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void
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ApplyCachedRenderTargets
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void
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BeginDrawingViewport
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void
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BeginFrame()
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void
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BeginRenderPass
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void
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BeginRenderQuery
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void
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BeginScene()
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These 6 are special in that they must be called on the immediate command list and they force a flush only when we are not doing RHI thread.
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void
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BeginUpdateMultiFrameResource
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void
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BeginUpdateMultiFrameResource
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void
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CalibrateTimers
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void
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CopyBufferRegion
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void
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CopyTexture
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void
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CopyToResolveTarget
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void
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DiscardRenderTargets
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void
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DispatchIndirectMeshShader
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void
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DispatchMeshShader
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void
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DrawIndexedIndirect
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void
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DrawIndexedPrimitive
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void
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DrawIndexedPrimitiveIndirect
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void
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DrawPrimitive
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void
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DrawPrimitiveIndirect
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void
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EndDrawingViewport
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void
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EndFrame()
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void
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EndRenderPass()
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void
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EndRenderQuery
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void
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EndScene()
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void
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EndUpdateMultiFrameResource
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void
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EndUpdateMultiFrameResource
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void
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EnqueueLambda
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|
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FRHIAmplific...
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GetBoundAmplificationShader()
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FRHIGeometry...
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GetBoundGeometryShader()
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FRHIMeshShad...
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GetBoundMeshShader()
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FRHIPixelSha...
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GetBoundPixelShader()
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FRHIVertexSh...
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GetBoundVertexShader()
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void
|
NextSubpass()
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void
|
PollOcclusionQueries()
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void
|
ResummarizeHTile
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void
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RHIInvalidateCachedState()
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void
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SetBlendFactor
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void
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SetDepthBounds
( float MinDepth, float MaxDepth )
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void
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SetGraphicsPipelineState
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void
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SetScissorRect
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void
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SetShaderParameter
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void
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SetShaderParameter
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void
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SetShaderResourceViewParameter
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void
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SetShaderResourceViewParameter
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void
|
SetShaderSampler
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void
|
SetShaderSampler
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void
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SetShaderTexture
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void
|
SetShaderTexture
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void
|
SetShaderUniformBuffer
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void
|
SetShaderUniformBuffer
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void
|
SetShadingRate
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void
|
SetStencilRef
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void
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SetStereoViewport
( float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ )
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void
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SetStreamSource
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void
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SetUAVParameter
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void
|
SetUAVParameter
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void
|
SetViewport
( float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ )
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|
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void
|
TransitionResource
|
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