nvn::CommandBuffer class

Constructors, destructors, conversion operators

CommandBuffer(const CommandBuffer&) protected deleted
CommandBuffer()

Public functions

auto Initialize(Device*) -> NVNboolean
void Finalize()
void SetDebugLabel(const char*)
void SetMemoryCallback(CommandBufferMemoryCallbackFunc)
void SetMemoryCallbackData(void*)
void AddCommandMemory(const MemoryPool*, ptrdiff_t, size_t)
void AddControlMemory(void*, size_t)
auto GetCommandMemorySize() const -> size_t
auto GetCommandMemoryUsed() const -> size_t
auto GetCommandMemoryFree() const -> size_t
auto GetControlMemorySize() const -> size_t
auto GetControlMemoryUsed() const -> size_t
auto GetControlMemoryFree() const -> size_t
void BeginRecording()
auto EndRecording() -> CommandHandle
void CallCommands(int, const CommandHandle*)
void CopyCommands(int, const CommandHandle*)
void BindBlendState(const BlendState*)
void BindChannelMaskState(const ChannelMaskState*)
void BindColorState(const ColorState*)
void BindMultisampleState(const MultisampleState*)
void BindPolygonState(const PolygonState*)
void BindDepthStencilState(const DepthStencilState*)
void BindVertexAttribState(int, const VertexAttribState*)
void BindVertexStreamState(int, const VertexStreamState*)
void BindProgram(const Program*, ShaderStageBits)
void BindVertexBuffer(int, BufferAddress, size_t)
void BindVertexBuffers(int, int, const BufferRange*)
void BindUniformBuffer(ShaderStage, int, BufferAddress, size_t)
void BindUniformBuffers(ShaderStage, int, int, const BufferRange*)
void BindTransformFeedbackBuffer(int, BufferAddress, size_t)
void BindTransformFeedbackBuffers(int, int, const BufferRange*)
void BindStorageBuffer(ShaderStage, int, BufferAddress, size_t)
void BindStorageBuffers(ShaderStage, int, int, const BufferRange*)
void BindTexture(ShaderStage, int, TextureHandle)
void BindTextures(ShaderStage, int, int, const TextureHandle*)
void BindImage(ShaderStage, int, ImageHandle)
void BindImages(ShaderStage, int, int, const ImageHandle*)
void SetPatchSize(int)
void SetInnerTessellationLevels(const float*)
void SetOuterTessellationLevels(const float*)
void SetPrimitiveRestart(NVNboolean, int)
void BeginTransformFeedback(BufferAddress)
void EndTransformFeedback(BufferAddress)
void PauseTransformFeedback(BufferAddress)
void ResumeTransformFeedback(BufferAddress)
void DrawTransformFeedback(DrawPrimitive, BufferAddress)
void DrawArrays(DrawPrimitive, int, int)
void DrawElements(DrawPrimitive, IndexType, int, BufferAddress)
void DrawElementsBaseVertex(DrawPrimitive, IndexType, int, BufferAddress, int)
void DrawArraysInstanced(DrawPrimitive, int, int, int, int)
void DrawElementsInstanced(DrawPrimitive, IndexType, int, BufferAddress, int, int, int)
void DrawArraysIndirect(DrawPrimitive, BufferAddress)
void DrawElementsIndirect(DrawPrimitive, IndexType, BufferAddress, BufferAddress)
void MultiDrawArraysIndirectCount(DrawPrimitive, BufferAddress, BufferAddress, int, ptrdiff_t)
void MultiDrawElementsIndirectCount(DrawPrimitive, IndexType, BufferAddress, BufferAddress, BufferAddress, int, ptrdiff_t)
void ClearColor(int, const float*, ClearColorMask)
void ClearColori(int, const int*, ClearColorMask)
void ClearColorui(int, const uint32_t*, ClearColorMask)
void ClearDepthStencil(float, NVNboolean, int, int)
void DispatchCompute(int, int, int)
void DispatchComputeIndirect(BufferAddress)
void SetViewport(int, int, int, int)
void SetViewports(int, int, const float*)
void SetViewportSwizzles(int, int, const ViewportSwizzle*)
void SetScissor(int, int, int, int)
void SetScissors(int, int, const int*)
void SetDepthRange(float, float)
void SetDepthBounds(NVNboolean, float, float)
void SetDepthRanges(int, int, const float*)
void SetTiledCacheAction(TiledCacheAction)
void SetTiledCacheTileSize(int, int)
void BindSeparateTexture(ShaderStage, int, SeparateTextureHandle)
void bindSeparateTexture(ShaderStage, int, SeparateTextureHandle)
