| ApplyBindlessResources(const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) | FD3D12StateCache | |
| ApplyConstants(const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) | FD3D12StateCache | |
| ApplyResourceTables(const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) | FD3D12StateCache | |
| ApplySamplerTables(const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) | FD3D12StateCache | |
| ApplyState(ERHIPipeline HardwarePipe, ED3D12PipelineType PipelineType) | FD3D12StateCache | |
| AssertResourceStates(ED3D12PipelineType PipelineType) | FD3D12StateCache | |
| bNeedSetBlendFactor | FD3D12StateCache | protected |
| bNeedSetDepthBounds | FD3D12StateCache | protected |
| bNeedSetPrimitiveTopology | FD3D12StateCache | protected |
| bNeedSetPSO | FD3D12StateCache | |
| bNeedSetRootConstants | FD3D12StateCache | |
| bNeedSetRootSignature | FD3D12StateCache | |
| bNeedSetRTs | FD3D12StateCache | protected |
| bNeedSetScissorRects | FD3D12StateCache | protected |
| bNeedSetShadingRate | FD3D12StateCache | protected |
| bNeedSetShadingRateImage | FD3D12StateCache | protected |
| bNeedSetStencilRef | FD3D12StateCache | protected |
| bNeedSetVB | FD3D12StateCache | protected |
| bNeedSetViewports | FD3D12StateCache | protected |
| bSRVSCleared | FD3D12StateCache | protected |
| CBVCache | FD3D12StateCache | |
| ClearResourceViewCaches(EShaderFrequency ShaderFrequency, FD3D12ResourceLocation *&ResourceLocation, EShaderParameterTypeMask ShaderParameterTypeMask) | FD3D12StateCache | |
| ClearSRVs() | FD3D12StateCache | |
| ClearState() | FD3D12StateCache | |
| ClearUAVs(EShaderFrequency ShaderStage) | FD3D12StateCache | |
| ClearVertexBuffer(const FD3D12ResourceLocation *VertexBufferLocation) | FD3D12StateCache | inline |
| CmdContext | FD3D12StateCache | protected |
| Combiners | FD3D12StateCache | |
| Common | FD3D12StateCache | |
| Compute | FD3D12StateCache | |
| ComputeBudget | FD3D12StateCache | |
| CurrentBlendFactor | FD3D12StateCache | |
| CurrentDepthStencilTarget | FD3D12StateCache | |
| CurrentNumberOfRenderTargets | FD3D12StateCache | |
| CurrentNumberOfScissorRects | FD3D12StateCache | |
| CurrentNumberOfViewports | FD3D12StateCache | |
| CurrentPipelineStateObject | FD3D12StateCache | |
| CurrentPipelineStateObject | FD3D12StateCache | |
| CurrentPipelineStateObject | FD3D12StateCache | |
| CurrentPrimitiveTopology | FD3D12StateCache | |
| CurrentPrimitiveType | FD3D12StateCache | |
| CurrentReferenceStencil | FD3D12StateCache | |
| CurrentScissorRects | FD3D12StateCache | |
| CurrentShaderCBCounts | FD3D12StateCache | |
| CurrentShaderSamplerCounts | FD3D12StateCache | |
| CurrentShaderSRVCounts | FD3D12StateCache | |
| CurrentShaderUAVCounts | FD3D12StateCache | |
| CurrentViewport | FD3D12StateCache | |
| DescriptorCache | FD3D12StateCache | protected |
| DirtySamplerDescriptorTables() | FD3D12StateCache | |
| DirtyState() | FD3D12StateCache | |
| DirtyStateForNewCommandList() | FD3D12StateCache | |
| DirtyViewDescriptorTables() | FD3D12StateCache | |
| DrawShadingRate | FD3D12StateCache | |
| FD3D12DeviceChild(FD3D12Device *InParent=nullptr) | FD3D12DeviceChild | inline |
| FD3D12DynamicRHI | FD3D12StateCache | friend |
| FD3D12GPUObject(FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask) | FD3D12GPUObject | inline |
| FD3D12SingleNodeGPUObject(FRHIGPUMask GPUMask) | FD3D12SingleNodeGPUObject | inline |
| FD3D12StateCache(FD3D12CommandContext &CmdContext, FRHIGPUMask Node) | FD3D12StateCache | |
| FlushComputeShaderCache(bool bForce=false) | FD3D12StateCache | |
| ForceSetComputeRootSignature() | FD3D12StateCache | inline |
| ForceSetGraphicsRootSignature() | FD3D12StateCache | inline |
| GetComputePipelineState() const | FD3D12StateCache | inline |
| GetDescriptorCache() | FD3D12StateCache | inline |
| GetGPUIndex() const | FD3D12SingleNodeGPUObject | inline |
| GetGPUMask() const | FD3D12GPUObject | inline |
| GetGraphicsPipelinePrimitiveType() const | FD3D12StateCache | inline |
| GetGraphicsPipelineState() const | FD3D12StateCache | inline |
| GetNumViewports() const | FD3D12StateCache | inline |
| GetParentDevice() const | FD3D12DeviceChild | inline |
| GetParentDevice_Unsafe() const | FD3D12DeviceChild | inline |
