UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FD3D12QuantizedBoundShaderState Struct Reference

#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_ShaderVisibilityCountRegisterCounts
 
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)
 

Member Function Documentation

◆ InitShaderRegisterCounts()

void FD3D12QuantizedBoundShaderState::InitShaderRegisterCounts ( D3D12_RESOURCE_BINDING_TIER  ResourceBindingTier,
const FShaderCodePackedResourceCounts Counts,
FShaderRegisterCounts Shader,
bool  bAllowUAVs = false 
)
static

◆ operator==()

bool FD3D12QuantizedBoundShaderState::operator== ( const FD3D12QuantizedBoundShaderState RHS) const
inline

Friends And Related Symbol Documentation

◆ GetTypeHash

uint32 GetTypeHash ( const FD3D12QuantizedBoundShaderState State)
friend

Member Data Documentation

◆ [union]

◆ bAllowIAInputLayout

uint8 FD3D12QuantizedBoundShaderState::bAllowIAInputLayout

◆ bNeedsAgsIntrinsicsSpace

uint8 FD3D12QuantizedBoundShaderState::bNeedsAgsIntrinsicsSpace

◆ bUseDiagnosticBuffer

uint8 FD3D12QuantizedBoundShaderState::bUseDiagnosticBuffer

◆ bUseDirectlyIndexedResourceHeap

uint8 FD3D12QuantizedBoundShaderState::bUseDirectlyIndexedResourceHeap

◆ bUseDirectlyIndexedSamplerHeap

uint8 FD3D12QuantizedBoundShaderState::bUseDirectlyIndexedSamplerHeap

◆ bUseRootConstants

uint8 FD3D12QuantizedBoundShaderState::bUseRootConstants

◆ Flags

uint8 FD3D12QuantizedBoundShaderState::Flags

◆ Padding

uint8 FD3D12QuantizedBoundShaderState::Padding

◆ RegisterCounts

TStaticArray<FShaderRegisterCounts, SV_ShaderVisibilityCount> FD3D12QuantizedBoundShaderState::RegisterCounts

◆ RootSignatureType

ERootSignatureType FD3D12QuantizedBoundShaderState::RootSignatureType = RS_Raster

◆ ShaderBindingLayout

FRHIShaderBindingLayout FD3D12QuantizedBoundShaderState::ShaderBindingLayout

The documentation for this struct was generated from the following files: