#include <VulkanPendingState.h>
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| | FVulkanPendingGfxState (FVulkanDevice &InDevice) |
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| | ~FVulkanPendingGfxState () |
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| void | Reset () |
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| const uint64 | GetCurrentShaderKey (EShaderFrequency Frequency) const |
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| const uint64 | GetCurrentShaderKey (ShaderStage::EStage Stage) const |
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| const FVulkanShader * | GetCurrentShader (EShaderFrequency Frequency) const |
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| void | SetViewport (float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ) |
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| void | SetMultiViewport (const TArrayView< VkViewport > &InViewports) |
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| void | SetScissor (bool bInEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY) |
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| void | SetScissorRect (uint32 MinX, uint32 MinY, uint32 Width, uint32 Height) |
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| void | SetStreamSource (uint32 StreamIndex, VkBuffer VertexBuffer, uint32 Offset) |
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| void | Bind (VkCommandBuffer CmdBuffer) |
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| void | SetTextureForStage (ShaderStage::EStage Stage, uint32 ParameterIndex, const FVulkanTexture *Texture, VkImageLayout Layout) |
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| void | SetTextureForUBResource (uint8 DescriptorSet, uint32 BindingIndex, const FVulkanTexture *Texture, VkImageLayout Layout) |
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| template<bool bDynamic> |
| void | SetUniformBuffer (uint8 DescriptorSet, uint32 BindingIndex, const FVulkanUniformBuffer *UniformBuffer) |
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| void | SetUAVForUBResource (uint8 DescriptorSet, uint32 BindingIndex, FVulkanUnorderedAccessView *UAV) |
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| void | SetUAVForStage (ShaderStage::EStage Stage, uint32 ParameterIndex, FVulkanUnorderedAccessView *UAV) |
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| void | SetSRVForUBResource (uint8 DescriptorSet, uint32 BindingIndex, FVulkanShaderResourceView *SRV) |
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| void | SetSRVForStage (ShaderStage::EStage Stage, uint32 ParameterIndex, FVulkanShaderResourceView *SRV) |
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| void | SetSamplerStateForStage (ShaderStage::EStage Stage, uint32 ParameterIndex, FVulkanSamplerState *Sampler) |
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| void | SetSamplerStateForUBResource (uint32 DescriptorSet, uint32 BindingIndex, FVulkanSamplerState *Sampler) |
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| void | SetPackedGlobalShaderParameter (ShaderStage::EStage Stage, uint32 BufferIndex, uint32 Offset, uint32 NumBytes, const void *NewValue) |
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| void | PrepareForDraw (FVulkanCommandListContext &Context) |
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| bool | SetGfxPipeline (FVulkanGraphicsPipelineState *InGfxPipeline, bool bForceReset) |
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| void | UpdateDynamicStates (FVulkanCommandBuffer &CommandBuffer) |
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| void | SetStencilRef (uint32 InStencilRef) |
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| void | NotifyDeletedPipeline (FVulkanGraphicsPipelineState *Pipeline) |
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◆ FVulkanPendingGfxState()
| FVulkanPendingGfxState::FVulkanPendingGfxState |
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FVulkanDevice & |
InDevice | ) |
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inline |
◆ ~FVulkanPendingGfxState()
| FVulkanPendingGfxState::~FVulkanPendingGfxState |
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◆ Bind()
◆ GetCurrentShader()
◆ GetCurrentShaderKey() [1/2]
◆ GetCurrentShaderKey() [2/2]
◆ NotifyDeletedPipeline()
◆ PrepareForDraw()
◆ Reset()
| void FVulkanPendingGfxState::Reset |
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| ) |
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inline |
◆ SetGfxPipeline()
◆ SetMultiViewport()
◆ SetPackedGlobalShaderParameter()
◆ SetSamplerStateForStage()
◆ SetSamplerStateForUBResource()
◆ SetScissor()
◆ SetScissorRect()
◆ SetSRVForStage()
◆ SetSRVForUBResource()
◆ SetStencilRef()
| void FVulkanPendingGfxState::SetStencilRef |
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uint32 |
InStencilRef | ) |
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inline |
◆ SetStreamSource()
◆ SetTextureForStage()
◆ SetTextureForUBResource()
◆ SetUAVForStage()
◆ SetUAVForUBResource()
◆ SetUniformBuffer()
◆ SetViewport()
◆ UpdateDynamicStates()
◆ UpdateInputAttachments()
◆ FVulkanCommandListContext
◆ bDirtyDynamicVertexInput
| bool FVulkanPendingGfxState::bDirtyDynamicVertexInput |
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protected |
◆ bDirtyVertexStreams
| bool FVulkanPendingGfxState::bDirtyVertexStreams |
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protected |
◆ bNeedToClear
| bool FVulkanPendingGfxState::bNeedToClear |
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protected |
◆ bScissorEnable
| bool FVulkanPendingGfxState::bScissorEnable |
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protected |
◆ CurrentPipeline
◆ CurrentState
◆ Device
◆ PendingStreams
◆ PipelineStates
◆ PrimitiveType
◆ Scissors
◆ StencilRef
| uint32 FVulkanPendingGfxState::StencilRef |
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protected |
◆ Viewports
The documentation for this class was generated from the following files: