
RHIEndParallelRenderPass()IRHICommandContextinlinevirtual
RHIEndRenderPass() final overrideFD3D11DynamicRHIvirtual
RHIEndRenderQuery(FRHIRenderQuery *RenderQuery) final overrideFD3D11DynamicRHIvirtual
RHIEndRenderQuery_TopOfPipe(FRHICommandListBase &RHICmdList, FRHIRenderQuery *RenderQuery) override finalFD3D11DynamicRHIvirtual
RHIEndRenderQueryBatch_TopOfPipe(FRHICommandListBase &RHICmdList, ERenderQueryType QueryType)FDynamicRHIinlinevirtual
RHIEndTransitions(TArrayView< const FRHITransition * > Transitions) override finalFD3D11DynamicRHIvirtual
RHIEndUAVOverlap() final overrideFD3D11DynamicRHIvirtual
IRHICommandContextPSOFallback::RHIEndUAVOverlap(TConstArrayView< FRHIUnorderedAccessView * > UAVs)IRHIComputeContextinlinevirtual
RHIEndUpdateTexture3D(FRHICommandListBase &RHICmdList, FUpdateTexture3DData &UpdateData) final overrideFD3D11DynamicRHIvirtual
RHIExecuteMultiIndirectClusterOperation(const FRayTracingClusterOperationParams &Params)IRHIComputeContextinlinevirtual
RHIFinalizeContext(FRHIFinalizeContextArgs &&Args, TRHIPipelineArray< IRHIPlatformCommandList * > &Output) final overrideFD3D11DynamicRHIvirtual
RHIFinalizeParallelContext(IRHIComputeContext *Context)FDynamicRHIinlinevirtual
RHIFlushResources() final overrideFD3D11DynamicRHIvirtual
RHIGetAdapter() const final overrideFD3D11DynamicRHIvirtual
RHIGetAvailableResolutions(FScreenResolutionArray &Resolutions, bool bIgnoreRefreshRate) final overrideFD3D11DynamicRHIvirtual
RHIGetCommandContext(ERHIPipeline Pipeline, FRHIGPUMask GPUMask) final overrideFD3D11DynamicRHIvirtual
RHIGetDefaultContext() final overrideFD3D11DynamicRHIvirtual
RHIGetDevice() const final overrideFD3D11DynamicRHIvirtual
RHIGetDeviceContext() const final overrideFD3D11DynamicRHIvirtual
RHIGetDisplaysInformation(FDisplayInformationArray &OutDisplayInformation) final overrideFD3D11DynamicRHIvirtual
RHIGetGPUMask() constIRHIComputeContextinlinevirtual
RHIGetHTilePlatformConfig(uint32 DepthWidth, uint32 DepthHeight) constFDynamicRHIinlinevirtual
RHIGetHTilePlatformConfig(const FRHITextureDesc &DepthDesc) constFDynamicRHIinlinevirtual
RHIGetMinimumAlignmentForBufferBackedSRV(EPixelFormat Format)FDynamicRHIvirtual
RHIGetNativeCommandBuffer() final overrideFD3D11DynamicRHIvirtual
RHIGetNativeComputeQueue()FDynamicRHIinlinevirtual
RHIGetNativeDevice() final overrideFD3D11DynamicRHIvirtual
RHIGetNativeGraphicsQueue()FDynamicRHIinlinevirtual
RHIGetNativeInstance() final overrideFD3D11DynamicRHIvirtual
RHIGetNativePhysicalDevice()FDynamicRHIinlinevirtual
RHIGetParallelCommandContext(FRHIParallelRenderPassInfo const &ParallelRenderPass, FRHIGPUMask GPUMask)FDynamicRHIinlinevirtual
RHIGetPlatformTextureMaxSampleCount()FDynamicRHIinlinevirtual
RHIGetRayTracingGeometryOfflineMetadata(const FRayTracingGeometryOfflineDataHeader &OfflineDataHeader)FDynamicRHIinlinevirtual
RHIGetRenderQueryResult(FRHIRenderQuery *RenderQuery, uint64 &OutResult, bool bWait, uint32 GPUIndex=INDEX_NONE) final overrideFD3D11DynamicRHIvirtual
RHIGetRenderTargetView(FRHITexture *InTexture, int32 InMipIndex=0, int32 InArraySliceIndex=-1) const final overrideFD3D11DynamicRHIvirtual
RHIGetResource(FRHIBuffer *InBuffer) const final overrideFD3D11DynamicRHIvirtual
RHIGetResource(FRHITexture *InTexture) const final overrideFD3D11DynamicRHIvirtual
