Diligent Engine  v.2.4.g
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Diligent::GraphicsContext5 Class Reference

#include <CommandContext.hpp>

Inheritance diagram for Diligent::GraphicsContext5:
Diligent::GraphicsContext4 Diligent::GraphicsContext3 Diligent::GraphicsContext2 Diligent::GraphicsContext1 Diligent::GraphicsContext Diligent::ComputeContext Diligent::CommandContext Diligent::GraphicsContext6

Additional Inherited Members

- Public Member Functions inherited from Diligent::GraphicsContext4
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)
 
void EndRenderPass ()
 
void SetRayTracingPipelineState (ID3D12StateObject *pPSO)
 
void BuildRaytracingAccelerationStructure (const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC &Desc, UINT NumPostbuildInfoDescs, const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC *pPostbuildInfoDescs)
 
void EmitRaytracingAccelerationStructurePostbuildInfo (const D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC &Desc, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureAddress)
 
void CopyRaytracingAccelerationStructure (D3D12_GPU_VIRTUAL_ADDRESS DestAccelerationStructureData, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureData, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE Mode)
 
void DispatchRays (const D3D12_DISPATCH_RAYS_DESC &Desc)
 
- Public Member Functions inherited from Diligent::GraphicsContext
void ClearRenderTarget (D3D12_CPU_DESCRIPTOR_HANDLE RTV, const float *Color)
 
void ClearDepthStencil (D3D12_CPU_DESCRIPTOR_HANDLE DSV, D3D12_CLEAR_FLAGS ClearFlags, float Depth, UINT8 Stencil)
 
void SetGraphicsRootSignature (ID3D12RootSignature *pRootSig)
 
void SetViewports (UINT NumVPs, const D3D12_VIEWPORT *pVPs)
 
void SetScissorRects (UINT NumRects, const D3D12_RECT *pRects)
 
void SetStencilRef (UINT StencilRef)
 
void SetBlendFactor (const float *BlendFactor)
 
void SetPrimitiveTopology (D3D12_PRIMITIVE_TOPOLOGY Topology)
 
void SetIndexBuffer (const D3D12_INDEX_BUFFER_VIEW &IBView)
 
void SetVertexBuffers (UINT StartSlot, UINT Count, const D3D12_VERTEX_BUFFER_VIEW VBViews[])
 
void Draw (UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation)
 
void DrawIndexed (UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation)
 
- Public Member Functions inherited from Diligent::ComputeContext
void SetComputeRootSignature (ID3D12RootSignature *pRootSig)
 
void Dispatch (size_t GroupCountX=1, size_t GroupCountY=1, size_t GroupCountZ=1)
 
- Public Member Functions inherited from Diligent::CommandContext
 CommandContext (class CommandListManager &CmdListManager)
 
 CommandContext (const CommandContext &)=delete
 
CommandContextoperator= (const CommandContext &)=delete
 
 CommandContext (CommandContext &&)=delete
 
CommandContextoperator= (CommandContext &&)=delete
 
 ~CommandContext ()
 
ID3D12GraphicsCommandList * Close (CComPtr< ID3D12CommandAllocator > &pAllocator)
 
void Reset (CommandListManager &CmdListManager)
 
class GraphicsContextAsGraphicsContext ()
 
class GraphicsContext1AsGraphicsContext1 ()
 
class GraphicsContext2AsGraphicsContext2 ()
 
class GraphicsContext3AsGraphicsContext3 ()
 
class GraphicsContext4AsGraphicsContext4 ()
 
class GraphicsContext5AsGraphicsContext5 ()
 
class GraphicsContext6AsGraphicsContext6 ()
 
class ComputeContextAsComputeContext ()
 
void ClearUAVFloat (D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle, D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle, ID3D12Resource *pd3d12Resource, const float *Color)
 
void ClearUAVUint (D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle, D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle, ID3D12Resource *pd3d12Resource, const UINT *Color)
 
void CopyResource (ID3D12Resource *pDstRes, ID3D12Resource *pSrcRes)
 
void TransitionResource (TextureD3D12Impl &Texture, RESOURCE_STATE NewState)
 
void TransitionResource (BufferD3D12Impl &Buffer, RESOURCE_STATE NewState)
 
void TransitionResource (BottomLevelASD3D12Impl &BLAS, RESOURCE_STATE NewState)
 
void TransitionResource (TopLevelASD3D12Impl &TLAS, RESOURCE_STATE NewState)
 
void TransitionResource (TextureD3D12Impl &Texture, const StateTransitionDesc &Barrier)
 
void TransitionResource (BufferD3D12Impl &Buffer, const StateTransitionDesc &Barrier)
 
void TransitionResource (BottomLevelASD3D12Impl &BLAS, const StateTransitionDesc &Barrier)
 
void TransitionResource (TopLevelASD3D12Impl &TLAS, const StateTransitionDesc &Barrier)
 
void ResolveSubresource (ID3D12Resource *pDstResource, UINT DstSubresource, ID3D12Resource *pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format)
 
void FlushResourceBarriers ()
 
void SetDescriptorHeaps (ShaderDescriptorHeaps &Heaps)
 
void ExecuteIndirect (ID3D12CommandSignature *pCmdSignature, ID3D12Resource *pBuff, Uint64 ArgsOffset)
 
void ExecuteIndirect (ID3D12CommandSignature *pCmdSignature, Uint32 MaxCommandCount, ID3D12Resource *pArgsBuff, Uint64 ArgsOffset, ID3D12Resource *pCountBuff, Uint64 CountOffset)
 
void SetID (const Char *ID)
 
ID3D12GraphicsCommandList * GetCommandList ()
 
DescriptorHeapAllocation AllocateDynamicGPUVisibleDescriptor (D3D12_DESCRIPTOR_HEAP_TYPE Type, UINT Count=1)
 
void ResourceBarrier (const D3D12_RESOURCE_BARRIER &Barrier)
 
void SetPipelineState (ID3D12PipelineState *pPSO)
 
void SetDynamicGPUDescriptorAllocators (DynamicSuballocationsManager *Allocators)
 
void BeginQuery (ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index)
 
void EndQuery (ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index)
 
void ResolveQueryData (ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT StartIndex, UINT NumQueries, ID3D12Resource *pDestinationBuffer, UINT64 AlignedDestinationBufferOffset)
 
- Protected Member Functions inherited from Diligent::CommandContext
void InsertAliasBarrier (D3D12ResourceBase &Before, D3D12ResourceBase &After, bool FlushImmediate=false)
 
- Protected Attributes inherited from Diligent::CommandContext
CComPtr< ID3D12GraphicsCommandList > m_pCommandList
 
CComPtr< ID3D12CommandAllocator > m_pCurrentAllocator
 
void * m_pCurPipelineState = nullptr
 
ID3D12RootSignature * m_pCurGraphicsRootSignature = nullptr
 
ID3D12RootSignature * m_pCurComputeRootSignature = nullptr
 
std::vector< D3D12_RESOURCE_BARRIER, STDAllocatorRawMem< D3D12_RESOURCE_BARRIER > > m_PendingResourceBarriers
 
ShaderDescriptorHeaps m_BoundDescriptorHeaps
 
DynamicSuballocationsManagerm_DynamicGPUDescriptorAllocators = nullptr
 
String m_ID
 
D3D12_PRIMITIVE_TOPOLOGY m_PrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED
 
Uint32 m_MaxInterfaceVer = 0
 

The documentation for this class was generated from the following file: