Class D3D12ComputePool¶
- Defined in File D3D12ComputePool.h
Inheritance Relationships¶
Base Type¶
public Azura::ComputePool
(Class ComputePool)
Class Documentation¶
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class
D3D12ComputePool
: public Azura::ComputePool¶ Public Functions
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D3D12ComputePool
(const Microsoft::WRL::ComPtr<ID3D12Device> &device, const ComputePoolCreateInfo &createInfo, const DescriptorCount &descriptorCount, const Containers::Vector<DescriptorSlot> &descriptorSlots, const Containers::Vector<D3D12ScopedShader> &shaders, const Containers::Vector<D3D12ScopedComputePass> &renderPasses, Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue, Microsoft::WRL::ComPtr<ID3D12CommandQueue> graphicsQueue, Memory::Allocator &mainAllocator, Memory::Allocator &initAllocator, Log log)¶
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void
AddShader
(U32 shaderId)¶
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void
BindTextureData
(SlotID slot, const TextureDesc &desc, const U8 *buffer)¶
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void
BindSampler
(SlotID slot, const SamplerDesc &desc)¶
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void
SetUniformBufferData
()¶
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void
BindUniformData
(SlotID slot, const U8 *buffer, U32 size)¶
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void
Submit
()¶
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void
Record
(U32 passId)¶
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void
BeginUpdates
()¶
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void
UpdateUniformData
(SlotID slot, const U8 *buffer, U32 size)¶
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void
UpdateTextureData
(SlotID slot, const U8 *buffer)¶
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void
SubmitUpdates
()¶
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const Vector<ID3D12DescriptorHeap *> &
GetAllDescriptorHeaps
() const¶
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ID3D12PipelineState *
GetPipelineState
(U32 renderPassId) const¶
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