Diligent Engine  v.2.4.g
Diligent::GraphicsContext5 Member List

This is the complete list of members for Diligent::GraphicsContext5, including all inherited members.

AllocateDynamicGPUVisibleDescriptor(D3D12_DESCRIPTOR_HEAP_TYPE Type, UINT Count=1)Diligent::CommandContextinline
AsComputeContext()Diligent::CommandContextinline
AsGraphicsContext()Diligent::CommandContextinline
AsGraphicsContext1()Diligent::CommandContextinline
AsGraphicsContext2()Diligent::CommandContextinline
AsGraphicsContext3()Diligent::CommandContextinline
AsGraphicsContext4()Diligent::CommandContextinline
AsGraphicsContext5()Diligent::CommandContextinline
AsGraphicsContext6()Diligent::CommandContextinline
BeginQuery(ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index)Diligent::CommandContextinline
BeginRenderPass(UINT NumRenderTargets, const D3D12_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets, const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil, D3D12_RENDER_PASS_FLAGS Flags)Diligent::GraphicsContext4inline
BuildRaytracingAccelerationStructure(const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC &Desc, UINT NumPostbuildInfoDescs, const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC *pPostbuildInfoDescs)Diligent::GraphicsContext4inline
ClearDepthStencil(D3D12_CPU_DESCRIPTOR_HANDLE DSV, D3D12_CLEAR_FLAGS ClearFlags, float Depth, UINT8 Stencil)Diligent::GraphicsContextinline
ClearRenderTarget(D3D12_CPU_DESCRIPTOR_HANDLE RTV, const float *Color)Diligent::GraphicsContextinline
ClearUAVFloat(D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle, D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle, ID3D12Resource *pd3d12Resource, const float *Color)Diligent::CommandContextinline
ClearUAVUint(D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle, D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle, ID3D12Resource *pd3d12Resource, const UINT *Color)Diligent::CommandContextinline
Close(CComPtr< ID3D12CommandAllocator > &pAllocator)Diligent::CommandContext
CommandContext(class CommandListManager &CmdListManager)Diligent::CommandContext
CommandContext(const CommandContext &)=deleteDiligent::CommandContext
CommandContext(CommandContext &&)=deleteDiligent::CommandContext
CopyRaytracingAccelerationStructure(D3D12_GPU_VIRTUAL_ADDRESS DestAccelerationStructureData, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureData, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE Mode)Diligent::GraphicsContext4inline
CopyResource(ID3D12Resource *pDstRes, ID3D12Resource *pSrcRes)Diligent::CommandContextinline
Dispatch(size_t GroupCountX=1, size_t GroupCountY=1, size_t GroupCountZ=1)Diligent::ComputeContextinline
DispatchRays(const D3D12_DISPATCH_RAYS_DESC &Desc)Diligent::GraphicsContext4inline
Draw(UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation)Diligent::GraphicsContextinline
DrawIndexed(UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation)Diligent::GraphicsContextinline
EmitRaytracingAccelerationStructurePostbuildInfo(const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC &Desc, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureAddress)Diligent::GraphicsContext4inline
EndQuery(ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index)Diligent::CommandContextinline
EndRenderPass()Diligent::GraphicsContext4inline
ExecuteIndirect(ID3D12CommandSignature *pCmdSignature, ID3D12Resource *pBuff, Uint64 ArgsOffset)Diligent::CommandContextinline
ExecuteIndirect(ID3D12CommandSignature *pCmdSignature, Uint32 MaxCommandCount, ID3D12Resource *pArgsBuff, Uint64 ArgsOffset, ID3D12Resource *pCountBuff, Uint64 CountOffset)Diligent::CommandContextinline
