UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12StateCache Member List

This is the complete list of members for FD3D12StateCache, including all inherited members.

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
bNeedSetBlendFactorFD3D12StateCacheprotected
bNeedSetDepthBoundsFD3D12StateCacheprotected
bNeedSetPrimitiveTopologyFD3D12StateCacheprotected
bNeedSetPSOFD3D12StateCache
bNeedSetRootConstantsFD3D12StateCache
bNeedSetRootSignatureFD3D12StateCache
bNeedSetRTsFD3D12StateCacheprotected
bNeedSetScissorRectsFD3D12StateCacheprotected
bNeedSetShadingRateFD3D12StateCacheprotected
bNeedSetShadingRateImageFD3D12StateCacheprotected
bNeedSetStencilRefFD3D12StateCacheprotected
bNeedSetVBFD3D12StateCacheprotected
bNeedSetViewportsFD3D12StateCacheprotected
bSRVSClearedFD3D12StateCacheprotected
CBVCacheFD3D12StateCache
ClearResourceViewCaches(EShaderFrequency ShaderFrequency, FD3D12ResourceLocation *&ResourceLocation, EShaderParameterTypeMask ShaderParameterTypeMask)FD3D12StateCache
ClearSRVs()FD3D12StateCache
ClearState()FD3D12StateCache
ClearUAVs(EShaderFrequency ShaderStage)FD3D12StateCache
ClearVertexBuffer(const FD3D12ResourceLocation *VertexBufferLocation)FD3D12StateCacheinline
CmdContextFD3D12StateCacheprotected
CombinersFD3D12StateCache
CommonFD3D12StateCache
ComputeFD3D12StateCache
ComputeBudgetFD3D12StateCache
CurrentBlendFactorFD3D12StateCache
CurrentDepthStencilTargetFD3D12StateCache
CurrentNumberOfRenderTargetsFD3D12StateCache
CurrentNumberOfScissorRectsFD3D12StateCache
CurrentNumberOfViewportsFD3D12StateCache
CurrentPipelineStateObjectFD3D12StateCache
CurrentPipelineStateObjectFD3D12StateCache
CurrentPipelineStateObjectFD3D12StateCache
CurrentPrimitiveTopologyFD3D12StateCache
CurrentPrimitiveTypeFD3D12StateCache
CurrentReferenceStencilFD3D12StateCache
CurrentScissorRectsFD3D12StateCache
CurrentShaderCBCountsFD3D12StateCache
CurrentShaderSamplerCountsFD3D12StateCache
CurrentShaderSRVCountsFD3D12StateCache
CurrentShaderUAVCountsFD3D12StateCache
CurrentViewportFD3D12StateCache
DescriptorCacheFD3D12StateCacheprotected
DirtySamplerDescriptorTables()FD3D12StateCache
DirtyState()FD3D12StateCache
DirtyStateForNewCommandList()FD3D12StateCache
DirtyViewDescriptorTables()FD3D12StateCache
DrawShadingRateFD3D12StateCache
FD3D12DeviceChild(FD3D12Device *InParent=nullptr)FD3D12DeviceChildinline
FD3D12DynamicRHIFD3D12StateCachefriend
FD3D12GPUObject(FRHIGPUMask InGPUMask, FRHIGPUMask InVisibiltyMask)FD3D12GPUObjectinline
FD3D12SingleNodeGPUObject(FRHIGPUMask GPUMask)FD3D12SingleNodeGPUObjectinline
FD3D12StateCache(FD3D12CommandContext &CmdContext, FRHIGPUMask Node)FD3D12StateCache
FlushComputeShaderCache(bool bForce=false)FD3D12StateCache
ForceSetComputeRootSignature()FD3D12StateCacheinline
ForceSetGraphicsRootSignature()FD3D12StateCacheinline
GetComputePipelineState() constFD3D12StateCacheinline
GetDescriptorCache()FD3D12StateCacheinline
GetGPUIndex() constFD3D12SingleNodeGPUObjectinline
GetGPUMask() constFD3D12GPUObjectinline
GetGraphicsPipelinePrimitiveType() constFD3D12StateCacheinline
GetGraphicsPipelineState() constFD3D12StateCacheinline