RHIGetResourceMemorySize(FRHITexture *InTexture) const final overrideFD3D11DynamicRHIvirtual
RHIGetShaderResourceView(FRHITexture *InTexture) const final overrideFD3D11DynamicRHIvirtual
RHIGetSupportedResolution(uint32 &Width, uint32 &Height) final overrideFD3D11DynamicRHIvirtual
RHIGetSwapChain(FRHIViewport *InViewport) const final overrideFD3D11DynamicRHIvirtual
RHIGetSwapChainFormat(EPixelFormat InFormat) const final overrideFD3D11DynamicRHIvirtual
RHIGetTextureMemoryStats(FTextureMemoryStats &OutStats) final overrideFD3D11DynamicRHIvirtual
RHIGetTextureMemoryVisualizeData(FColor *TextureData, int32 SizeX, int32 SizeY, int32 Pitch, int32 PixelSize) final overrideFD3D11DynamicRHIvirtual
RHIGetUploadContext()FDynamicRHIinlinevirtual
RHIGetViewportBackBuffer(FRHIViewport *Viewport) final overrideFD3D11DynamicRHIvirtual
RHIGetViewportBackBufferUAV(FRHIViewport *ViewportRHI)FDynamicRHIinlinevirtual
RHIGetViewportNextPresentGPUIndex(FRHIViewport *Viewport)FDynamicRHIinlinevirtual
RHIGpuHangCommandListCorruption()IRHICommandContextinlinevirtual
RHIHandleDisplayChange() final overrideFD3D11DynamicRHIvirtual
RHIIsRenderingSuspended()FDynamicRHIinlinevirtual
RHILockBuffer(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode)FDynamicRHIvirtual
RHILockBufferMGPU(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 GPUIndex, uint32 Offset, uint32 Size, EResourceLockMode LockMode)FDynamicRHIvirtual
RHILockStagingBuffer(FRHIStagingBuffer *StagingBuffer, FRHIGPUFence *Fence, uint32 Offset, uint32 SizeRHI) final overrideFD3D11DynamicRHIvirtual
RHILockTexture(FRHICommandListImmediate &RHICmdList, const FRHILockTextureArgs &Arguments) final overrideFD3D11DynamicRHIvirtual
RHIMapStagingSurface(FRHITexture *Texture, FRHIGPUFence *Fence, void *&OutData, int32 &OutWidth, int32 &OutHeight, uint32 GPUIndex=0) final overrideFD3D11DynamicRHIvirtual
RHIMapStagingSurface_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 GPUIndex, FRHIGPUFence *Fence, void *&OutData, int32 &OutWidth, int32 &OutHeight)FDynamicRHIvirtual
RHIMatchPrecachePSOInitializers(const FGraphicsPipelineStateInitializer &LHS, const FGraphicsPipelineStateInitializer &RHS)FDynamicRHIvirtual
RHIMultiDrawIndexedPrimitiveIndirect(FRHIBuffer *IndexBuffer, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset, FRHIBuffer *CountBuffer, uint32 CountBuffeOffset, uint32 MaxDrawArguments)IRHICommandContextinlinevirtual
RHINextSubpass()IRHICommandContextinlinevirtual
RHIPostExternalCommandsReset()IRHIComputeContextinlinevirtual
RHIPreferredPixelFormatHint(EPixelFormat PreferredPixelFormat)FDynamicRHIinlinevirtual
RHIProcessDeleteQueue()FDynamicRHIinlinevirtual
RHIRayTraceDispatch(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, uint32 Width, uint32 Height)IRHIComputeContextinlinevirtual
RHIRayTraceDispatchIndirect(FRHIRayTracingPipelineState *RayTracingPipelineState, FRHIRayTracingShader *RayGenShader, FRHIShaderBindingTable *SBT, const FRayTracingShaderBindings &GlobalResourceBindings, FRHIBuffer *ArgumentBuffer, uint32 ArgumentOffset)IRHIComputeContextinlinevirtual
RHIRead3DSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, FIntPoint ZMinMax, TArray< FFloat16Color > &OutData) final overrideFD3D11DynamicRHIvirtual
ID3D11DynamicRHI::RHIRead3DSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, FIntPoint ZMinMax, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags InFlags)FDynamicRHIvirtual
