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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <D3D12Util.h>
Public Member Functions | |
| bool | operator== (const FD3D12QuantizedBoundShaderState &RHS) const |
Static Public Member Functions | |
| static void | InitShaderRegisterCounts (D3D12_RESOURCE_BINDING_TIER ResourceBindingTier, const FShaderCodePackedResourceCounts &Counts, FShaderRegisterCounts &Shader, bool bAllowUAVs=false) |
Public Attributes | ||
| FRHIShaderBindingLayout | ShaderBindingLayout | |
| TStaticArray< FShaderRegisterCounts, SV_ShaderVisibilityCount > | RegisterCounts | |
| ERootSignatureType | RootSignatureType = RS_Raster | |
| union { | ||
| struct { | ||
| uint8 bAllowIAInputLayout: 1 | ||
| uint8 bNeedsAgsIntrinsicsSpace: 1 | ||
| uint8 bUseDiagnosticBuffer: 1 | ||
| uint8 bUseDirectlyIndexedResourceHeap: 1 | ||
| uint8 bUseDirectlyIndexedSamplerHeap: 1 | ||
| uint8 bUseRootConstants: 1 | ||
| uint8 Padding: 2 | ||
| } | ||
| uint8 Flags | ||
| }; | ||
Friends | |
| uint32 | GetTypeHash (const FD3D12QuantizedBoundShaderState &State) |
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static |
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inline |
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friend |
| union { ... } FD3D12QuantizedBoundShaderState |
| uint8 FD3D12QuantizedBoundShaderState::bAllowIAInputLayout |
| uint8 FD3D12QuantizedBoundShaderState::bNeedsAgsIntrinsicsSpace |
| uint8 FD3D12QuantizedBoundShaderState::bUseDiagnosticBuffer |
| uint8 FD3D12QuantizedBoundShaderState::bUseDirectlyIndexedResourceHeap |
| uint8 FD3D12QuantizedBoundShaderState::bUseDirectlyIndexedSamplerHeap |
| uint8 FD3D12QuantizedBoundShaderState::bUseRootConstants |
| uint8 FD3D12QuantizedBoundShaderState::Flags |
| uint8 FD3D12QuantizedBoundShaderState::Padding |
| TStaticArray<FShaderRegisterCounts, SV_ShaderVisibilityCount> FD3D12QuantizedBoundShaderState::RegisterCounts |
| ERootSignatureType FD3D12QuantizedBoundShaderState::RootSignatureType = RS_Raster |
| FRHIShaderBindingLayout FD3D12QuantizedBoundShaderState::ShaderBindingLayout |