void BindSeparateSampler(ShaderStage, int, SeparateSamplerHandle)
void bindSeparateSampler(ShaderStage, int, SeparateSamplerHandle)
void BindSeparateTextures(ShaderStage, int, int, const SeparateTextureHandle*)
void BindSeparateSamplers(ShaderStage, int, int, const SeparateSamplerHandle*)
void SetStencilValueMask(Face, int)
void SetStencilMask(Face, int)
void SetStencilRef(Face, int)
void SetBlendColor(const float*)
void SetPointSize(float)
void SetLineWidth(float)
void SetPolygonOffsetClamp(float, float, float)
void SetAlphaRef(float)
void SetSampleMask(int)
void SetRasterizerDiscard(NVNboolean)
void SetDepthClamp(NVNboolean)
void SetConservativeRasterEnable(NVNboolean)
void SetConservativeRasterDilate(float)
void SetSubpixelPrecisionBias(int, int)
void CopyBufferToTexture(BufferAddress, const Texture*, const TextureView*, const CopyRegion*, CopyFlags)
void CopyTextureToBuffer(const Texture*, const TextureView*, const CopyRegion*, BufferAddress, CopyFlags)
void CopyTextureToTexture(const Texture*, const TextureView*, const CopyRegion*, const Texture*, const TextureView*, const CopyRegion*, CopyFlags)
void CopyBufferToBuffer(BufferAddress, BufferAddress, size_t, CopyFlags)
void ClearBuffer(BufferAddress, size_t, uint32_t)
void ClearTexture(const Texture*, const TextureView*, const CopyRegion*, const float*, ClearColorMask)
void ClearTexturei(const Texture*, const TextureView*, const CopyRegion*, const int*, ClearColorMask)
void ClearTextureui(const Texture*, const TextureView*, const CopyRegion*, const uint32_t*, ClearColorMask)
void UpdateUniformBuffer(BufferAddress, size_t, ptrdiff_t, size_t, const void*)
void ReportCounter(CounterType, BufferAddress)
void ResetCounter(CounterType)
void ReportValue(uint32_t, BufferAddress)
void SetRenderEnable(NVNboolean)
void SetRenderEnableConditional(ConditionalRenderMode, BufferAddress)
void SetRenderTargets(int, const Texture*const*, const TextureView*const*, const Texture*, const TextureView*)
void DiscardColor(int)
void DiscardDepthStencil()
void Downsample(const Texture*, const Texture*)
void TiledDownsample(const Texture*, const Texture*)
void DownsampleTextureView(const Texture*, const TextureView*, const Texture*, const TextureView*)
void TiledDownsampleTextureView(const Texture*, const TextureView*, const Texture*, const TextureView*)
void Barrier(BarrierBits)
void WaitSync(const Sync*)
void FenceSync(Sync*, SyncCondition, SyncFlagBits)
void SetTexturePool(const TexturePool*)
void SetSamplerPool(const SamplerPool*)
void SetShaderScratchMemory(const MemoryPool*, ptrdiff_t, size_t)
void SaveZCullData(BufferAddress, size_t)
void RestoreZCullData(BufferAddress, size_t)
void SetCopyRowStride(ptrdiff_t)
void SetCopyImageStride(ptrdiff_t)
auto GetCopyRowStride() const -> ptrdiff_t
auto GetCopyImageStride() const -> ptrdiff_t
void DrawTexture(TextureHandle, const DrawTextureRegion*, const DrawTextureRegion*)
void SetProgramSubroutines(Program*, ShaderStage, const int, const int, const int*)
void BindCoverageModulationTable(const float*)
void ResolveDepthBuffer()
void SetColorReductionEnable(NVNboolean)
void SetColorReductionThresholds(FormatClass, int, int)
void PushDebugGroupStatic(uint32_t, const char*)
void PushDebugGroupDynamic(uint32_t, const char*)
void PushDebugGroup(const char*)
void PopDebugGroup()
void PopDebugGroupId(uint32_t)
void InsertDebugMarkerStatic(uint32_t, const char*)
void InsertDebugMarkerDynamic(uint32_t, const char*)
void InsertDebugMarker(const char*)
auto GetMemoryCallback() const -> CommandBufferMemoryCallbackFunc
auto GetMemoryCallbackData() const -> void*
auto IsRecording() const -> NVNboolean
void WaitEvent(const Event*, EventWaitMode, uint32_t)
void SignalEvent(const Event*, EventSignalMode, EventSignalLocation, EventSignalFlags, uint32_t)
void SetStencilCullCriteria(StencilFunc, int, int)

Protected functions

auto operator=(const CommandBuffer&) -> const CommandBuffer& deleted

Protected variables

char reserved