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| FD3D12DescriptorCache * | GetDescriptorCache () |
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| FD3D12GraphicsPipelineState * | GetGraphicsPipelineState () const |
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| FD3D12ComputePipelineState * | GetComputePipelineState () const |
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| EPrimitiveType | GetGraphicsPipelinePrimitiveType () const |
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| uint32 | GetVertexCount (uint32 NumPrimitives) |
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| void | ClearSRVs () |
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| void | ClearResourceViewCaches (EShaderFrequency ShaderFrequency, FD3D12ResourceLocation *&ResourceLocation, EShaderParameterTypeMask ShaderParameterTypeMask) |
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| void | SetShaderResourceView (EShaderFrequency ShaderFrequency, FD3D12ShaderResourceView *SRV, uint32 ResourceIndex) |
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| void | SetScissorRects (uint32 Count, const D3D12_RECT *const ScissorRects) |
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| void | SetScissorRect (const D3D12_RECT &ScissorRect) |
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| D3D12_STATE_CACHE_INLINE const D3D12_RECT & | GetScissorRect (int32 Index=0) const |
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| void | SetViewport (const D3D12_VIEWPORT &Viewport) |
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| void | SetViewports (uint32 Count, const D3D12_VIEWPORT *const Viewports) |
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| D3D12_STATE_CACHE_INLINE uint32 | GetNumViewports () const |
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| D3D12_STATE_CACHE_INLINE const D3D12_VIEWPORT & | GetViewport (int32 Index=0) const |
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| D3D12_STATE_CACHE_INLINE void | GetViewports (uint32 *Count, D3D12_VIEWPORT *Viewports) const |
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| D3D12_STATE_CACHE_INLINE void | SetSamplerState (EShaderFrequency ShaderFrequency, FD3D12SamplerState *SamplerState, uint32 SamplerIndex) |
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| D3D12_STATE_CACHE_INLINE void | SetConstantsFromUniformBuffer (EShaderFrequency ShaderFrequency, uint32 SlotIndex, FD3D12UniformBuffer *UniformBuffer) |
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| D3D12_STATE_CACHE_INLINE void | SetConstantBuffer (EShaderFrequency ShaderFrequency, FD3D12ConstantBuffer &Buffer, bool bDiscardSharedConstants) |
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| void | SetBlendFactor (const float BlendFactor[4]) |
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| void | SetStencilRef (uint32 StencilRef) |
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| FRHIShader * | GetShader (EShaderFrequency InFrequency) |
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| void | SetNewShaderData (EShaderFrequency InFrequency, const FD3D12ShaderData *InShaderData) |
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| void | SetGraphicsPipelineState (FD3D12GraphicsPipelineState *GraphicsPipelineState) |
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| void | SetComputePipelineState (FD3D12ComputePipelineState *ComputePipelineState) |
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| D3D12_STATE_CACHE_INLINE void | SetStreamSource (FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Stride, uint32 Offset) |
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| D3D12_STATE_CACHE_INLINE void | SetStreamSource (FD3D12ResourceLocation *VertexBufferLocation, uint32 StreamIndex, uint32 Offset) |
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| D3D12_STATE_CACHE_INLINE void | ClearVertexBuffer (const FD3D12ResourceLocation *VertexBufferLocation) |
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| D3D12_STATE_CACHE_INLINE void | SetIndexBuffer (const FD3D12ResourceLocation &IndexBufferLocation, DXGI_FORMAT Format, uint32 Offset) |
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| | FD3D12StateCache (FD3D12CommandContext &CmdContext, FRHIGPUMask Node) |
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| | ~FD3D12StateCache ()=default |
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| void | ApplyState (ERHIPipeline HardwarePipe, ED3D12PipelineType PipelineType) |
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| void | ApplySamplerTables (const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) |
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| void | ApplyResourceTables (const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) |
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| void | ApplyBindlessResources (const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) |
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| void | ApplyConstants (const FD3D12RootSignature *pRootSignature, uint32 StartStage, uint32 EndStage) |
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| void | DirtyStateForNewCommandList () |
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| void | DirtyState () |
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| void | DirtyViewDescriptorTables () |
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| void | DirtySamplerDescriptorTables () |
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| bool | AssertResourceStates (ED3D12PipelineType PipelineType) |
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| void | SetRenderTargets (uint32 NumSimultaneousRenderTargets, FD3D12RenderTargetView **RTArray, FD3D12DepthStencilView *DSTarget) |
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| D3D12_STATE_CACHE_INLINE void | GetRenderTargets (FD3D12RenderTargetView **RTArray, uint32 *NumSimultaneousRTs, FD3D12DepthStencilView **DepthStencilTarget) |
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| void | SetRootConstants (const FUint32Vector4 &Constants) |
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| void | SetUAV (EShaderFrequency ShaderStage, uint32 SlotIndex, FD3D12UnorderedAccessView *UAV, uint32 InitialCount=-1) |
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| void | ClearUAVs (EShaderFrequency ShaderStage) |
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| void | SetDepthBounds (float MinDepth, float MaxDepth) |
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| void | SetShadingRate (EVRSShadingRate ShadingRate, EVRSRateCombiner PerPrimitiveCombiner, EVRSRateCombiner ScreenSpaceCombiner) |
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| void | SetShadingRateImage (FD3D12Resource *ShadingRateImage) |
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| void | SetComputeBudget (EAsyncComputeBudget ComputeBudget) |
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| void | FlushComputeShaderCache (bool bForce=false) |
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| void | ClearState () |
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| void | ForceSetComputeRootSignature () |
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| void | ForceSetGraphicsRootSignature () |
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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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| void FD3D12StateCache::ClearState |
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Clears all D3D12 State, setting all input/output resource slots, shaders, input layouts, predications, scissor rectangles, depth-stencil state, rasterizer state, blend state, sampler state, and viewports to NULL