UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12DescriptorCache Member List

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
ContextFD3D12DescriptorCacheprotected
CouldUseBindless() constFD3D12DescriptorCacheinline
DefaultViewsFD3D12DescriptorCacheprotected
FD3D12DescriptorCache()=deleteFD3D12DescriptorCache
FD3D12DescriptorCache(FD3D12CommandContext &Context, FRHIGPUMask Node)FD3D12DescriptorCache
FD3D12DeviceChild(FD3D12Device *InParent=nullptr)FD3D12DeviceChildinline
FD3D12GPUObject(FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask)FD3D12GPUObjectinline
FD3D12SingleNodeGPUObject(FRHIGPUMask GPUMask)FD3D12SingleNodeGPUObjectinline
GetCurrentSamplerHeap() constFD3D12DescriptorCacheinline
GetCurrentViewHeap() constFD3D12DescriptorCacheinline
GetGPUIndex() constFD3D12SingleNodeGPUObjectinline
GetGPUMask() constFD3D12GPUObjectinline
GetLastSetViewHeap() constFD3D12DescriptorCacheinline
GetLocalSamplerSet()FD3D12DescriptorCacheinline
GetParentDevice() constFD3D12DeviceChildinline
GetParentDevice_Unsafe() constFD3D12DeviceChildinline
GetVisibilityMask() constFD3D12GPUObjectinline
HeapLoopedAround(ERHIDescriptorHeapType InHeapType)FD3D12DescriptorCache
HeapRolledOver(ERHIDescriptorHeapType InHeapType)FD3D12DescriptorCache
Init(uint32 InNumLocalViewDescriptors, uint32 InNumSamplerDescriptors)FD3D12DescriptorCache
IsFullyBindless() constFD3D12DescriptorCacheinline
IsHeapSet(ID3D12DescriptorHeap *const pHeap) constFD3D12DescriptorCacheinline
OpenCommandList()FD3D12DescriptorCache
ParentFD3D12DeviceChildprotected
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() constFD3D12DescriptorCacheinline
~FD3D12DescriptorCache()FD3D12DescriptorCache