FlushResourceBarriers()Diligent::CommandContextinline
GetCommandList()Diligent::CommandContextinline
InsertAliasBarrier(D3D12ResourceBase &Before, D3D12ResourceBase &After, bool FlushImmediate=false)Diligent::CommandContextprotected
m_BoundDescriptorHeapsDiligent::CommandContextprotected
m_DynamicGPUDescriptorAllocatorsDiligent::CommandContextprotected
m_IDDiligent::CommandContextprotected
m_MaxInterfaceVerDiligent::CommandContextprotected
m_pCommandListDiligent::CommandContextprotected
m_pCurComputeRootSignatureDiligent::CommandContextprotected
m_pCurGraphicsRootSignatureDiligent::CommandContextprotected
m_pCurPipelineStateDiligent::CommandContextprotected
m_pCurrentAllocatorDiligent::CommandContextprotected
m_PendingResourceBarriersDiligent::CommandContextprotected
m_PrimitiveTopologyDiligent::CommandContextprotected
operator=(const CommandContext &)=deleteDiligent::CommandContext
operator=(CommandContext &&)=deleteDiligent::CommandContext
Reset(CommandListManager &CmdListManager)Diligent::CommandContext
ResolveQueryData(ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT StartIndex, UINT NumQueries, ID3D12Resource *pDestinationBuffer, UINT64 AlignedDestinationBufferOffset)Diligent::CommandContextinline
ResolveSubresource(ID3D12Resource *pDstResource, UINT DstSubresource, ID3D12Resource *pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format)Diligent::CommandContextinline
ResourceBarrier(const D3D12_RESOURCE_BARRIER &Barrier)Diligent::CommandContextinline
SetBlendFactor(const float *BlendFactor)Diligent::GraphicsContextinline
SetComputeRootSignature(ID3D12RootSignature *pRootSig)Diligent::ComputeContextinline
SetDescriptorHeaps(ShaderDescriptorHeaps &Heaps)Diligent::CommandContextinline
SetDynamicGPUDescriptorAllocators(DynamicSuballocationsManager *Allocators)Diligent::CommandContextinline
SetGraphicsRootSignature(ID3D12RootSignature *pRootSig)Diligent::GraphicsContextinline
SetID(const Char *ID)Diligent::CommandContextinline
SetIndexBuffer(const D3D12_INDEX_BUFFER_VIEW &IBView)Diligent::GraphicsContextinline
SetPipelineState(ID3D12PipelineState *pPSO)Diligent::CommandContextinline
SetPrimitiveTopology(D3D12_PRIMITIVE_TOPOLOGY Topology)Diligent::GraphicsContextinline
SetRayTracingPipelineState(ID3D12StateObject *pPSO)Diligent::GraphicsContext4inline
SetScissorRects(UINT NumRects, const D3D12_RECT *pRects)Diligent::GraphicsContextinline
SetStencilRef(UINT StencilRef)Diligent::GraphicsContextinline
SetVertexBuffers(UINT StartSlot, UINT Count, const D3D12_VERTEX_BUFFER_VIEW VBViews[])Diligent::GraphicsContextinline
SetViewports(UINT NumVPs, const D3D12_VIEWPORT *pVPs)Diligent::GraphicsContextinline
TransitionResource(TextureD3D12Impl &Texture, RESOURCE_STATE NewState)Diligent::CommandContext
TransitionResource(BufferD3D12Impl &Buffer, RESOURCE_STATE NewState)Diligent::CommandContext
TransitionResource(BottomLevelASD3D12Impl &BLAS, RESOURCE_STATE NewState)Diligent::CommandContext
TransitionResource(TopLevelASD3D12Impl &TLAS, RESOURCE_STATE NewState)Diligent::CommandContext
TransitionResource(TextureD3D12Impl &Texture, const StateTransitionDesc &Barrier)Diligent::CommandContext
TransitionResource(BufferD3D12Impl &Buffer, const StateTransitionDesc &Barrier)Diligent::CommandContext
TransitionResource(BottomLevelASD3D12Impl &BLAS, const StateTransitionDesc &Barrier)Diligent::CommandContext
TransitionResource(TopLevelASD3D12Impl &TLAS, const StateTransitionDesc &Barrier)Diligent::CommandContext
~CommandContext()Diligent::CommandContext