#include <D3D12CommandContext.h>
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| virtual | ~FD3D12ContextCommon ()=default |
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| virtual void | ClearState (EClearStateMode ClearStateMode=EClearStateMode::All) |
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| virtual void | ConditionalClearShaderResource (FD3D12ResourceLocation *Resource, EShaderParameterTypeMask ShaderParameterTypeMask) |
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| void | SignalSyncPoint (FD3D12SyncPoint *SyncPoint) |
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| void | WaitSyncPoint (FD3D12SyncPoint *SyncPoint) |
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| void | SignalManualFence (ID3D12Fence *Fence, uint64 Value) |
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| void | WaitManualFence (ID3D12Fence *Fence, uint64 Value) |
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| FD3D12QueryLocation | InsertTimestamp (ED3D12Units Units, uint64 *Target) |
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| FD3D12QueryLocation | AllocateQuery (ED3D12QueryType Type, void *Target) |
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| void | SetReservedBufferCommitSize (FD3D12Buffer *Buffer, uint64 CommitSizeInBytes) |
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| virtual void | Finalize (TArray< FD3D12Payload * > &OutPayloads) |
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| bool | IsAsyncComputeContext () const |
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| ERHIPipeline | GetRHIPipeline () const |
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| bool | IsDefaultContext () const |
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| bool | IsOpen () const |
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| bool | IsPendingCommands () const |
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| FD3D12SyncPoint * | GetContextSyncPoint () |
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| void | BindDiagnosticBuffer (FD3D12RootSignature const *RootSignature, ED3D12PipelineType PipelineType) |
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| FD3D12QueryAllocator & | GetTimestampQueries () |
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| void | BeginRecursiveCommand () |
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| FD3D12CommandList & | GetCommandList () |
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| void | OpenIfNotAlready () |
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| void | FlushCommands (ED3D12FlushFlags FlushFlags=ED3D12FlushFlags::None) |
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| void | ConditionalSplitCommandList () |
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| auto | BaseCommandList () |
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| auto | CopyCommandList () |
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| auto | GraphicsCommandList () |
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| void | BeginQuery (FD3D12QueryLocation const &Location) |
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| void | EndQuery (FD3D12QueryLocation const &Location) |
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| void | UpdateResidency (const FD3D12Resource *Resource) |
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| void | AddGlobalBarrier (ED3D12Access InD3D12AccessBefore, ED3D12Access InD3D12AccessAfter) |
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| void | AddBarrier (const FD3D12Resource *pResource, ED3D12Access InD3D12AccessBefore, ED3D12Access InD3D12AccessAfter, uint32 Subresource) |
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| void | FlushResourceBarriers () |
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◆ EClearStateMode
| Enumerator |
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| TransientOnly | |
| All | |
◆ EMarkerType
◆ EPhase
| Enumerator |
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| Wait | |
| UpdateReservedResources | |
| Execute | |
| Signal | |
◆ FD3D12ContextCommon()
◆ ~FD3D12ContextCommon()
| virtual FD3D12ContextCommon::~FD3D12ContextCommon |
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virtualdefault |
◆ AddBarrier()
◆ AddGlobalBarrier()
◆ AllocateQuery()
◆ BaseCommandList()
| auto FD3D12ContextCommon::BaseCommandList |
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inline |
◆ BeginQuery()
◆ BeginRecursiveCommand()
| void FD3D12ContextCommon::BeginRecursiveCommand |
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inline |
◆ BindDiagnosticBuffer()
◆ ClearState()
◆ CloseCommandList()
| void FD3D12ContextCommon::CloseCommandList |
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protectedvirtual |
◆ ConditionalClearShaderResource()
◆ ConditionalSplitCommandList()
| void FD3D12ContextCommon::ConditionalSplitCommandList |
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◆ CopyCommandList()
| auto FD3D12ContextCommon::CopyCommandList |
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inline |
◆ EndQuery()
◆ Finalize()
◆ FlushCommands()
◆ FlushResourceBarriers()
| void FD3D12ContextCommon::FlushResourceBarriers |
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◆ GetCommandList()
◆ GetContextSyncPoint()
◆ GetPayload()
◆ GetRHIPipeline()
◆ GetTimestampQueries()
◆ GraphicsCommandList()
| auto FD3D12ContextCommon::GraphicsCommandList |
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inline |
◆ InsertTimestamp()
◆ IsAsyncComputeContext()
| bool FD3D12ContextCommon::IsAsyncComputeContext |
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const |
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inline |
◆ IsDefaultContext()
| bool FD3D12ContextCommon::IsDefaultContext |
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const |
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inline |
◆ IsOpen()
| bool FD3D12ContextCommon::IsOpen |
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const |
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inline |
◆ IsPendingCommands()
| bool FD3D12ContextCommon::IsPendingCommands |
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const |
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inline |
◆ NewPayload()
| void FD3D12ContextCommon::NewPayload |
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protected |
◆ OpenCommandList()
| void FD3D12ContextCommon::OpenCommandList |
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protectedvirtual |
◆ OpenIfNotAlready()
| void FD3D12ContextCommon::OpenIfNotAlready |
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inline |
◆ SetReservedBufferCommitSize()
◆ SignalManualFence()
◆ SignalSyncPoint()
◆ UpdateResidency()
◆ WaitManualFence()
◆ WaitSyncPoint()
◆ WriteMarker()
◆ FScopedResourceBarrier
◆ ActiveQueries
| uint32 FD3D12ContextCommon::ActiveQueries = 0 |
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protected |
◆ Barriers
◆ [struct]
| struct { ... } FD3D12ContextCommon::BatchedSyncPoints |
◆ bIsDefaultContext
| bool const FD3D12ContextCommon::bIsDefaultContext |
◆ CurrentPhase
◆ Device
◆ QueueType
◆ ToSignal
◆ ToWait
The documentation for this class was generated from the following files: