D3D12RHI
Name |
Description |
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CResourceState |
================================================================================================================================== CResourceState Tracking of per-resource or per-subresource state |
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FBinaryRootSignatureCreator |
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FD3D12BaseShaderResource |
The base class of resources that may be bound as shader resources. |
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FD3D12BlendState |
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FD3D12BlockAllocatorPrivateData |
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FD3D12BoundRenderTargets |
Class for retrieving render targets currently bound to the device context. |
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FD3D12BuddyAllocatorPrivateData |
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FD3D12ConstantBuffer |
A D3D constant buffer |
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FD3D12DeferredDeletionQueue |
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FD3D12DepthStencilState |
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FD3D12DynamicBuffer |
Class for managing dynamic buffers (Used for DrawUp). |
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FD3D12GPUFence |
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FD3D12Heap |
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FD3D12IndexBuffer |
Index buffer resource class that stores stride information. |
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FD3D12LockedKey |
Keeps track of Locks for D3D12 objects |
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FD3D12LockedResource |
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FD3D12PendingResourceBarrier |
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FD3D12QuantizedBoundShaderState |
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FD3D12RasterizerState |
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FD3D12RefCount |
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FD3D12Resource |
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FD3D12ResourceBarrierBatcher |
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FD3D12ResourceLocation |
A very light-weight and cache friendly way of accessing a GPU resource. |
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FD3D12SamplerState |
============================================================================= D3D12State.h: D3D state definitions. |
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FD3D12ScopeLock |
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FD3D12ScopeNoLock |
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FD3D12ShaderBytecode |
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FD3D12ShaderResourceTable |
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FD3D12StagingBuffer |
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FD3D12StructuredBuffer |
Structured buffer resource class. |
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FD3D12SyncPoint |
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FD3D12ThreadLocalObject |
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FD3D12UniformBuffer |
Uniform buffer resource class. |
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FD3D12VertexBuffer |
Vertex buffer resource class. |
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FD3D12Viewport |
WITH_MGPU. |
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FRootSignatureCreator |
Simple base class to help write out a root signature (subclass to generate either to a binary struct or a #define) |
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FShaderRegisterCounts |
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FThreadsafeQueue |
The base class of threadsafe reference counted objects. |
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ShaderBytecodeHash |
================================================================================================================================== FD3D12ShaderBytecode Encapsulates D3D12 shader bytecode and creates a hash for the shader bytecode |
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TD3D12ResourceTraits |
Name |
Description |
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GDescriptorTableCBVSlotMask |
Mask for all slots that are used by root descriptors. |
GRootCBVSlotMask |
Name |
Description |
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CBVSlotMask |
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FD3D12BaseAllocatorType |
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FD3D12StateCache |
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SamplerSlotMask |
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SRVSlotMask |
Mask for all slots that are used by a root descriptor table. |
UAVSlotMask |
Name |
Description |
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EShaderVisibility |
Name | Description | ||
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bool |
AssertResourceState ( |
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bool |
AssertResourceState ( |
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bool |
AssertResourceState ( |
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CalcSubresource |
Calculate a subresource index for a texture |
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ConvertToResourceStateString ( |
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D3D12_PRIMIT... |
D3D12PrimitiveTypeToTopologyType ( |
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void |
D3D12ShaderUtils::CreateComputeRootSignature ( |
Fat/Static Compute Root Signature. |
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void |
D3D12ShaderUtils::CreateGfxRootSignature ( |
Fat/Static Gfx Root Signature. |
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D3D12_SHADER... |
D3D12ShaderUtils::TranslateShaderVisibility ( |
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D3D12_RESOUR... |
DetermineInitialResourceState ( |
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DXGI_FORMAT |
FindDepthStencilDXGIFormat ( |
Find the appropriate depth-stencil targetable DXGI format for the given format. |
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DXGI_FORMAT |
FindDepthStencilParentDXGIFormat ( |
Find the appropriate depth-stencil typeless DXGI format for the given format. |
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DXGI_FORMAT |
FindShaderResourceDXGIFormat ( |
Find an appropriate DXGI format for the input format and SRGB setting. |
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DXGI_FORMAT |
FindUnorderedAccessDXGIFormat ( |
Find an appropriate DXGI format unordered access of the raw format. |
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void |
Get4KTileShape |
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GetD3D12CubeFace ( |
Convert from ECubeFace to D3DCUBEMAP_FACES type D3D cube face enum value |
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GetHeightAlignment ( |
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GetMaxMSAAQuality ( |
0xffffffff if not not supported |
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GetPlaneCount ( |
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GetPlaneSliceFromViewFormat ( |
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DXGI_FORMAT |
GetPlatformTextureResourceFormat ( |
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DXGI_FORMAT |
GetRenderTargetFormat ( |
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GetTilesNeeded |
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GetWidthAlignment ( |
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bool |
HasStencilBits ( |
Returns whether the given format contains stencil information. |
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bool |
IsBlockCompressFormat ( |
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bool |
IsCPUInaccessible ( |
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bool |
IsCPUWritable ( |
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void |
LogExecuteCommandLists ( |
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void |
LogResourceBarriers ( |
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void |
QuantizeBoundShaderState ( |
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void |
QuantizeBoundShaderState ( |
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void |
SetName ( |
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void |
SetName ( |
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bool |
TextureCanBe4KAligned ( |
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D3D12_PRIMIT... |
TranslatePrimitiveTopologyType ( |
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D3D_PRIMITIV... |
TranslatePrimitiveType ( |
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void |
TranslateRenderTargetFormats ( |
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void |
UpdateBufferStats ( |
Name | Description | ||
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const D3D12_DES... |
CBVDescriptorRangeFlags |
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const int32 |
PackedShaderKey |
Key used for determining whether shader code is packed or not. |
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const D3D12_DES... |
SamplerDescriptorRangeFlags |
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const D3D12_DES... |
SRVDescriptorRangeFlags |
Assume descriptors are volatile because we don't initialize all the descriptors in a table, just the ones used by the current shaders. |
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const D3D12_DES... |
UAVDescriptorRangeFlags |