RHIReadSurfaceData(FRHITexture *Texture, FIntRect Rect, TArray< FColor > &OutData, FReadSurfaceDataFlags InFlags) final overrideFD3D11DynamicRHIvirtual
RHIReadSurfaceData(FRHITexture *TextureRHI, FIntRect InRect, TArray< FLinearColor > &OutData, FReadSurfaceDataFlags InFlags) final overrideFD3D11DynamicRHIvirtual
RHIReadSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex) final overrideFD3D11DynamicRHIvirtual
ID3D11DynamicRHI::RHIReadSurfaceFloatData(FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags InFlags)FDynamicRHIvirtual
RHIReadSurfaceFloatData_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, ECubeFace CubeFace, int32 ArrayIndex, int32 MipIndex)FDynamicRHIvirtual
RHIReadSurfaceFloatData_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, FIntRect Rect, TArray< FFloat16Color > &OutData, FReadSurfaceDataFlags Flags)FDynamicRHIvirtual
RHIRegisterWork(uint32 NumPrimitives) final overrideFD3D11DynamicRHIvirtual
RHIReleaseThreadOwnership()FDynamicRHIinlinevirtual
RHIReleaseTransition(FRHITransition *Transition) final overrideFD3D11DynamicRHIvirtual
RHIReplaceResources(FRHICommandListBase &RHICmdList, TArray< FRHIResourceReplaceInfo > &&ReplaceInfos) final overrideFD3D11DynamicRHIvirtual
RHIResizeViewport(FRHIViewport *Viewport, uint32 SizeX, uint32 SizeY, bool bIsFullscreen) final overrideFD3D11DynamicRHIvirtual
RHIResizeViewport(FRHIViewport *Viewport, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat) final overrideFD3D11DynamicRHIvirtual
RHIResumeRendering()FDynamicRHIinlinevirtual
RHIResummarizeHTile(FRHITexture *DepthTexture)IRHICommandContextinlinevirtual
RHISerializeAccelerationStructure(FRHICommandListImmediate &RHICmdList, FRHIRayTracingScene *Scene, const TCHAR *Path)FDynamicRHIinlinevirtual
RHISetAsyncComputeBudget(EAsyncComputeBudget Budget)IRHIComputeContextinlinevirtual
RHISetBatchedShaderParameters(FRHIGraphicsShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)IRHICommandContextinline
RHISetBatchedShaderParameters(FRHIComputeShader *InShader, FRHIBatchedShaderParameters &InBatchedParameters)IRHICommandContextinline
RHISetBindingsOnShaderBindingTable(FRHIShaderBindingTable *SBT, FRHIRayTracingPipelineState *Pipeline, uint32 NumBindings, const FRayTracingLocalShaderBindings *Bindings, ERayTracingBindingType BindingType)IRHICommandContextinlinevirtual
RHISetBlendFactor(const FLinearColor &BlendFactor) final overrideFD3D11DynamicRHIvirtual
RHISetBlendState(FRHIBlendState *NewState, const FLinearColor &BlendFactor) final overrideFD3D11DynamicRHIvirtual
RHISetBoundShaderState(FRHIBoundShaderState *BoundShaderState) final overrideFD3D11DynamicRHIvirtual
RHISetComputeBudget(ESyncComputeBudget Budget)IRHIComputeContextinlinevirtual
RHISetComputePipelineState(FRHIComputePipelineState *ComputePipelineState)IRHICommandContextPSOFallbackinlinevirtual
RHISetComputeShader(FRHIComputeShader *ComputeShader) final overrideFD3D11DynamicRHIvirtual
RHISetDepthBounds(float MinDepth, float MaxDepth) final overrideFD3D11DynamicRHIinlinevirtual
RHISetDepthStencilState(FRHIDepthStencilState *NewState, uint32 StencilRef) final overrideFD3D11DynamicRHIvirtual
RHISetGPUMask(FRHIGPUMask GPUMask)IRHIComputeContextinlinevirtual
