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| ezGALCommandEncoder (ezGALDevice &ref_device, ezGALCommandEncoderCommonPlatformInterface &ref_commonImpl) |
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void | SetShader (ezGALShaderHandle hShader) |
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void | SetConstantBuffer (const ezShaderResourceBinding &binding, ezGALBufferHandle hBuffer) |
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void | SetSamplerState (const ezShaderResourceBinding &binding, ezGALSamplerStateHandle hSamplerState) |
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void | SetResourceView (const ezShaderResourceBinding &binding, ezGALTextureResourceViewHandle hResourceView) |
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void | SetResourceView (const ezShaderResourceBinding &binding, ezGALBufferResourceViewHandle hResourceView) |
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void | SetUnorderedAccessView (const ezShaderResourceBinding &binding, ezGALTextureUnorderedAccessViewHandle hUnorderedAccessView) |
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void | SetUnorderedAccessView (const ezShaderResourceBinding &binding, ezGALBufferUnorderedAccessViewHandle hUnorderedAccessView) |
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void | SetPushConstants (ezArrayPtr< const ezUInt8 > data) |
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ezGALTimestampHandle | InsertTimestamp () |
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ezGALOcclusionHandle | BeginOcclusionQuery (ezEnum< ezGALQueryType > type) |
| Starts an occlusion query. This function must be called within a render scope and EndOcclusionQuery must be called within the same scope. Only one occlusion query can be active at any given time. More...
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void | EndOcclusionQuery (ezGALOcclusionHandle hOcclusion) |
| Ends an occlusion query. The given handle must afterwards be passed into the ezGALDevice::GetOcclusionQueryResult function, which needs to be repeated every frame until results are ready. More...
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ezGALFenceHandle | InsertFence () |
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void | ClearUnorderedAccessView (ezGALTextureUnorderedAccessViewHandle hUnorderedAccessView, ezVec4 vClearValues) |
| Clears an unordered access view with a float value.
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void | ClearUnorderedAccessView (ezGALBufferUnorderedAccessViewHandle hUnorderedAccessView, ezVec4 vClearValues) |
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void | ClearUnorderedAccessView (ezGALTextureUnorderedAccessViewHandle hUnorderedAccessView, ezVec4U32 vClearValues) |
| Clears an unordered access view with an int value.
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void | ClearUnorderedAccessView (ezGALBufferUnorderedAccessViewHandle hUnorderedAccessView, ezVec4U32 vClearValues) |
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void | CopyBuffer (ezGALBufferHandle hDest, ezGALBufferHandle hSource) |
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void | CopyBufferRegion (ezGALBufferHandle hDest, ezUInt32 uiDestOffset, ezGALBufferHandle hSource, ezUInt32 uiSourceOffset, ezUInt32 uiByteCount) |
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void | UpdateBuffer (ezGALBufferHandle hDest, ezUInt32 uiDestOffset, ezArrayPtr< const ezUInt8 > sourceData, ezGALUpdateMode::Enum updateMode=ezGALUpdateMode::TransientConstantBuffer) |
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void | CopyTexture (ezGALTextureHandle hDest, ezGALTextureHandle hSource) |
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void | CopyTextureRegion (ezGALTextureHandle hDest, const ezGALTextureSubresource &destinationSubResource, const ezVec3U32 &vDestinationPoint, ezGALTextureHandle hSource, const ezGALTextureSubresource &sourceSubResource, const ezBoundingBoxu32 &box) |
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void | UpdateTexture (ezGALTextureHandle hDest, const ezGALTextureSubresource &destinationSubResource, const ezBoundingBoxu32 &destinationBox, const ezGALSystemMemoryDescription &sourceData) |
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void | ResolveTexture (ezGALTextureHandle hDest, const ezGALTextureSubresource &destinationSubResource, ezGALTextureHandle hSource, const ezGALTextureSubresource &sourceSubResource) |
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void | ReadbackTexture (ezGALReadbackTextureHandle hDestination, ezGALTextureHandle hSource) |
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void | ReadbackBuffer (ezGALReadbackBufferHandle hDestination, ezGALBufferHandle hSource) |
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void | GenerateMipMaps (ezGALTextureResourceViewHandle hResourceView) |
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void | Flush () |
| Submits all pending work to the GPU. Call this if you want to wait for a fence or some other kind of GPU synchronization to take place to ensure the work is actually submitted to the GPU.
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void | PushMarker (const char *szMarker) |
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void | PopMarker () |
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void | InsertEventMarker (const char *szMarker) |
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void | BeginCompute (const char *szName="") |
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void | EndCompute () |
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ezResult | Dispatch (ezUInt32 uiThreadGroupCountX, ezUInt32 uiThreadGroupCountY, ezUInt32 uiThreadGroupCountZ) |
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ezResult | DispatchIndirect (ezGALBufferHandle hIndirectArgumentBuffer, ezUInt32 uiArgumentOffsetInBytes) |
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void | BeginRendering (const ezGALRenderingSetup &renderingSetup, const char *szName="") |
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void | EndRendering () |
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bool | IsInRenderingScope () const |
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void | Clear (const ezColor &clearColor, ezUInt32 uiRenderTargetClearMask=0xFFFFFFFFu, bool bClearDepth=true, bool bClearStencil=true, float fDepthClear=1.0f, ezUInt8 uiStencilClear=0x0u) |
| Clears active rendertargets. More...
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ezResult | Draw (ezUInt32 uiVertexCount, ezUInt32 uiStartVertex) |
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ezResult | DrawIndexed (ezUInt32 uiIndexCount, ezUInt32 uiStartIndex) |
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ezResult | DrawIndexedInstanced (ezUInt32 uiIndexCountPerInstance, ezUInt32 uiInstanceCount, ezUInt32 uiStartIndex) |
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ezResult | DrawIndexedInstancedIndirect (ezGALBufferHandle hIndirectArgumentBuffer, ezUInt32 uiArgumentOffsetInBytes) |
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ezResult | DrawInstanced (ezUInt32 uiVertexCountPerInstance, ezUInt32 uiInstanceCount, ezUInt32 uiStartVertex) |
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ezResult | DrawInstancedIndirect (ezGALBufferHandle hIndirectArgumentBuffer, ezUInt32 uiArgumentOffsetInBytes) |
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void | SetIndexBuffer (ezGALBufferHandle hIndexBuffer) |
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void | SetVertexBuffer (ezUInt32 uiSlot, ezGALBufferHandle hVertexBuffer) |
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void | SetVertexDeclaration (ezGALVertexDeclarationHandle hVertexDeclaration) |
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ezGALPrimitiveTopology::Enum | GetPrimitiveTopology () const |
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void | SetPrimitiveTopology (ezGALPrimitiveTopology::Enum topology) |
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void | SetBlendState (ezGALBlendStateHandle hBlendState, const ezColor &blendFactor=ezColor::White, ezUInt32 uiSampleMask=0xFFFFFFFFu) |
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void | SetDepthStencilState (ezGALDepthStencilStateHandle hDepthStencilState, ezUInt8 uiStencilRefValue=0xFFu) |
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void | SetRasterizerState (ezGALRasterizerStateHandle hRasterizerState) |
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void | SetViewport (const ezRectFloat &rect, float fMinDepth=0.0f, float fMaxDepth=1.0f) |
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void | SetScissorRect (const ezRectU32 &rect) |
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EZ_ALWAYS_INLINE ezGALDevice & | GetDevice () |
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void | InvalidateState () |
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