Class D3D12ScopedComputePass

Class Documentation

class D3D12ScopedComputePass

Public Functions

D3D12ScopedComputePass(U32 idx, U32 internalId, Memory::Allocator &mainAllocator, Log logger)
void Create(const Microsoft::WRL::ComPtr<ID3D12Device> &device, const PipelinePassCreateInfo &createInfo, const Containers::Vector<RenderTargetCreateInfo> &targetCreateInfos, const Containers::Vector<D3D12ScopedImage> &pipelineImages, const Containers::Vector<D3D12ScopedBuffer> &pipelineStructuredBuffers, const Containers::Vector<DescriptorSlot> &descriptorSlots, const Containers::Vector<DescriptorTableEntry> &descriptorSetTable, const Containers::Vector<D3D12ScopedShader> &allShaders)
U32 GetId() const
U32 GetInternalId() const
ID3D12GraphicsCommandList *GetPrimaryComputeCommandList(U32 idx) const
const DescriptorCount &GetDescriptorCount() const
ID3D12RootSignature *GetRootSignature() const
const Vector<std::reference_wrapper<const D3D12ScopedShader>> &GetShaders() const
const Vector<std::reference_wrapper<D3D12ScopedImage>> &GetInputImages() const
const Containers::Vector<std::reference_wrapper<D3D12ScopedBuffer>> &GetInputBuffers() const
const Containers::Vector<std::reference_wrapper<D3D12ScopedBuffer>> &GetOutputBuffers() const
const Vector<std::reference_wrapper<D3D12ScopedImage>> &GetOutputImages() const
const Vector<DescriptorTableEntry> &GetRootSignatureTable() const
void RecordResourceBarriersForOutputsStart(ID3D12GraphicsCommandList *commandList) const
void RecordResourceBarriersForOutputsEnd(ID3D12GraphicsCommandList *commandList) const
void RecordResourceBarriersForInputsStart(ID3D12GraphicsCommandList *commandList) const
void RecordResourceBarriersForInputsEnd(ID3D12GraphicsCommandList *commandList) const
void WaitForGPU(ID3D12CommandQueue *commandQueue)
U32 GetCommandBufferCount() const
U32 GetInputTargetRootDescriptorTableId() const
U32 GetInputBufferRootDescriptorTableId() const
U32 GetOutputTargetsRootDescriptorTableId() const
U32 GetOutputBuffersRootDescriptorTableId() const