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          D3D12RHI

          Windows
          MacOS
          Linux

          Classes

          Name

          Description

          Public class

          CResourceState

          CResourceState Tracking of per-resource or per-subresource state

          Public struct

          FBinaryRootSignatureCreator

          Public class

          FD3D12BaseShaderResource

          The base class of resources that may be bound as shader resources.

          Public class

          FD3D12BaseShaderResourceView

          Public class

          FD3D12BlendState

          Public struct

          FD3D12BlockAllocatorPrivateData

          Public class

          FD3D12BoundRenderTargets

          Class for retrieving render targets currently bound to the device context.

          Public struct

          FD3D12BuddyAllocatorPrivateData

          Public class

          FD3D12ConstantBuffer

          A D3D constant buffer

          Public class

          FD3D12DeferredDeletionQueue

          Public class

          FD3D12DepthStencilState

          Public class

          FD3D12GPUFence

          Public class

          FD3D12Heap

          Public class

          FD3D12IndexBuffer

          Index buffer resource class that stores stride information.

          Public class

          FD3D12LockedKey

          Keeps track of Locks for D3D12 objects

          Public struct

          FD3D12LockedResource

          Public class

          FD3D12PendingResourceBarrier

          Public struct

          FD3D12QuantizedBoundShaderState

          Public class

          FD3D12RasterizerState

          Public class

          FD3D12RefCount

          Public class

          FD3D12Resource

          Public class

          FD3D12ResourceBarrierBatcher

          Public class

          FD3D12ResourceLocation

          A very light-weight and cache friendly way of accessing a GPU resource.

          Public class

          FD3D12SamplerState

          Public struct

          FD3D12ScopeLock

          Public struct

          FD3D12ScopeNoLock

          Public struct

          FD3D12SegListAllocatorPrivateData

          Public class

          FD3D12ShaderBytecode

          Public struct

          FD3D12ShaderResourceTable

          Public class

          FD3D12StagingBuffer

          Public class

          FD3D12StructuredBuffer

          Structured buffer resource class.

          Public class

          FD3D12SyncPoint

          Public class

          FD3D12UniformBuffer

          Uniform buffer resource class.

          Public class

          FD3D12VertexBuffer

          Vertex buffer resource class.

          Public class

          FD3D12Viewport

          Public struct

          FRootSignatureCreator

          Simple base class to help write out a root signature (subclass to generate either to a binary struct or a #define)

          Public struct

          FShaderRegisterCounts

          Public struct

          FThreadsafeQueue

          The base class of threadsafe reference counted objects.

          Public struct

          ShaderBytecodeHash

          FD3D12ShaderBytecode Encapsulates D3D12 shader bytecode and creates a hash for the shader bytecode

          Public struct

          TD3D12ResourceTraits

          Constants

          Typedefs

          Enums

          Functions

          Name Description

          Public function

          bool

           

          AssertResourceState

          (
              ID3D12CommandList* pCommandLis...,
              FD3D12View< TView >* pView,
              const D3D12_RESOURCE_STATES& State
          )

          Public function

          bool

           

          AssertResourceState

          (
              ID3D12CommandList* pCommandLis...,
              FD3D12Resource * pResource,
              const D3D12_RESOURCE_STATES& State,
              const CViewSubresourceSubset& Subr...
          )

          Public function

          bool

           

          AssertResourceState

          (
              ID3D12CommandList* pCommandLis...,
              FD3D12Resource * pResource,
              const D3D12_RESOURCE_STATES& State,
              uint32 Subresource
          )

          Public function

          uint32

           

          CalcSubresource

          (
              uint32 MipSlice,
              uint32 ArraySlice,
              uint32 MipLevels
          )

          Calculate a subresource index for a texture

          Public function

          FString

           

          ConvertToResourceStateString

          (
              uint32 ResourceState
          )

          Public function

          D3D12_PRIMIT...

           

          D3D12PrimitiveTypeToTopologyType

          (
              D3D_PRIMITIVE_TOPOLOGY PrimitiveTyp...
          )

          Public function

          void

           

          D3D12ShaderUtils::CreateComputeRootSignature

          (
              FRootSignatureCreator * Creator
          )

          Fat/Static Compute Root Signature.

          Public function

          void

           

          D3D12ShaderUtils::CreateGfxRootSignature

          (
              FRootSignatureCreator * Creator
          )

          Fat/Static Gfx Root Signature.

          Public function

          D3D12_SHADER...

           

          D3D12ShaderUtils::TranslateShaderVisibility

          (
              EShaderFrequency Stage
          )

          Public function

          D3D12_RESOUR...

           

          DetermineInitialResourceState

          (
              D3D12_HEAP_TYPE HeapType,
              const D3D12_HEAP_PROPERTIES* p...
          )

          Public function

          DXGI_FORMAT

           

          FindDepthStencilDXGIFormat

          (
              DXGI_FORMAT InFormat
          )

          Find the appropriate depth-stencil targetable DXGI format for the given format.

          Public function

          DXGI_FORMAT

           

          FindDepthStencilParentDXGIFormat

          (
              DXGI_FORMAT InFormat
          )

          Find the appropriate depth-stencil typeless DXGI format for the given format.

