UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D11StateCacheBase Member List

This is the complete list of members for FD3D11StateCacheBase, including all inherited members.

bAlwaysSetIndexBuffersFD3D11StateCacheBaseprotected
bDepthBoundsEnabledFD3D11StateCacheBase
ClearConstantBuffers()FD3D11StateCacheBaseinline
ClearState()FD3D11StateCacheBasevirtual
CurrentBlendFactorFD3D11StateCacheBaseprotected
CurrentBlendSampleMaskFD3D11StateCacheBaseprotected
CurrentBlendStateFD3D11StateCacheBaseprotected
CurrentComputeShaderFD3D11StateCacheBaseprotected
CurrentConstantBuffersFD3D11StateCacheBaseprotected
CurrentDepthStencilStateFD3D11StateCacheBaseprotected
CurrentGeometryShaderFD3D11StateCacheBaseprotected
CurrentIndexBufferFD3D11StateCacheBaseprotected
CurrentIndexFormatFD3D11StateCacheBaseprotected
CurrentIndexOffsetFD3D11StateCacheBaseprotected
CurrentInputLayoutFD3D11StateCacheBaseprotected
CurrentNumberOfViewportsFD3D11StateCacheBaseprotected
CurrentPixelShaderFD3D11StateCacheBaseprotected
CurrentPrimitiveTopologyFD3D11StateCacheBaseprotected
CurrentRasterizerStateFD3D11StateCacheBaseprotected
CurrentReferenceStencilFD3D11StateCacheBaseprotected
CurrentSamplerStatesFD3D11StateCacheBaseprotected
CurrentShaderResourceViewsFD3D11StateCacheBaseprotected
CurrentVertexBuffersFD3D11StateCacheBaseprotected
CurrentVertexShaderFD3D11StateCacheBaseprotected
CurrentViewportFD3D11StateCacheBaseprotected
DepthBoundsMaxFD3D11StateCacheBase
DepthBoundsMinFD3D11StateCacheBase
Direct3DDeviceIMContextFD3D11StateCacheBaseprotected
FD3D11StateCacheBase()FD3D11StateCacheBaseinline
GetComputeShader(ID3D11ComputeShader **ComputeShader)FD3D11StateCacheBaseinline
GetGeometryShader(ID3D11GeometryShader **GeometryShader)FD3D11StateCacheBaseinline
GetPixelShader(ID3D11PixelShader **PixelShader)FD3D11StateCacheBaseinline
GetVertexShader(ID3D11VertexShader **VertexShader)FD3D11StateCacheBaseinline
GetViewport(D3D11_VIEWPORT *Viewport)FD3D11StateCacheBaseinline
GetViewports(uint32 *Count, D3D11_VIEWPORT *Viewports)FD3D11StateCacheBaseinline
Init(ID3D11DeviceContext *InDeviceContext, bool bInAlwaysSetIndexBuffers=false)FD3D11StateCacheBaseinline
InternalSetIndexBuffer(ID3D11Buffer *IndexBuffer, DXGI_FORMAT Format, uint32 Offset)FD3D11StateCacheBaseinlineprotected
InternalSetSamplerState(uint32 SamplerIndex, ID3D11SamplerState *&SamplerState)FD3D11StateCacheBaseinlineprotected
InternalSetSamplerState(ID3D11SamplerState *SamplerState, uint32 SamplerIndex)FD3D11StateCacheBaseinlineprotected
InternalSetSetConstantBuffer(uint32 SlotIndex, ID3D11Buffer *&ConstantBuffer)FD3D11StateCacheBaseinlineprotected
InternalSetShaderResourceView(uint32 ResourceIndex, ID3D11ShaderResourceView *&SRV)FD3D11StateCacheBaseinlineprotected
InternalSetShaderResourceView(ID3D11ShaderResourceView *&SRV, uint32 ResourceIndex)FD3D11StateCacheBaseinlineprotected
InternalSetStreamSource(ID3D11Buffer *VertexBuffer, uint32 StreamIndex, uint32 Stride, uint32 Offset)FD3D11StateCacheBaseinlineprotected
SetBlendFactor(const float BlendFactor[4], uint32 SampleMask)FD3D11StateCacheBaseinline
SetBlendState(ID3D11BlendState *State, const float BlendFactor[4], uint32 SampleMask)FD3D11StateCacheBaseinline
SetComputeShader(ID3D11ComputeShader *Shader)FD3D11StateCacheBaseinline
SetConstantBuffer(ID3D11Buffer *ConstantBuffer, uint32 SlotIndex)FD3D11StateCacheBaseinline
SetContext(ID3D11DeviceContext *InDeviceContext)FD3D11StateCacheBaseinlinevirtual
SetDepthStencilState(ID3D11DepthStencilState *State, uint32 RefStencil)FD3D11StateCacheBaseinline
SetGeometryShader(ID3D11GeometryShader *Shader)FD3D11StateCacheBaseinline
SetIndexBuffer(ID3D11Buffer *IndexBuffer, DXGI_FORMAT Format, uint32 Offset)FD3D11StateCacheBaseinline
SetInputLayout(ID3D11InputLayout *InputLayout)FD3D11StateCacheBaseinline
SetPixelShader(ID3D11PixelShader *Shader)FD3D11StateCacheBaseinline
SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology)FD3D11StateCacheBaseinline
SetRasterizerState(ID3D11RasterizerState *State)FD3D11StateCacheBaseinline
SetSamplerState(ID3D11SamplerState *SamplerState, uint32 SamplerIndex)FD3D11StateCacheBaseinline
SetShaderResourceView(ID3D11ShaderResourceView *SRV, uint32 ResourceIndex)FD3D11StateCacheBaseinline
SetStencilRef(uint32 RefStencil)FD3D11StateCacheBaseinline
SetStreamSource(ID3D11Buffer *VertexBuffer, uint32 StreamIndex, uint32 Stride, uint32 Offset)FD3D11StateCacheBaseinline
SetStreamSource(ID3D11Buffer *VertexBuffer, uint32 StreamIndex, uint32 Offset)FD3D11StateCacheBaseinline
SetStreamStrides(const uint16 *InStreamStrides)FD3D11StateCacheBaseinline
SetVertexShader(ID3D11VertexShader *Shader)FD3D11StateCacheBaseinline
SetViewport(D3D11_VIEWPORT Viewport)FD3D11StateCacheBaseinline
SetViewports(uint32 Count, D3D11_VIEWPORT *Viewports)FD3D11StateCacheBaseinline
StreamStridesFD3D11StateCacheBaseprotected
~FD3D11StateCacheBase()FD3D11StateCacheBaseinlinevirtual