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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 FD3D12DescriptorCache, including all inherited members.
| BuildSamplerTable(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12SamplerStateCache &Cache, const SamplerSlotMask &SlotsNeededMask, uint32 Count, uint32 &HeapSlot) | FD3D12DescriptorCache | |
| BuildSRVTable(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ShaderResourceViewCache &Cache, const SRVSlotMask &SlotsNeededMask, uint32 Count, uint32 &HeapSlot) | FD3D12DescriptorCache | |
| BuildUAVTable(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12UnorderedAccessViewCache &Cache, const UAVSlotMask &SlotsNeededMask, uint32 Count, uint32 &HeapSlot) | FD3D12DescriptorCache | |
| CloseCommandList() | FD3D12DescriptorCache | |
| Context | FD3D12DescriptorCache | protected |
| CouldUseBindless() const | FD3D12DescriptorCache | inline |
| DefaultViews | FD3D12DescriptorCache | protected |
| FD3D12DescriptorCache()=delete | FD3D12DescriptorCache | |
| FD3D12DescriptorCache(FD3D12CommandContext &Context, FRHIGPUMask Node) | FD3D12DescriptorCache | |
| FD3D12DeviceChild(FD3D12Device *InParent=nullptr) | FD3D12DeviceChild | inline |
| FD3D12GPUObject(FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask) | FD3D12GPUObject | inline |
| FD3D12SingleNodeGPUObject(FRHIGPUMask GPUMask) | FD3D12SingleNodeGPUObject | inline |
| GetCurrentSamplerHeap() const | FD3D12DescriptorCache | inline |
| GetCurrentViewHeap() const | FD3D12DescriptorCache | inline |
| GetGPUIndex() const | FD3D12SingleNodeGPUObject | inline |
| GetGPUMask() const | FD3D12GPUObject | inline |
| GetLastSetViewHeap() const | FD3D12DescriptorCache | inline |
| GetLocalSamplerSet() | FD3D12DescriptorCache | inline |
| GetParentDevice() const | FD3D12DeviceChild | inline |
| GetParentDevice_Unsafe() const | FD3D12DeviceChild | inline |
| GetVisibilityMask() const | FD3D12GPUObject | inline |
| HeapLoopedAround(ERHIDescriptorHeapType InHeapType) | FD3D12DescriptorCache | |
| HeapRolledOver(ERHIDescriptorHeapType InHeapType) | FD3D12DescriptorCache | |
| Init(uint32 InNumLocalViewDescriptors, uint32 InNumSamplerDescriptors) | FD3D12DescriptorCache | |
| IsFullyBindless() const | FD3D12DescriptorCache | inline |
| IsHeapSet(ID3D12DescriptorHeap *const pHeap) const | FD3D12DescriptorCache | inline |
| OpenCommandList() | FD3D12DescriptorCache | |
| Parent | FD3D12DeviceChild | protected |
| PrepareBindlessViews(EShaderFrequency ShaderStage, TConstArrayView< FD3D12ShaderResourceView * > SRVs, TConstArrayView< FD3D12UnorderedAccessView * > UAVs) | FD3D12DescriptorCache | |
| SetConstantBufferViews(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ConstantBufferCache &Cache, CBVSlotMask SlotsNeededMask, uint32 Count, uint32 &HeapSlot) | FD3D12DescriptorCache | |
| SetDescriptorHeaps(ED3D12SetDescriptorHeapsFlags Flags) | FD3D12DescriptorCache | |
| SetExplicitDescriptorCache(FD3D12ExplicitDescriptorCache &ExplicitDescriptorCache) | FD3D12DescriptorCache | |
| SetRenderTargets(FD3D12RenderTargetView **RenderTargetViewArray, uint32 Count, FD3D12DepthStencilView *DepthStencilTarget) | FD3D12DescriptorCache | |
| SetRootConstantBuffers(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ConstantBufferCache &Cache, CBVSlotMask SlotsNeededMask, FD3D12StateCache *StateCache) | FD3D12DescriptorCache | |
| SetSamplerTable(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12SamplerStateCache &Cache, uint32 SlotsNeeded, const D3D12_GPU_DESCRIPTOR_HANDLE &BindDescriptor) | FD3D12DescriptorCache | |
| SetSRVTable(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ShaderResourceViewCache &Cache, uint32 SlotsNeeded, const D3D12_GPU_DESCRIPTOR_HANDLE &BindDescriptor) | FD3D12DescriptorCache | |
| SetUAVTable(EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12UnorderedAccessViewCache &Cache, uint32 SlotsNeeded, const D3D12_GPU_DESCRIPTOR_HANDLE &BindDescriptor) | FD3D12DescriptorCache | |
| SetVertexBuffers(FD3D12VertexBufferCache &Cache) | FD3D12DescriptorCache | |
| SwitchToContextLocalSamplerHeap() | FD3D12DescriptorCache | |
| SwitchToContextLocalViewHeap() | FD3D12DescriptorCache | |
| SwitchToGlobalSamplerHeap() | FD3D12DescriptorCache | |
| UnsetExplicitDescriptorCache() | FD3D12DescriptorCache | |
| UsingGlobalSamplerHeap() const | FD3D12DescriptorCache | inline |
| ~FD3D12DescriptorCache() | FD3D12DescriptorCache |