| GetRenderTargets(FD3D12RenderTargetView **RTArray, uint32 *NumSimultaneousRTs, FD3D12DepthStencilView **DepthStencilTarget) | FD3D12StateCache | inline |
| GetScissorRect(int32 Index=0) const | FD3D12StateCache | inline |
| GetShader(EShaderFrequency InFrequency) | FD3D12StateCache | inline |
| GetVertexCount(uint32 NumPrimitives) | FD3D12StateCache | inline |
| GetViewport(int32 Index=0) const | FD3D12StateCache | inline |
| GetViewports(uint32 *Count, D3D12_VIEWPORT *Viewports) const | FD3D12StateCache | inline |
| GetVisibilityMask() const | FD3D12GPUObject | inline |
| Graphics | FD3D12StateCache | |
| IBCache | FD3D12StateCache | |
| InternalSetDescriptorHeaps(bool bBindless) | FD3D12StateCache | protected |
| InternalSetIndexBuffer(FD3D12Resource *Resource) | FD3D12StateCache | protected |
| InternalSetPipelineState(FD3D12PipelineState *InPipelineState) | FD3D12StateCache | protected |
| InternalSetRootSignature(ED3D12PipelineType InPipelineType, const FD3D12RootSignature *InRootSignature, bool bForce) | FD3D12StateCache | protected |
| InternalSetStreamSource(FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Stride, uint32 Offset) | FD3D12StateCache | protected |
| MaxDepth | FD3D12StateCache | |
| MinDepth | FD3D12StateCache | |
| Parent | FD3D12DeviceChild | protected |
| PipelineState | FD3D12StateCache | protected |
| PrimitiveTypeFactor | FD3D12StateCache | |
| PrimitiveTypeOffset | FD3D12StateCache | |
| RenderTargetArray | FD3D12StateCache | |
| ResourceBindingTier | FD3D12StateCache | protected |
| SamplerCache | FD3D12StateCache | |
| SetBlendFactor(const float BlendFactor[4]) | FD3D12StateCache | |
| SetComputeBudget(EAsyncComputeBudget ComputeBudget) | FD3D12StateCache | inline |
| SetComputePipelineState(FD3D12ComputePipelineState *ComputePipelineState) | FD3D12StateCache | |
| SetConstantBuffer(EShaderFrequency ShaderFrequency, FD3D12ConstantBuffer &Buffer, bool bDiscardSharedConstants) | FD3D12StateCache | inline |
| SetConstantsFromUniformBuffer(EShaderFrequency ShaderFrequency, uint32 SlotIndex, FD3D12UniformBuffer *UniformBuffer) | FD3D12StateCache | inline |
| SetDepthBounds(float MinDepth, float MaxDepth) | FD3D12StateCache | inline |
| SetGraphicsPipelineState(FD3D12GraphicsPipelineState *GraphicsPipelineState) | FD3D12StateCache | |
| SetIndexBuffer(const FD3D12ResourceLocation &IndexBufferLocation, DXGI_FORMAT Format, uint32 Offset) | FD3D12StateCache | inline |
| SetNewShaderData(EShaderFrequency InFrequency, const FD3D12ShaderData *InShaderData) | FD3D12StateCache | |
| SetRenderTargets(uint32 NumSimultaneousRenderTargets, FD3D12RenderTargetView **RTArray, FD3D12DepthStencilView *DSTarget) | FD3D12StateCache | |
| SetRootConstants(const FUint32Vector4 &Constants) | FD3D12StateCache | |
| SetSamplerState(EShaderFrequency ShaderFrequency, FD3D12SamplerState *SamplerState, uint32 SamplerIndex) | FD3D12StateCache | inline |
| SetScissorRect(const D3D12_RECT &ScissorRect) | FD3D12StateCache | |
| SetScissorRects(uint32 Count, const D3D12_RECT *const ScissorRects) | FD3D12StateCache | |
| SetShaderResourceView(EShaderFrequency ShaderFrequency, FD3D12ShaderResourceView *SRV, uint32 ResourceIndex) | FD3D12StateCache | |
| SetShadingRate(EVRSShadingRate ShadingRate, EVRSRateCombiner PerPrimitiveCombiner, EVRSRateCombiner ScreenSpaceCombiner) | FD3D12StateCache | inline |
| SetShadingRateImage(FD3D12Resource *ShadingRateImage) | FD3D12StateCache | inline |
| SetStencilRef(uint32 StencilRef) | FD3D12StateCache | |
| SetStreamSource(FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Stride, uint32 Offset) | FD3D12StateCache | inline |
| SetStreamSource(FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Offset) | FD3D12StateCache | inline |
| SetUAV(EShaderFrequency ShaderStage, uint32 SlotIndex, FD3D12UnorderedAccessView *UAV, uint32 InitialCount=-1) | FD3D12StateCache | |
| SetViewport(const D3D12_VIEWPORT &Viewport) | FD3D12StateCache | |
| SetViewports(uint32 Count, const D3D12_VIEWPORT *const Viewports) | FD3D12StateCache | |
| ShaderRootConstants | FD3D12StateCache | |
| ShadingRateImage | FD3D12StateCache | |
| SRVCache | FD3D12StateCache | |
| StreamStrides | FD3D12StateCache | |
| UAVCache | FD3D12StateCache | |
| VBCache | FD3D12StateCache | |
| ~FD3D12StateCache()=default | FD3D12StateCache | |