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Microsoft::WRL::ComPtr< ID3D12Device2 > | device |
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Microsoft::WRL::ComPtr< IDXGIAdapter4 > | adapter |
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std::shared_ptr< CommandQueueD3D12 > | internalQueue |
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Microsoft::WRL::ComPtr< ID3D12GraphicsCommandList2 > | internalCommandList |
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Microsoft::WRL::ComPtr< D3D12MA::Allocator > | allocator |
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UINT | g_RTVDescriptorHeapSize = 0 |
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Microsoft::WRL::ComPtr< ID3D12Fence > | deviceRemovedFence |
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Microsoft::WRL::ComPtr< ID3D12CommandSignature > | multidrawSignature |
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Microsoft::WRL::ComPtr< ID3D12CommandSignature > | multidrawIndexedSignature |
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Microsoft::WRL::ComPtr< ID3D12CommandSignature > | dispatchIndirectSignature |
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std::optional< D3D12DynamicDescriptorHeap< 2048 > > | RTVHeap |
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std::optional< D3D12DynamicDescriptorHeap< 2048 > > | DSVHeap |
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std::optional< D3D12DynamicDescriptorHeap< 65536 > > | CBV_SRV_UAVHeap |
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std::optional< D3D12DynamicDescriptorHeap< 2048 > > | SamplerHeap |
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static RGLDevicePtr | CreateSystemDefaultDevice () |
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◆ BlockUntilIdle()
| void RGL::DeviceD3D12::BlockUntilIdle |
( |
| ) |
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finalvirtual |
◆ CreateBuffer()
| RGLBufferPtr RGL::DeviceD3D12::CreateBuffer |
( |
const BufferConfig & |
| ) |
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finalvirtual |
◆ CreateCommandQueue()
| RGLCommandQueuePtr RGL::DeviceD3D12::CreateCommandQueue |
( |
QueueType |
type | ) |
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finalvirtual |
◆ CreateDefaultShaderLibrary()
| RGLShaderLibraryPtr RGL::DeviceD3D12::CreateDefaultShaderLibrary |
( |
| ) |
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finalvirtual |
◆ CreateFence()
| RGLFencePtr RGL::DeviceD3D12::CreateFence |
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bool |
preSignaled | ) |
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finalvirtual |
◆ CreatePipelineLayout()
◆ CreateRenderPipeline()
◆ CreateSampler()
| RGLSamplerPtr RGL::DeviceD3D12::CreateSampler |
( |
const SamplerConfig & |
| ) |
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finalvirtual |
◆ CreateShaderLibraryFromBytes()
| RGLShaderLibraryPtr RGL::DeviceD3D12::CreateShaderLibraryFromBytes |
( |
const std::span< const uint8_t > |
| ) |
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finalvirtual |
◆ CreateShaderLibraryFromName()
| RGLShaderLibraryPtr RGL::DeviceD3D12::CreateShaderLibraryFromName |
( |
const std::string_view & |
name | ) |
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finalvirtual |
◆ CreateShaderLibraryFromPath()
| RGLShaderLibraryPtr RGL::DeviceD3D12::CreateShaderLibraryFromPath |
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const std::filesystem::path & |
| ) |
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finalvirtual |
◆ CreateShaderLibrarySourceCode()
| RGLShaderLibraryPtr RGL::DeviceD3D12::CreateShaderLibrarySourceCode |
( |
const std::string_view |
, |
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const FromSourceConfig & |
config |
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) |
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finalvirtual |
◆ CreateSwapchain()
| RGLSwapchainPtr RGL::DeviceD3D12::CreateSwapchain |
( |
RGLSurfacePtr |
, |
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RGLCommandQueuePtr |
, |
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int |
, |
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int |
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) |
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finalvirtual |
◆ CreateTexture()
| RGLTexturePtr RGL::DeviceD3D12::CreateTexture |
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const TextureConfig & |
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finalvirtual |
◆ CreateTextureWithData()
◆ GetBrandString()
| std::string RGL::DeviceD3D12::GetBrandString |
( |
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virtual |
◆ GetCurrentVRAMInUse()
| size_t RGL::DeviceD3D12::GetCurrentVRAMInUse |
( |
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const |
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finalvirtual |
◆ GetDeviceData()
◆ GetGlobalBindlessTextureHeap()
| TextureView RGL::DeviceD3D12::GetGlobalBindlessTextureHeap |
( |
| ) |
const |
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finalvirtual |
◆ GetTotalVRAM()
| size_t RGL::DeviceD3D12::GetTotalVRAM |
( |
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const |
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finalvirtual |
The documentation for this struct was generated from the following file: