Fields
- vtable: ID3D12CommandList_VTable
- Close: #type (this: *ID3D12GraphicsCommandList) -> HRESULT #cpp_method
- Reset: #type (this: *ID3D12GraphicsCommandList, pAllocator: *ID3D12CommandAllocator, pInitialState: *ID3D12PipelineState) -> HRESULT #cpp_method
- ClearState: #type (this: *ID3D12GraphicsCommandList, pPipelineState: *ID3D12PipelineState) -> void #cpp_method
- DrawInstanced: #type (this: *ID3D12GraphicsCommandList, VertexCountPerInstance: u32, InstanceCount: u32, StartVertexLocation: u32, StartInstanceLocation: u32) -> void #cpp_method
- DrawIndexedInstanced: #type (this: *ID3D12GraphicsCommandList, IndexCountPerInstance: u32, InstanceCount: u32, StartIndexLocation: u32, BaseVertexLocation: s32, StartInstanceLocation: u32) -> void #cpp_method
- Dispatch: #type (this: *ID3D12GraphicsCommandList, ThreadGroupCountX: u32, ThreadGroupCountY: u32, ThreadGroupCountZ: u32) -> void #cpp_method
- CopyBufferRegion: #type (this: *ID3D12GraphicsCommandList, pDstBuffer: *ID3D12Resource, DstOffset: u64, pSrcBuffer: *ID3D12Resource, SrcOffset: u64, NumBytes: u64) -> void #cpp_method
- CopyTextureRegion: #type (this: *ID3D12GraphicsCommandList, pDst: *D3D12_TEXTURE_COPY_LOCATION, DstX: u32, DstY: u32, DstZ: u32, pSrc: *D3D12_TEXTURE_COPY_LOCATION, pSrcBox: *D3D12_BOX) -> void #cpp_method
- CopyResource: #type (this: *ID3D12GraphicsCommandList, pDstResource: *ID3D12Resource, pSrcResource: *ID3D12Resource) -> void #cpp_method
- CopyTiles: #type (this: *ID3D12GraphicsCommandList, pTiledResource: *ID3D12Resource, pTileRegionStartCoordinate: *D3D12_TILED_RESOURCE_COORDINATE, pTileRegionSize: *D3D12_TILE_REGION_SIZE, pBuffer: *ID3D12Resource, BufferStartOffsetInBytes: u64, Flags: D3D12_TILE_COPY_FLAGS) -> void #cpp_method
- ResolveSubresource: #type (this: *ID3D12GraphicsCommandList, pDstResource: *ID3D12Resource, DstSubresource: u32, pSrcResource: *ID3D12Resource, SrcSubresource: u32, Format: DXGI_FORMAT) -> void #cpp_method
- IASetPrimitiveTopology: #type (this: *ID3D12GraphicsCommandList, PrimitiveTopology: D3D12_PRIMITIVE_TOPOLOGY) -> void #cpp_method
- RSSetViewports: #type (this: *ID3D12GraphicsCommandList, NumViewports: u32, pViewports: *D3D12_VIEWPORT) -> void #cpp_method
- RSSetScissorRects: #type (this: *ID3D12GraphicsCommandList, NumRects: u32, pRects: *D3D12_RECT) -> void #cpp_method
- OMSetBlendFactor: #type (this: *ID3D12GraphicsCommandList, BlendFactor: *[4] float) -> void #cpp_method
- OMSetStencilRef: #type (this: *ID3D12GraphicsCommandList, StencilRef: u32) -> void #cpp_method
- SetPipelineState: #type (this: *ID3D12GraphicsCommandList, pPipelineState: *ID3D12PipelineState) -> void #cpp_method
- ResourceBarrier: #type (this: *ID3D12GraphicsCommandList, NumBarriers: u32, pBarriers: *D3D12_RESOURCE_BARRIER) -> void #cpp_method
- ExecuteBundle: #type (this: *ID3D12GraphicsCommandList, pCommandList: *ID3D12GraphicsCommandList) -> void #cpp_method
- SetDescriptorHeaps: #type (this: *ID3D12GraphicsCommandList, NumDescriptorHeaps: u32, ppDescriptorHeaps: **ID3D12DescriptorHeap) -> void #cpp_method
- SetComputeRootSignature: #type (this: *ID3D12GraphicsCommandList, pRootSignature: *ID3D12RootSignature) -> void #cpp_method
- SetGraphicsRootSignature: #type (this: *ID3D12GraphicsCommandList, pRootSignature: *ID3D12RootSignature) -> void #cpp_method
- SetComputeRootDescriptorTable: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BaseDescriptor: D3D12_GPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- SetGraphicsRootDescriptorTable: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BaseDescriptor: D3D12_GPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- SetComputeRoot32BitConstant: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, SrcData: u32, DestOffsetIn32BitValues: u32) -> void #cpp_method