RHISetGraphicsPipelineState(FRHIGraphicsPipelineState *GraphicsState, uint32 StencilRef, bool bApplyAdditionalState) final overrideFD3D11DynamicRHIvirtual
RHISetMultipleViewports(uint32 Count, const FViewportBounds *Data) final overrideFD3D11DynamicRHIvirtual
RHISetRasterizerState(FRHIRasterizerState *NewState) final overrideFD3D11DynamicRHIvirtual
RHISetScissorRect(bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY) final overrideFD3D11DynamicRHIvirtual
RHISetShaderParameters(FRHIComputeShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final overrideFD3D11DynamicRHIvirtual
RHISetShaderParameters(FRHIGraphicsShader *Shader, TConstArrayView< uint8 > InParametersData, TConstArrayView< FRHIShaderParameter > InParameters, TConstArrayView< FRHIShaderParameterResource > InResourceParameters, TConstArrayView< FRHIShaderParameterResource > InBindlessParameters) final overrideFD3D11DynamicRHIvirtual
RHISetShaderRootConstants(const FUint32Vector4 &Constants)IRHIComputeContextinlinevirtual
RHISetShaderUnbinds(FRHIComputeShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final overrideFD3D11DynamicRHIvirtual
RHISetShaderUnbinds(FRHIGraphicsShader *Shader, TConstArrayView< FRHIShaderParameterUnbind > InUnbinds) final overrideFD3D11DynamicRHIvirtual
RHISetShadingRate(EVRSShadingRate ShadingRate, EVRSRateCombiner Combiner)IRHICommandContextinlinevirtual
RHISetStaticUniformBuffer(FUniformBufferStaticSlot Slot, FRHIUniformBuffer *Buffer) final overrideFD3D11DynamicRHIvirtual
RHISetStaticUniformBuffers(const FUniformBufferStaticBindings &InUniformBuffers) final overrideFD3D11DynamicRHIvirtual
RHISetStencilRef(uint32 StencilRef) final overrideFD3D11DynamicRHIvirtual
RHISetStereoViewport(float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ) overrideFD3D11DynamicRHIvirtual
RHISetStreamSource(uint32 StreamIndex, FRHIBuffer *VertexBuffer, uint32 Offset) final overrideFD3D11DynamicRHIvirtual
RHISetUniformBufferDynamicOffset(FUniformBufferStaticSlot Slot, uint32 Offset)IRHIComputeContextinlinevirtual
RHISetViewport(float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ) final overrideFD3D11DynamicRHIvirtual
RHISignalFlipEvent()FDynamicRHIinlinevirtual
RHISubmitCommandLists(FRHISubmitCommandListsArgs &&Args) final overrideFD3D11DynamicRHIvirtual
RHISuspendRendering()FDynamicRHIinlinevirtual
RHITick(float DeltaTime) final overrideFD3D11DynamicRHIvirtual
RHIUnlockBuffer(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer)FDynamicRHIvirtual
RHIUnlockBufferMGPU(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer, uint32 GPUIndex)FDynamicRHIvirtual
RHIUnlockStagingBuffer(FRHIStagingBuffer *StagingBuffer) final overrideFD3D11DynamicRHIvirtual
RHIUnlockTexture(FRHICommandListImmediate &RHICmdList, const FRHILockTextureArgs &Arguments) final overrideFD3D11DynamicRHIvirtual
RHIUnmapStagingSurface(FRHITexture *Texture, uint32 GPUIndex=0) final overrideFD3D11DynamicRHIvirtual
RHIUnmapStagingSurface_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 GPUIndex)FDynamicRHIvirtual
RHIUpdateFromBufferTexture2D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion2D &UpdateRegion, uint32 SourcePitch, FRHIBuffer *Buffer, uint32 BufferOffset)FDynamicRHIinlinevirtual
RHIUpdateResourceCollection(FRHICommandListBase &RHICmdList, FRHIResourceCollection *InResourceCollection, uint32 InStartIndex, TConstArrayView< FRHIResourceCollectionMember > InMemberUpdates)FDynamicRHIinlinevirtual
RHIUpdateTexture2D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion2D &UpdateRegion, uint32 SourcePitch, const uint8 *SourceData) final overrideFD3D11DynamicRHIvirtual
RHIUpdateTexture3D(FRHICommandListBase &RHICmdList, FRHITexture *Texture, uint32 MipIndex, const struct FUpdateTextureRegion3D &UpdateRegion, uint32 SourceRowPitch, uint32 SourceDepthPitch, const uint8 *SourceData) final overrideFD3D11DynamicRHIvirtual
RHIUpdateTextureReference(FRHICommandListBase &RHICmdList, FRHITextureReference *TextureRef, FRHITexture *NewTexture)FDynamicRHIvirtual
RHIUpdateUniformBuffer(FRHICommandListBase &RHICmdList, FRHIUniformBuffer *UniformBufferRHI, const void *Contents) final overrideFD3D11DynamicRHIvirtual
RHIVerifyResult(ID3D11Device *Device, HRESULT Result, const ANSICHAR *Code, const ANSICHAR *Filename, uint32 Line) const final overrideFD3D11DynamicRHIvirtual
RHIVirtualTextureSetFirstMipInMemory(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 FirstMip)FDynamicRHIvirtual
RHIVirtualTextureSetFirstMipVisible(class FRHICommandListImmediate &RHICmdList, FRHITexture *Texture, uint32 FirstMip)FDynamicRHIvirtual
RHIWaitForFlip(double TimeoutInSeconds)FDynamicRHIinlinevirtual
RHIWriteGPUFence(FRHIGPUFence *Fence) final overrideFD3D11DynamicRHIvirtual
RHIWriteGPUFence_TopOfPipe(FRHICommandListBase &RHICmdList, FRHIGPUFence *FenceRHI) final overrideFD3D11DynamicRHIvirtual
SetExecutingCommandList(FRHICommandListBase *InCmdList)IRHIComputeContextinlinevirtual
SetRenderTargets(uint32 NumSimultaneousRenderTargets, const FRHIRenderTargetView *NewRenderTargets, const FRHIDepthRenderTargetView *NewDepthStencilTarget)FD3D11DynamicRHI
SetRenderTargetsAndClear(const FRHISetRenderTargetsInfo &RenderTargetsInfo)FD3D11DynamicRHI
SetResourcesFromTables(const ShaderType *RESTRICT)FD3D11DynamicRHIprotected
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)FD3D11DynamicRHIinline
SetShaderUnbindsCommon(TConstArrayView< FRHIShaderParameterUnbind > InUnbinds)FD3D11DynamicRHI
SetTrackedAccess(const FRHITrackedAccessInfo &Info)IRHIComputeContextinline
SetupAfterDeviceCreation()FD3D11DynamicRHIprotected
SetupDisplayHDRMetaData()FD3D11DynamicRHIprotected
Shutdown() overrideFD3D11DynamicRHIvirtual
StateCacheFD3D11DynamicRHIprotected
StatEventIRHIComputeContextprotected
StaticUniformBuffersFD3D11DynamicRHIprotected
TimestampCalibrationFD3D11DynamicRHIprotected
UAVBindCountFD3D11DynamicRHIprotected
UAVBindFirstFD3D11DynamicRHIprotected
UAVBoundFD3D11DynamicRHIprotected
UAVSChangedFD3D11DynamicRHIprotected
UnlockBuffer_BottomOfPipe(FRHICommandListBase &RHICmdList, FRHIBuffer *Buffer) final overrideFD3D11DynamicRHIvirtual
UnlockStagingBuffer_RenderThread(class FRHICommandListImmediate &RHICmdList, FRHIStagingBuffer *StagingBuffer)FDynamicRHIvirtual
UpdateMemoryStats()FD3D11DynamicRHIprotected
UpdateMSAASettings()FD3D11DynamicRHIprotected
ValidateExclusiveDepthStencilAccess(FExclusiveDepthStencil Src) constFD3D11DynamicRHIprotected
ViewportsFD3D11DynamicRHIprotected
VSConstantBufferFD3D11DynamicRHIprotected
ZeroBufferFD3D11DynamicRHIprotected
ZeroBufferSizeFD3D11DynamicRHIprotected
~FD3D11DynamicRHI()FD3D11DynamicRHIvirtual
~FDynamicRHI()FDynamicRHIvirtual
~IRHICommandContext()IRHICommandContextinlinevirtual
~IRHIComputeContext()IRHIComputeContextinlinevirtual