GetNumViewports() constFD3D12StateCacheinline
GetParentDevice() constFD3D12DeviceChildinline
GetParentDevice_Unsafe() constFD3D12DeviceChildinline
GetRenderTargets(FD3D12RenderTargetView **RTArray, uint32 *NumSimultaneousRTs, FD3D12DepthStencilView **DepthStencilTarget)FD3D12StateCacheinline
GetScissorRect(int32 Index=0) constFD3D12StateCacheinline
GetShader(EShaderFrequency InFrequency)FD3D12StateCacheinline
GetVertexCount(uint32 NumPrimitives)FD3D12StateCacheinline
GetViewport(int32 Index=0) constFD3D12StateCacheinline
GetViewports(uint32 *Count, D3D12_VIEWPORT *Viewports) constFD3D12StateCacheinline
GetVisibilityMask() constFD3D12GPUObjectinline
GraphicsFD3D12StateCache
IBCacheFD3D12StateCache
InternalSetDescriptorHeaps(bool bBindless)FD3D12StateCacheprotected
InternalSetIndexBuffer(FD3D12Resource *Resource)FD3D12StateCacheprotected
InternalSetPipelineState(FD3D12PipelineState *InPipelineState)FD3D12StateCacheprotected
InternalSetRootSignature(ED3D12PipelineType InPipelineType, const FD3D12RootSignature *InRootSignature, bool bForce)FD3D12StateCacheprotected
InternalSetStreamSource(FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Stride, uint32 Offset)FD3D12StateCacheprotected
MaxDepthFD3D12StateCache
MinDepthFD3D12StateCache
ParentFD3D12DeviceChildprotected
PipelineStateFD3D12StateCacheprotected
PrimitiveTypeFactorFD3D12StateCache
PrimitiveTypeOffsetFD3D12StateCache
RenderTargetArrayFD3D12StateCache
ResourceBindingTierFD3D12StateCacheprotected
SamplerCacheFD3D12StateCache
SetBlendFactor(const float BlendFactor[4])FD3D12StateCache
SetComputeBudget(EAsyncComputeBudget ComputeBudget)FD3D12StateCacheinline
SetComputePipelineState(FD3D12ComputePipelineState *ComputePipelineState)FD3D12StateCache
SetConstantBuffer(EShaderFrequency ShaderFrequency, FD3D12ConstantBuffer &Buffer, bool bDiscardSharedConstants)FD3D12StateCacheinline
SetConstantsFromUniformBuffer(EShaderFrequency ShaderFrequency, uint32 SlotIndex, FD3D12UniformBuffer *UniformBuffer)FD3D12StateCacheinline
SetDepthBounds(float MinDepth, float MaxDepth)FD3D12StateCacheinline
SetGraphicsPipelineState(FD3D12GraphicsPipelineState *GraphicsPipelineState)FD3D12StateCache
SetIndexBuffer(const FD3D12ResourceLocation &IndexBufferLocation, DXGI_FORMAT Format, uint32 Offset)FD3D12StateCacheinline
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)FD3D12StateCacheinline
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)FD3D12StateCacheinline
SetShadingRateImage(FD3D12Resource *ShadingRateImage)FD3D12StateCacheinline
SetStencilRef(uint32 StencilRef)FD3D12StateCache
SetStreamSource(FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Stride, uint32 Offset)FD3D12StateCacheinline
SetStreamSource(FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Offset)FD3D12StateCacheinline
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
ShaderRootConstantsFD3D12StateCache
ShadingRateImageFD3D12StateCache
SRVCacheFD3D12StateCache
StreamStridesFD3D12StateCache
UAVCacheFD3D12StateCache
VBCacheFD3D12StateCache
~FD3D12StateCache()=defaultFD3D12StateCache