D3D12RHI

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Classes

Name

Description

Public class

CResourceState

CResourceState Tracking of per-resource or per-subresource state

Public struct

FBinaryRootSignatureCreator

Public class

FD3D12BaseShaderResource

The base class of resources that may be bound as shader resources.

Public class

FD3D12BaseShaderResourceView

Public class

FD3D12BlendState

Public struct

FD3D12BlockAllocatorPrivateData

Public class

FD3D12BoundRenderTargets

Class for retrieving render targets currently bound to the device context.

Public struct

FD3D12BuddyAllocatorPrivateData

Public class

FD3D12ConstantBuffer

A D3D constant buffer

Public class

FD3D12DeferredDeletionQueue

Public class

FD3D12DepthStencilState

Public class

FD3D12GPUFence

Public class

FD3D12Heap

Public class

FD3D12IndexBuffer

Index buffer resource class that stores stride information.

Public class

FD3D12LockedKey

Keeps track of Locks for D3D12 objects

Public struct

FD3D12LockedResource

Public class

FD3D12PendingResourceBarrier

Public struct

FD3D12QuantizedBoundShaderState

Public class

FD3D12RasterizerState

Public class

FD3D12RefCount

Public class

FD3D12Resource

Public class

FD3D12ResourceBarrierBatcher

Public class

FD3D12ResourceLocation

A very light-weight and cache friendly way of accessing a GPU resource.

Public class

FD3D12SamplerState

Public struct

FD3D12ScopeLock

Public struct

FD3D12ScopeNoLock

Public struct

FD3D12SegListAllocatorPrivateData

Public class

FD3D12ShaderBytecode

Public struct

FD3D12ShaderResourceTable

Public class

FD3D12StagingBuffer

Public class

FD3D12StructuredBuffer

Structured buffer resource class.

Public class

FD3D12SyncPoint

Public class

FD3D12UniformBuffer

Uniform buffer resource class.

Public class

FD3D12VertexBuffer

Vertex buffer resource class.

Public class

FD3D12Viewport

Public struct

FRootSignatureCreator

Simple base class to help write out a root signature (subclass to generate either to a binary struct or a #define)

Public struct

FShaderRegisterCounts

Public struct

FThreadsafeQueue

The base class of threadsafe reference counted objects.

Public struct

ShaderBytecodeHash

FD3D12ShaderBytecode Encapsulates D3D12 shader bytecode and creates a hash for the shader bytecode

Public struct

TD3D12ResourceTraits

Constants

Typedefs

Enums

Functions

Name Description

Public function

bool

 

AssertResourceState

(
    ID3D12CommandList* pCommandLis...,
    FD3D12View< TView >* pView,
    const D3D12_RESOURCE_STATES& State
)

Public function

bool

 

AssertResourceState

(
    ID3D12CommandList* pCommandLis...,
    FD3D12Resource* pResource,
    const D3D12_RESOURCE_STATES& State,
    const CViewSubresourceSubset& Subr...
)

Public function

bool

 

AssertResourceState

(
    ID3D12CommandList* pCommandLis...,
    FD3D12Resource* pResource,
    const D3D12_RESOURCE_STATES& State,
    uint32 Subresource
)

Public function

uint32

 

CalcSubresource

(
    uint32 MipSlice,
    uint32 ArraySlice,
    uint32 MipLevels
)

Calculate a subresource index for a texture

Public function

FString

 

ConvertToResourceStateString

(
    uint32 ResourceState
)

Public function

D3D12_PRIMIT...

 

D3D12PrimitiveTypeToTopologyType

(
    D3D_PRIMITIVE_TOPOLOGY PrimitiveTyp...
)

Public function

void

 

D3D12ShaderUtils::CreateComputeRootSignature

(
    FRootSignatureCreator* Creator
)

Fat/Static Compute Root Signature.

Public function

void

 

D3D12ShaderUtils::CreateGfxRootSignature

(
    FRootSignatureCreator* Creator
)

Fat/Static Gfx Root Signature.

Public function

D3D12_SHADER...

 

D3D12ShaderUtils::TranslateShaderVisibility

(
    EShaderFrequency Stage
)

Public function

D3D12_RESOUR...

 

DetermineInitialResourceState

(
    D3D12_HEAP_TYPE HeapType,
    const D3D12_HEAP_PROPERTIES* p...
)

Public function

DXGI_FORMAT

 

FindDepthStencilDXGIFormat

(
    DXGI_FORMAT InFormat
)

Find the appropriate depth-stencil targetable DXGI format for the given format.

Public function

DXGI_FORMAT

 

FindDepthStencilParentDXGIFormat

(
    DXGI_FORMAT InFormat
)

Find the appropriate depth-stencil typeless DXGI format for the given format.

