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