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| | FD3D12DescriptorCache ()=delete |
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| | FD3D12DescriptorCache (FD3D12CommandContext &Context, FRHIGPUMask Node) |
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| | ~FD3D12DescriptorCache () |
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| FD3D12OnlineHeap * | GetCurrentViewHeap () const |
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| FD3D12OnlineHeap * | GetCurrentSamplerHeap () const |
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| ID3D12DescriptorHeap * | GetLastSetViewHeap () const |
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| bool | IsHeapSet (ID3D12DescriptorHeap *const pHeap) const |
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| void | OpenCommandList () |
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| void | CloseCommandList () |
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| void | SetVertexBuffers (FD3D12VertexBufferCache &Cache) |
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| void | SetRenderTargets (FD3D12RenderTargetView **RenderTargetViewArray, uint32 Count, FD3D12DepthStencilView *DepthStencilTarget) |
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| D3D12_GPU_DESCRIPTOR_HANDLE | BuildUAVTable (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12UnorderedAccessViewCache &Cache, const UAVSlotMask &SlotsNeededMask, uint32 Count, uint32 &HeapSlot) |
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| D3D12_GPU_DESCRIPTOR_HANDLE | BuildSamplerTable (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12SamplerStateCache &Cache, const SamplerSlotMask &SlotsNeededMask, uint32 Count, uint32 &HeapSlot) |
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| D3D12_GPU_DESCRIPTOR_HANDLE | BuildSRVTable (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ShaderResourceViewCache &Cache, const SRVSlotMask &SlotsNeededMask, uint32 Count, uint32 &HeapSlot) |
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| void | SetUAVTable (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12UnorderedAccessViewCache &Cache, uint32 SlotsNeeded, const D3D12_GPU_DESCRIPTOR_HANDLE &BindDescriptor) |
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| void | SetSamplerTable (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12SamplerStateCache &Cache, uint32 SlotsNeeded, const D3D12_GPU_DESCRIPTOR_HANDLE &BindDescriptor) |
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| void | SetSRVTable (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ShaderResourceViewCache &Cache, uint32 SlotsNeeded, const D3D12_GPU_DESCRIPTOR_HANDLE &BindDescriptor) |
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| void | SetConstantBufferViews (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ConstantBufferCache &Cache, CBVSlotMask SlotsNeededMask, uint32 Count, uint32 &HeapSlot) |
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| void | SetRootConstantBuffers (EShaderFrequency ShaderStage, const FD3D12RootSignature *RootSignature, FD3D12ConstantBufferCache &Cache, CBVSlotMask SlotsNeededMask, FD3D12StateCache *StateCache) |
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| void | PrepareBindlessViews (EShaderFrequency ShaderStage, TConstArrayView< FD3D12ShaderResourceView * > SRVs, TConstArrayView< FD3D12UnorderedAccessView * > UAVs) |
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| bool | HeapRolledOver (ERHIDescriptorHeapType InHeapType) |
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| void | HeapLoopedAround (ERHIDescriptorHeapType InHeapType) |
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| void | Init (uint32 InNumLocalViewDescriptors, uint32 InNumSamplerDescriptors) |
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| bool | SwitchToContextLocalViewHeap () |
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| bool | SwitchToContextLocalSamplerHeap () |
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| void | SwitchToGlobalSamplerHeap () |
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| void | SetExplicitDescriptorCache (FD3D12ExplicitDescriptorCache &ExplicitDescriptorCache) |
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| void | UnsetExplicitDescriptorCache () |
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| bool | UsingGlobalSamplerHeap () const |
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| FD3D12SamplerSet & | GetLocalSamplerSet () |
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| bool | SetDescriptorHeaps (ED3D12SetDescriptorHeapsFlags Flags) |
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| constexpr bool | CouldUseBindless () const |
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| constexpr bool | IsFullyBindless () const |
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| | FD3D12DeviceChild (FD3D12Device *InParent=nullptr) |
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| FORCEINLINE FD3D12Device * | GetParentDevice () const |
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| FD3D12Device * | GetParentDevice_Unsafe () const |
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| | FD3D12SingleNodeGPUObject (FRHIGPUMask GPUMask) |
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| SGPU_CONSTEXPR uint32 | GetGPUIndex () const |
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| | FD3D12GPUObject (FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask) |
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| SGPU_CONSTEXPR FRHIGPUMask | GetGPUMask () const |
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| SGPU_CONSTEXPR FRHIGPUMask | GetVisibilityMask () const |
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