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virtual void | Destroy () override |
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virtual void | CreateDerivedViews () override |
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ByteAddressBuffer & | GetCounterBuffer () |
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const ByteAddressBuffer & | GetCounterBuffer () const |
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const UINT & | GetCounterSRV (CommandContext &context) |
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const UINT & | GetCounterUAV (CommandContext &context) |
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virtual | ~GpuBuffer () |
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virtual void | Create (const WString &name, UINT num_elements, UINT element_size, void *initial_data=nullptr, bool create_views=true) |
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const UINT & | GetUAV () const |
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const UINT & | GetSRV () const |
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const D3D12_GPU_VIRTUAL_ADDRESS & | GetRootCBV () const |
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D3D12_GPU_VIRTUAL_ADDRESS | GetRootCBV () |
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D3D12_VERTEX_BUFFER_VIEW | GetVertexBufferView (UINT offset, UINT size, UINT stride) const |
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D3D12_VERTEX_BUFFER_VIEW | GetVertexBufferView (UINT base_vertex_index=0) const |
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D3D12_INDEX_BUFFER_VIEW | GetIndexBufferView (UINT offset, UINT size, bool is_32_bit=false) const |
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D3D12_INDEX_BUFFER_VIEW | GetIndexBufferView (UINT start_index=0) const |
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| GpuResource () |
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| GpuResource (ID3D12Resource *resource, D3D12_RESOURCE_STATES current_state) |
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virtual | ~GpuResource () |
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void | Associate (ID3D12Resource *resource, D3D12_RESOURCE_STATES current_state) |
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void | Destroy () |
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ID3D12Resource * | operator-> () |
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const ID3D12Resource * | operator-> () const |
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| operator ID3D12Resource * () |
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ID3D12Resource * | Get () |
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const D3D12_RESOURCE_STATES & | GetState () const |
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const D3D12_RESOURCE_STATES & | GetTransitionState () const |
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Wrapper for StructuredBuffer types.
This buffer allows you to easily create structured buffers. These are types of buffers which are partitioned into a number of elements. All elements are the exact same types, and repeating through the buffer. You can essentially see this is as the array equivalent of buffers.