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Name |
Description |
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CResourceState |
CResourceState Tracking of per-resource or per-subresource state |
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D3D12FD3D12GPUFence |
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FBinaryRootSignatureCreator |
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FD3D12BaseShaderResource |
The base class of resources that may be bound as shader resources (texture or buffer). |
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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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FD3D12Buffer |
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FD3D12ConstantBuffer |
A D3D constant buffer |
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FD3D12DeferredDeletionQueue |
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FD3D12DepthStencilState |
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FD3D12Heap |
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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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FD3D12PoolAllocatorPrivateData |
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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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FD3D12ResourceDesc |
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FD3D12ResourceLocation |
A very light-weight and cache friendly way of accessing a GPU resource. |
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FD3D12SamplerState |
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FD3D12ScopeLock |
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FD3D12ScopeNoLock |
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FD3D12SegListAllocatorPrivateData |
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FD3D12ShaderResourceRenameListener |
Resource which might needs to be notified about changes on dependent resources (Views, RTGeometryObject, Cached binding tables) |
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FD3D12ShaderResourceTable |
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FD3D12StagingBuffer |
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FD3D12SyncPoint |
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FD3D12UniformBuffer |
Uniform buffer resource class. |
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FD3D12Viewport |
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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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FTextRootSignatureCreator |
Root signature generator for DXC |
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FThreadsafeQueue |
The base class of threadsafe reference counted objects. |
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ID3D12ResourceAllocator |
Generic interface for every type D3D12 specific allocator. |
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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 |
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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 |
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UAVSlotMask |
Name | Description | ||
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AddTransitionBarrier ( |
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AddTransitionBarrierWithUAVAccessOverrides ( |
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AssertResourceState ( |
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AssertResourceState ( |
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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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D3D12RHI::LogPageFaultData ( |
Checks if given GPU virtual address corresponds to any known resource allocations and logs results |
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D3D12ShaderUtils::CreateComputeRootSignature ( |
Fat/Static Compute Root Signature. |
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D3D12ShaderUtils::CreateGfxRootSignature ( |
Fat/Static Gfx Root Signature. |
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D3D12ShaderUtils::GenerateRootSignatureString ( |
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const D3D12_... |
D3D12ShaderUtils::GetStaticRayTracingRootSignatureDesc() |
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D3D12_RESOUR... |
DetermineInitialResourceState ( |
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DXGI_FORMAT |
FindDepthStencilParentDXGIFormat ( |
Find the appropriate depth-stencil typeless DXGI format for the given format. |
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Get4KTileShape ( |
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GetD3D12CubeFace ( |
Convert from ECubeFace to D3DCUBEMAP_FACES type |
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D3D12_RESOUR... |
GetD3D12ResourceState ( |
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GetHeightAlignment ( |
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GetMaxMSAAQuality ( |
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GetPlaneCount ( |
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GetPlaneSliceFromViewFormat ( |
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GetTilesNeeded |
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GetWidthAlignment ( |
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IsBlockCompressFormat ( |
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IsCPUAccessible ( |
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IsCPUWritable ( |
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IsDirectQueueExclusiveD3D12State ( |
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IsGPUOnly ( |
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IsValidD3D12ResourceState ( |
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LogExecuteCommandLists ( |
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LogResourceBarriers ( |
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QuantizeBoundShaderState ( |
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QuantizeBoundShaderState ( |
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SetName ( |
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SetName ( |
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StallRHIThreadAndForceFlush ( |
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D3D12_PRIMIT... |
TranslatePrimitiveTopologyType ( |
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D3D_PRIMITIV... |
TranslatePrimitiveType ( |
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UpdateBufferStats ( |
Name | Description | ||
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constexpr D3D12... |
BackBufferBarrierWriteTransitionTargets |
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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 int32 |
RayTracingPrecompiledPSOKey |
Key indicating whether serialized ray tracing shader contains a DXIL library or a precompiled PSO. |
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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 |