          Public function

          DXGI_FORMAT

           

          FindShaderResourceDXGIFormat

          (
              DXGI_FORMAT InFormat,
              bool bSRGB
          )

          Find an appropriate DXGI format for the input format and SRGB setting.

          Public function

          DXGI_FORMAT

           

          FindUnorderedAccessDXGIFormat

          (
              DXGI_FORMAT InFormat
          )

          Find an appropriate DXGI format unordered access of the raw format.

          Public function Static

          void

           

          Get4KTileShape

          (
              D3D12_TILE_SHAPE* pTileShape,
              DXGI_FORMAT Format,
              uint8 UEFormat,
              D3D12_RESOURCE_DIMENSION Dimension,
              uint32 SampleCount
          )

          Public function

          uint32

           

          GetD3D12CubeFace

          (
              ECubeFace Face
          )

          Convert from ECubeFace to D3DCUBEMAP_FACES type

          Public function Static

          uint32

           

          GetHeightAlignment

          (
              DXGI_FORMAT Format
          )

          Public function

          uint32

           

          GetMaxMSAAQuality

          (
              uint32 SampleCount
          )

          Public function Static

          uint8

           

          GetPlaneCount

          (
              DXGI_FORMAT Format
          )

          Public function Static

          uint8

           

          GetPlaneSliceFromViewFormat

          (
              DXGI_FORMAT ResourceFormat,
              DXGI_FORMAT ViewFormat
          )

          Public function

          DXGI_FORMAT

           

          GetPlatformTextureResourceFormat

          (
              DXGI_FORMAT InFormat,
              uint32 InFlags
          )

          Public function Static

          DXGI_FORMAT

           

          GetRenderTargetFormat

          (
              EPixelFormat PixelFormat
          )

          Public function Static

          uint64

           

          GetTilesNeeded

          (
              uint32 Width,
              uint32 Height,
              uint32 Depth,
              const D3D12_TILE_SHAPE& Shape
          )

          Public function Static

          uint32

           

          GetWidthAlignment

          (
              DXGI_FORMAT Format
          )

          Public function

          bool

           

          HasStencilBits

          (
              DXGI_FORMAT InFormat
          )

          Returns whether the given format contains stencil information.

          Public function Static

          bool

           

          IsBlockCompressFormat

          (
              DXGI_FORMAT Format
          )

          Public function

          bool

           

          IsCPUInaccessible

          (
              D3D12_HEAP_TYPE HeapType,
              const D3D12_HEAP_PROPERTIES* p...
          )

          Public function

          bool

           

          IsCPUWritable

          (
              D3D12_HEAP_TYPE HeapType,
              const D3D12_HEAP_PROPERTIES* p...
          )

          Public function

          void

           

          LogExecuteCommandLists

          (
              uint32 NumCommandLists,
              ID3D12CommandList*const* ...
          )

          Public function

          void

           

          LogResourceBarriers

          (
              uint32 NumBarriers,
              D3D12_RESOURCE_BARRIER* pBarri...,
              ID3D12CommandList*const pComma...
          )

          Public function

          void

           

          QuantizeBoundShaderState

          (
              const D3D12_RESOURCE_BINDING_TIER&...,
              const FD3D12BoundShaderState*c...,
              FD3D12QuantizedBoundShaderState & O...
          )

          Public function

          void

           

          QuantizeBoundShaderState

          (
              const D3D12_RESOURCE_BINDING_TIER&...,
              const FD3D12ComputeShader*cons...,
              FD3D12QuantizedBoundShaderState & O...
          )

          Public function

          void

           

          SetName

          (
              ID3D12Object*const Object,
              const TCHAR *const Name
          )

          Public function

          void

           

          SetName

          (
              FD3D12Resource *const Resource,
              const TCHAR *const Name
          )

          Public function Static

          bool

           

          TextureCanBe4KAligned

          (
              D3D12_RESOURCE_DESC& Desc,
              uint8 UEFormat
          )

          Public function

          D3D12_PRIMIT...

           

          TranslatePrimitiveTopologyType

          (
              EPrimitiveTopologyType TopologyType
          )

          Public function

          D3D_PRIMITIV...

           

          TranslatePrimitiveType

          (
              EPrimitiveType PrimitiveType
          )

          Public function Static

          void

           

          TranslateRenderTargetFormats

          (
              const FGraphicsPipelineStateInitial ...,
              D3D12_RT_FORMAT_ARRAY& RTFormatArr...,
              DXGI_FORMAT& DSVFormat
          )

          Public function

          void

           

          UpdateBufferStats

          (
              FD3D12ResourceLocation * Resour...,
              bool bAllocating
          )

          Public function

          void

           

          UpdateBufferStats

          (
              FD3D12ResourceLocation * Resour...,
              bool bAllocating,
              uint32 BufferType
          )

          Variables

          Name Description

          Public variable

          const D3D12_DES...

           

          CBVDescriptorRangeFlags

          Public variable

          const int32

           

          PackedShaderKey

          Key used for determining whether shader code is packed or not.

          Public variable

          const D3D12_DES...

           

          SamplerDescriptorRangeFlags

          Public variable

          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.

          Public variable

          const D3D12_DES...

           

          UAVDescriptorRangeFlags

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