Public function

DXGI_FORMAT

 

FindShaderResourceDXGIFormat

(
    DXGI_FORMAT InFormat,
    bool bSRGB
)

Find an appropriate DXGI format for the input format and SRGB setting.

Public function

DXGI_FORMAT

 

FindUnorderedAccessDXGIFormat

(
    DXGI_FORMAT InFormat
)

Find an appropriate DXGI format unordered access of the raw format.

Public function Static

void

 

Get4KTileShape

(
    D3D12_TILE_SHAPE* pTileShape,
    DXGI_FORMAT Format,
    uint8 UEFormat,
    D3D12_RESOURCE_DIMENSION Dimension,
    uint32 SampleCount
)

Public function

uint32

 

GetD3D12CubeFace

(
    ECubeFace Face
)

Convert from ECubeFace to D3DCUBEMAP_FACES type

Public function Static

uint32

 

GetHeightAlignment

(
    DXGI_FORMAT Format
)

Public function

uint32

 

GetMaxMSAAQuality

(
    uint32 SampleCount
)

Public function Static

uint8

 

GetPlaneCount

(
    DXGI_FORMAT Format
)

Public function Static

uint8

 

GetPlaneSliceFromViewFormat

(
    DXGI_FORMAT ResourceFormat,
    DXGI_FORMAT ViewFormat
)

Public function

DXGI_FORMAT

 

GetPlatformTextureResourceFormat

(
    DXGI_FORMAT InFormat,
    uint32 InFlags
)

Public function Static

DXGI_FORMAT

 

GetRenderTargetFormat

(
    EPixelFormat PixelFormat
)

Public function Static

uint64

 

GetTilesNeeded

(
    uint32 Width,
    uint32 Height,
    uint32 Depth,
    const D3D12_TILE_SHAPE& Shape
)

Public function Static

uint32

 

GetWidthAlignment

(
    DXGI_FORMAT Format
)

Public function

bool

 

HasStencilBits

(
    DXGI_FORMAT InFormat
)

Returns whether the given format contains stencil information.

Public function Static

bool

 

IsBlockCompressFormat

(
    DXGI_FORMAT Format
)

Public function

bool

 

IsCPUInaccessible

(
    D3D12_HEAP_TYPE HeapType,
    const D3D12_HEAP_PROPERTIES* p...
)

Public function

bool

 

IsCPUWritable

(
    D3D12_HEAP_TYPE HeapType,
    const D3D12_HEAP_PROPERTIES* p...
)

Public function

void

 

LogExecuteCommandLists

(
    uint32 NumCommandLists,
    ID3D12CommandList*const* ...
)

Public function

void

 

LogResourceBarriers

(
    uint32 NumBarriers,
    D3D12_RESOURCE_BARRIER* pBarri...,
    ID3D12CommandList*const pComma...
)

Public function

void

 

QuantizeBoundShaderState

(
    const D3D12_RESOURCE_BINDING_TIER&...,
    const FD3D12BoundShaderState*c...,
    FD3D12QuantizedBoundShaderState& O...
)

Public function

void

 

QuantizeBoundShaderState

(
    const D3D12_RESOURCE_BINDING_TIER&...,
    const FD3D12ComputeShader*cons...,
    FD3D12QuantizedBoundShaderState& O...
)

Public function

void

 

SetName

(
    ID3D12Object*const Object,
    const TCHAR*const Name
)

Public function

void

 

SetName

(
    FD3D12Resource*const Resource,
    const TCHAR*const Name
)

Public function Static

bool

 

TextureCanBe4KAligned

(
    D3D12_RESOURCE_DESC& Desc,
    uint8 UEFormat
)

Public function

D3D12_PRIMIT...

 

TranslatePrimitiveTopologyType

(
    EPrimitiveTopologyType TopologyType
)

Public function

D3D_PRIMITIV...

 

TranslatePrimitiveType

(
    EPrimitiveType PrimitiveType
)

Public function Static

void

 

TranslateRenderTargetFormats

(
    const FGraphicsPipelineStateInitial...,
    D3D12_RT_FORMAT_ARRAY& RTFormatArr...,
    DXGI_FORMAT& DSVFormat
)

Public function

void

 

UpdateBufferStats

(
    FD3D12ResourceLocation* Resour...,
    bool bAllocating
)

Public function

void

 

UpdateBufferStats

(
    FD3D12ResourceLocation* Resour...,
    bool bAllocating,
    uint32 BufferType
)

Variables

Name Description

Public variable

const D3D12_DES...

 

CBVDescriptorRangeFlags

Public variable

const int32

 

PackedShaderKey

Key used for determining whether shader code is packed or not.

Public variable

const D3D12_DES...

 

SamplerDescriptorRangeFlags

Public variable

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.

Public variable

const D3D12_DES...

 

UAVDescriptorRangeFlags

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