Blowbox 2017
A 3D Game Engine by Riko Ophorst using DirectX 12
blowbox::CommandContext Member List

This is the complete list of members for blowbox::CommandContext, including all inherited members.

allocator_blowbox::CommandContextprotected
Begin(const WString &name=L"")blowbox::CommandContextstatic
BeginResourceTransition(GpuResource &resource, const D3D12_RESOURCE_STATES &new_state, bool flush_immediate=false)blowbox::CommandContext
BindDescriptorHeaps()blowbox::CommandContextprotected
CommandContext(D3D12_COMMAND_LIST_TYPE type)blowbox::CommandContextprivate
CommandContextManager (defined in blowbox::CommandContext)blowbox::CommandContextfriend
compute_pipeline_state_blowbox::CommandContextprotected
compute_root_signature_blowbox::CommandContextprotected
CopyBuffer(GpuResource &dest_resource, UploadBuffer &source_resource)blowbox::CommandContext
CopyBuffer(GpuResource &dest_resource, GpuResource &source_resource)blowbox::CommandContext
CopyBufferRegion(GpuResource &dest_resource, UINT dest_offset, GpuResource &source_resource, UINT source_offset, UINT num_bytes)blowbox::CommandContext
CopyCounter(GpuResource &dest_resource, UINT dest_offset, StructuredBuffer &source_resource)blowbox::CommandContext
CopySubresource(GpuResource &dest_resource, UINT dest_subresource_index, GpuResource &source_resource, UINT source_subresource_index)blowbox::CommandContext
descriptor_heaps_blowbox::CommandContextprotected
Finish(bool wait_for_completion=false)blowbox::CommandContext
Flush(bool wait_for_completion=false)blowbox::CommandContext
FlushResourceBarriers()blowbox::CommandContext
Get()blowbox::CommandContext
GetComputeContext()blowbox::CommandContext
GetGraphicsContext()blowbox::CommandContext
graphics_pipeline_state_blowbox::CommandContextprotected
graphics_root_signature_blowbox::CommandContextprotected
Initialize()blowbox::CommandContext
InitializeBuffer(GpuResource &dest_resource, const void *data, UINT num_bytes, bool use_offset=false, UINT offset=0)blowbox::CommandContextstatic
InitializeTexture(GpuResource &dest_resource, UINT num_subresources, D3D12_SUBRESOURCE_DATA subresource_data[])blowbox::CommandContextstatic
InsertAliasBuffer(GpuResource &before, GpuResource &after, bool flush_immediate=false)blowbox::CommandContext
InsertTimeStamp(ID3D12QueryHeap *query_heap, UINT query_idx)blowbox::CommandContext
InsertUAVBarrier(GpuResource &resource, bool flush_immediate=false)blowbox::CommandContext
list_blowbox::CommandContextprotected
name_blowbox::CommandContextprotected
NonCopyable()=defaultblowbox::NonCopyableprivate
NonCopyable(const NonCopyable &)=deleteblowbox::NonCopyableprivate
num_flushable_barriers_blowbox::CommandContextprotected
operator=(const NonCopyable &)=deleteblowbox::NonCopyableprivate
Reset()blowbox::CommandContextprivate
ResolveTimeStamps(ID3D12Resource *read_back_heap, ID3D12QueryHeap *query_heap, UINT num_queries)blowbox::CommandContext
resource_barrier_buffer_blowbox::CommandContextprotected
SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE type, ID3D12DescriptorHeap *heap)blowbox::CommandContext
SetDescriptorHeaps(UINT heap_count, D3D12_DESCRIPTOR_HEAP_TYPE heap_types[], ID3D12DescriptorHeap *heaps[])blowbox::CommandContext
SetName(const WString &name)blowbox::CommandContextinlineprotected
SetPredication(ID3D12Resource *buffer, UINT64 buffer_offset, D3D12_PREDICATION_OP op)blowbox::CommandContext
TransitionResource(GpuResource &resource, const D3D12_RESOURCE_STATES &new_state, bool flush_immediate=false)blowbox::CommandContext
type_blowbox::CommandContextprotected
~CommandContext()blowbox::CommandContext