| bAlwaysSetIndexBuffers | FD3D11StateCacheBase | protected |
| bDepthBoundsEnabled | FD3D11StateCacheBase | |
| ClearConstantBuffers() | FD3D11StateCacheBase | inline |
| ClearState() | FD3D11StateCacheBase | virtual |
| CurrentBlendFactor | FD3D11StateCacheBase | protected |
| CurrentBlendSampleMask | FD3D11StateCacheBase | protected |
| CurrentBlendState | FD3D11StateCacheBase | protected |
| CurrentComputeShader | FD3D11StateCacheBase | protected |
| CurrentConstantBuffers | FD3D11StateCacheBase | protected |
| CurrentDepthStencilState | FD3D11StateCacheBase | protected |
| CurrentGeometryShader | FD3D11StateCacheBase | protected |
| CurrentIndexBuffer | FD3D11StateCacheBase | protected |
| CurrentIndexFormat | FD3D11StateCacheBase | protected |
| CurrentIndexOffset | FD3D11StateCacheBase | protected |
| CurrentInputLayout | FD3D11StateCacheBase | protected |
| CurrentNumberOfViewports | FD3D11StateCacheBase | protected |
| CurrentPixelShader | FD3D11StateCacheBase | protected |
| CurrentPrimitiveTopology | FD3D11StateCacheBase | protected |
| CurrentRasterizerState | FD3D11StateCacheBase | protected |
| CurrentReferenceStencil | FD3D11StateCacheBase | protected |
| CurrentSamplerStates | FD3D11StateCacheBase | protected |
| CurrentShaderResourceViews | FD3D11StateCacheBase | protected |
| CurrentVertexBuffers | FD3D11StateCacheBase | protected |
| CurrentVertexShader | FD3D11StateCacheBase | protected |
| CurrentViewport | FD3D11StateCacheBase | protected |
| DepthBoundsMax | FD3D11StateCacheBase | |
| DepthBoundsMin | FD3D11StateCacheBase | |
| Direct3DDeviceIMContext | FD3D11StateCacheBase | protected |
| FD3D11StateCacheBase() | FD3D11StateCacheBase | inline |
| GetComputeShader(ID3D11ComputeShader **ComputeShader) | FD3D11StateCacheBase | inline |
| GetGeometryShader(ID3D11GeometryShader **GeometryShader) | FD3D11StateCacheBase | inline |
| GetPixelShader(ID3D11PixelShader **PixelShader) | FD3D11StateCacheBase | inline |
| GetVertexShader(ID3D11VertexShader **VertexShader) | FD3D11StateCacheBase | inline |
| GetViewport(D3D11_VIEWPORT *Viewport) | FD3D11StateCacheBase | inline |
| GetViewports(uint32 *Count, D3D11_VIEWPORT *Viewports) | FD3D11StateCacheBase | inline |
| Init(ID3D11DeviceContext *InDeviceContext, bool bInAlwaysSetIndexBuffers=false) | FD3D11StateCacheBase | inline |
| InternalSetIndexBuffer(ID3D11Buffer *IndexBuffer, DXGI_FORMAT Format, uint32 Offset) | FD3D11StateCacheBase | inlineprotected |
| InternalSetSamplerState(uint32 SamplerIndex, ID3D11SamplerState *&SamplerState) | FD3D11StateCacheBase | inlineprotected |
| InternalSetSamplerState(ID3D11SamplerState *SamplerState, uint32 SamplerIndex) | FD3D11StateCacheBase | inlineprotected |
| InternalSetSetConstantBuffer(uint32 SlotIndex, ID3D11Buffer *&ConstantBuffer) | FD3D11StateCacheBase | inlineprotected |
| InternalSetShaderResourceView(uint32 ResourceIndex, ID3D11ShaderResourceView *&SRV) | FD3D11StateCacheBase | inlineprotected |
| InternalSetShaderResourceView(ID3D11ShaderResourceView *&SRV, uint32 ResourceIndex) | FD3D11StateCacheBase | inlineprotected |
| InternalSetStreamSource(ID3D11Buffer *VertexBuffer, uint32 StreamIndex, uint32 Stride, uint32 Offset) | FD3D11StateCacheBase | inlineprotected |
| SetBlendFactor(const float BlendFactor[4], uint32 SampleMask) | FD3D11StateCacheBase | inline |
| SetBlendState(ID3D11BlendState *State, const float BlendFactor[4], uint32 SampleMask) | FD3D11StateCacheBase | inline |
| SetComputeShader(ID3D11ComputeShader *Shader) | FD3D11StateCacheBase | inline |
| SetConstantBuffer(ID3D11Buffer *ConstantBuffer, uint32 SlotIndex) | FD3D11StateCacheBase | inline |
| SetContext(ID3D11DeviceContext *InDeviceContext) | FD3D11StateCacheBase | inlinevirtual |
| SetDepthStencilState(ID3D11DepthStencilState *State, uint32 RefStencil) | FD3D11StateCacheBase | inline |
| SetGeometryShader(ID3D11GeometryShader *Shader) | FD3D11StateCacheBase | inline |
| SetIndexBuffer(ID3D11Buffer *IndexBuffer, DXGI_FORMAT Format, uint32 Offset) | FD3D11StateCacheBase | inline |
| SetInputLayout(ID3D11InputLayout *InputLayout) | FD3D11StateCacheBase | inline |
| SetPixelShader(ID3D11PixelShader *Shader) | FD3D11StateCacheBase | inline |
| SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology) | FD3D11StateCacheBase | inline |
| SetRasterizerState(ID3D11RasterizerState *State) | FD3D11StateCacheBase | inline |
| SetSamplerState(ID3D11SamplerState *SamplerState, uint32 SamplerIndex) | FD3D11StateCacheBase | inline |
| SetShaderResourceView(ID3D11ShaderResourceView *SRV, uint32 ResourceIndex) | FD3D11StateCacheBase | inline |
| SetStencilRef(uint32 RefStencil) | FD3D11StateCacheBase | inline |
| SetStreamSource(ID3D11Buffer *VertexBuffer, uint32 StreamIndex, uint32 Stride, uint32 Offset) | FD3D11StateCacheBase | inline |
| SetStreamSource(ID3D11Buffer *VertexBuffer, uint32 StreamIndex, uint32 Offset) | FD3D11StateCacheBase | inline |
| SetStreamStrides(const uint16 *InStreamStrides) | FD3D11StateCacheBase | inline |
| SetVertexShader(ID3D11VertexShader *Shader) | FD3D11StateCacheBase | inline |
| SetViewport(D3D11_VIEWPORT Viewport) | FD3D11StateCacheBase | inline |
| SetViewports(uint32 Count, D3D11_VIEWPORT *Viewports) | FD3D11StateCacheBase | inline |
| StreamStrides | FD3D11StateCacheBase | protected |
| ~FD3D11StateCacheBase() | FD3D11StateCacheBase | inlinevirtual |