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| RGLCommandBufferPtr | CreateCommandBuffer () final |
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| CommandQueueD3D12 (const DeviceD3D12 *device, QueueType type) |
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uint64_t | ExecuteCommandList (Microsoft::WRL::ComPtr< ID3D12GraphicsCommandList2 > commandList) |
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uint64_t | Signal () |
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bool | IsFenceComplete (uint64_t fenceValue) |
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void | WaitForFenceValue (uint64_t fenceValue) |
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void | Flush () |
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Microsoft::WRL::ComPtr< ID3D12CommandQueue > | GetD3D12CommandQueue () const |
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Microsoft::WRL::ComPtr< ID3D12GraphicsCommandList2 > | CreateCommandList () |
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| void | WaitUntilCompleted () final |
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| QueueData | GetQueueData () final |
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D3D12_COMMAND_LIST_TYPE | m_CommandListType |
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Microsoft::WRL::ComPtr< ID3D12Device2 > | m_d3d12Device |
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Microsoft::WRL::ComPtr< ID3D12CommandQueue > | m_d3d12CommandQueue |
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Microsoft::WRL::ComPtr< ID3D12Fence > | m_d3d12Fence |
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const DeviceD3D12 * | owningDevice = nullptr |
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HANDLE | m_FenceEvent |
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uint64_t | m_FenceValue |
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◆ CreateCommandBuffer()
| RGLCommandBufferPtr RGL::CommandQueueD3D12::CreateCommandBuffer |
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◆ GetQueueData()
| QueueData RGL::CommandQueueD3D12::GetQueueData |
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finalvirtual |
◆ WaitUntilCompleted()
| void RGL::CommandQueueD3D12::WaitUntilCompleted |
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inlinefinalvirtual |
The documentation for this struct was generated from the following file: