Class D3D12ScopedBuffer

Class Documentation

class D3D12ScopedBuffer

Public Functions

void Create(const Microsoft::WRL::ComPtr<ID3D12Device> &device, const D3D12_HEAP_PROPERTIES &heapProperties, U32 size, D3D12_RESOURCE_STATES resourceStates, const Log &log_D3D12RenderSystem)
void Create(const Microsoft::WRL::ComPtr<ID3D12Device> &device, const D3D12_HEAP_PROPERTIES &heapProperties, U32 size, D3D12_RESOURCE_STATES resourceStates, D3D12_RESOURCE_FLAGS resourceFlags, const Log &log_D3D12RenderSystem)
void Map()
HRESULT SubAllocateFromBuffer(U32 size, U32 alignment)
U32 AppendData(const void *pData, U32 byteSize, U32 alignment, const Log &log_D3D12RenderSystem)
U32 AppendTextureData(const void *pData, U32 byteSize, U32 alignment, U32 textureWidth, U32 textureRowPitch, const Log &log_D3D12RenderSystem)
ID3D12Resource *Real() const
D3D12_SHADER_RESOURCE_VIEW_DESC GetSRV() const
D3D12_UNORDERED_ACCESS_VIEW_DESC GetUAV() const
U32 GetStride() const
void SetStride(U32 value)
U32 GetSize() const
U32 GetCurrentOffset() const
void Reset()
void Transition(ID3D12GraphicsCommandList *commandList, D3D12_RESOURCE_STATES toState, const Log &log_D3D12RenderSystem)