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| void | BeginRenderPass (UINT NumRenderTargets, const D3D12_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets, const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil, D3D12_RENDER_PASS_FLAGS Flags) |
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| void | EndRenderPass () |
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| void | SetRayTracingPipelineState (ID3D12StateObject *pPSO) |
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| void | BuildRaytracingAccelerationStructure (const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC &Desc, UINT NumPostbuildInfoDescs, const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC *pPostbuildInfoDescs) |
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| void | EmitRaytracingAccelerationStructurePostbuildInfo (const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC &Desc, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureAddress) |
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| void | CopyRaytracingAccelerationStructure (D3D12_GPU_VIRTUAL_ADDRESS DestAccelerationStructureData, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureData, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE Mode) |
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| void | DispatchRays (const D3D12_DISPATCH_RAYS_DESC &Desc) |
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| void | ClearRenderTarget (D3D12_CPU_DESCRIPTOR_HANDLE RTV, const float *Color) |
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| void | ClearDepthStencil (D3D12_CPU_DESCRIPTOR_HANDLE DSV, D3D12_CLEAR_FLAGS ClearFlags, float Depth, UINT8 Stencil) |
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| void | SetGraphicsRootSignature (ID3D12RootSignature *pRootSig) |
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| void | SetViewports (UINT NumVPs, const D3D12_VIEWPORT *pVPs) |
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| void | SetScissorRects (UINT NumRects, const D3D12_RECT *pRects) |
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| void | SetStencilRef (UINT StencilRef) |
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| void | SetBlendFactor (const float *BlendFactor) |
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| void | SetPrimitiveTopology (D3D12_PRIMITIVE_TOPOLOGY Topology) |
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| void | SetIndexBuffer (const D3D12_INDEX_BUFFER_VIEW &IBView) |
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| void | SetVertexBuffers (UINT StartSlot, UINT Count, const D3D12_VERTEX_BUFFER_VIEW VBViews[]) |
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| void | Draw (UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation) |
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| void | DrawIndexed (UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation) |
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| void | SetComputeRootSignature (ID3D12RootSignature *pRootSig) |
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| void | Dispatch (size_t GroupCountX=1, size_t GroupCountY=1, size_t GroupCountZ=1) |
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Public Member Functions inherited from Diligent::CommandContext |
| | CommandContext (class CommandListManager &CmdListManager) |
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| | CommandContext (const CommandContext &)=delete |
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| CommandContext & | operator= (const CommandContext &)=delete |
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| | CommandContext (CommandContext &&)=delete |
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| CommandContext & | operator= (CommandContext &&)=delete |
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| | ~CommandContext () |
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| ID3D12GraphicsCommandList * | Close (CComPtr< ID3D12CommandAllocator > &pAllocator) |
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| void | Reset (CommandListManager &CmdListManager) |
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| class GraphicsContext & | AsGraphicsContext () |
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| class GraphicsContext1 & | AsGraphicsContext1 () |
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| class GraphicsContext2 & | AsGraphicsContext2 () |
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| class GraphicsContext3 & | AsGraphicsContext3 () |
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| class GraphicsContext4 & | AsGraphicsContext4 () |
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| class GraphicsContext5 & | AsGraphicsContext5 () |
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| class GraphicsContext6 & | AsGraphicsContext6 () |
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| class ComputeContext & | AsComputeContext () |
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| void | ClearUAVFloat (D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle, D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle, ID3D12Resource *pd3d12Resource, const float *Color) |
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| void | ClearUAVUint (D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle, D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle, ID3D12Resource *pd3d12Resource, const UINT *Color) |
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| void | CopyResource (ID3D12Resource *pDstRes, ID3D12Resource *pSrcRes) |
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| void | TransitionResource (TextureD3D12Impl &Texture, RESOURCE_STATE NewState) |
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| void | TransitionResource (BufferD3D12Impl &Buffer, RESOURCE_STATE NewState) |
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| void | TransitionResource (BottomLevelASD3D12Impl &BLAS, RESOURCE_STATE NewState) |
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| void | TransitionResource (TopLevelASD3D12Impl &TLAS, RESOURCE_STATE NewState) |
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| void | TransitionResource (TextureD3D12Impl &Texture, const StateTransitionDesc &Barrier) |
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| void | TransitionResource (BufferD3D12Impl &Buffer, const StateTransitionDesc &Barrier) |
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| void | TransitionResource (BottomLevelASD3D12Impl &BLAS, const StateTransitionDesc &Barrier) |
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| void | TransitionResource (TopLevelASD3D12Impl &TLAS, const StateTransitionDesc &Barrier) |
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| void | ResolveSubresource (ID3D12Resource *pDstResource, UINT DstSubresource, ID3D12Resource *pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format) |
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| void | FlushResourceBarriers () |
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| void | SetDescriptorHeaps (ShaderDescriptorHeaps &Heaps) |
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| void | ExecuteIndirect (ID3D12CommandSignature *pCmdSignature, ID3D12Resource *pBuff, Uint64 ArgsOffset) |
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| void | ExecuteIndirect (ID3D12CommandSignature *pCmdSignature, Uint32 MaxCommandCount, ID3D12Resource *pArgsBuff, Uint64 ArgsOffset, ID3D12Resource *pCountBuff, Uint64 CountOffset) |
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| void | SetID (const Char *ID) |
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| ID3D12GraphicsCommandList * | GetCommandList () |
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| DescriptorHeapAllocation | AllocateDynamicGPUVisibleDescriptor (D3D12_DESCRIPTOR_HEAP_TYPE Type, UINT Count=1) |
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| void | ResourceBarrier (const D3D12_RESOURCE_BARRIER &Barrier) |
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| void | SetPipelineState (ID3D12PipelineState *pPSO) |
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| void | SetDynamicGPUDescriptorAllocators (DynamicSuballocationsManager *Allocators) |
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| void | BeginQuery (ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index) |
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| void | EndQuery (ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index) |
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| void | ResolveQueryData (ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT StartIndex, UINT NumQueries, ID3D12Resource *pDestinationBuffer, UINT64 AlignedDestinationBufferOffset) |
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