- SetGraphicsRoot32BitConstant: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, SrcData: u32, DestOffsetIn32BitValues: u32) -> void #cpp_method
- SetComputeRoot32BitConstants: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, Num32BitValuesToSet: u32, pSrcData: *void, DestOffsetIn32BitValues: u32) -> void #cpp_method
- SetGraphicsRoot32BitConstants: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, Num32BitValuesToSet: u32, pSrcData: *void, DestOffsetIn32BitValues: u32) -> void #cpp_method
- SetComputeRootConstantBufferView: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BufferLocation: D3D12_GPU_VIRTUAL_ADDRESS) -> void #cpp_method
- SetGraphicsRootConstantBufferView: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BufferLocation: D3D12_GPU_VIRTUAL_ADDRESS) -> void #cpp_method
- SetComputeRootShaderResourceView: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BufferLocation: D3D12_GPU_VIRTUAL_ADDRESS) -> void #cpp_method
- SetGraphicsRootShaderResourceView: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BufferLocation: D3D12_GPU_VIRTUAL_ADDRESS) -> void #cpp_method
- SetComputeRootUnorderedAccessView: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BufferLocation: D3D12_GPU_VIRTUAL_ADDRESS) -> void #cpp_method
- SetGraphicsRootUnorderedAccessView: #type (this: *ID3D12GraphicsCommandList, RootParameterIndex: u32, BufferLocation: D3D12_GPU_VIRTUAL_ADDRESS) -> void #cpp_method
- IASetIndexBuffer: #type (this: *ID3D12GraphicsCommandList, pView: *D3D12_INDEX_BUFFER_VIEW) -> void #cpp_method
- IASetVertexBuffers: #type (this: *ID3D12GraphicsCommandList, StartSlot: u32, NumViews: u32, pViews: *D3D12_VERTEX_BUFFER_VIEW) -> void #cpp_method
- SOSetTargets: #type (this: *ID3D12GraphicsCommandList, StartSlot: u32, NumViews: u32, pViews: *D3D12_STREAM_OUTPUT_BUFFER_VIEW) -> void #cpp_method
- OMSetRenderTargets: #type (this: *ID3D12GraphicsCommandList, NumRenderTargetDescriptors: u32, pRenderTargetDescriptors: *D3D12_CPU_DESCRIPTOR_HANDLE, RTsSingleHandleToDescriptorRange: BOOL, pDepthStencilDescriptor: *D3D12_CPU_DESCRIPTOR_HANDLE) -> void #cpp_method
- ClearDepthStencilView: #type (this: *ID3D12GraphicsCommandList, DepthStencilView: D3D12_CPU_DESCRIPTOR_HANDLE, ClearFlags: D3D12_CLEAR_FLAGS, Depth: float, Stencil: u8, NumRects: u32, pRects: *D3D12_RECT) -> void #cpp_method
- ClearRenderTargetView: #type (this: *ID3D12GraphicsCommandList, RenderTargetView: D3D12_CPU_DESCRIPTOR_HANDLE, ColorRGBA: *[4] float, NumRects: u32, pRects: *D3D12_RECT) -> void #cpp_method
- ClearUnorderedAccessViewUint: #type (this: *ID3D12GraphicsCommandList, ViewGPUHandleInCurrentHeap: D3D12_GPU_DESCRIPTOR_HANDLE, ViewCPUHandle: D3D12_CPU_DESCRIPTOR_HANDLE, pResource: *ID3D12Resource, Values: *[4] u32, NumRects: u32, pRects: *D3D12_RECT) -> void #cpp_method
- ClearUnorderedAccessViewFloat: #type (this: *ID3D12GraphicsCommandList, ViewGPUHandleInCurrentHeap: D3D12_GPU_DESCRIPTOR_HANDLE, ViewCPUHandle: D3D12_CPU_DESCRIPTOR_HANDLE, pResource: *ID3D12Resource, Values: *[4] float, NumRects: u32, pRects: *D3D12_RECT) -> void #cpp_method
- DiscardResource: #type (this: *ID3D12GraphicsCommandList, pResource: *ID3D12Resource, pRegion: *D3D12_DISCARD_REGION) -> void #cpp_method
- BeginQuery: #type (this: *ID3D12GraphicsCommandList, pQueryHeap: *ID3D12QueryHeap, Type: D3D12_QUERY_TYPE, Index: u32) -> void #cpp_method
- EndQuery: #type (this: *ID3D12GraphicsCommandList, pQueryHeap: *ID3D12QueryHeap, Type: D3D12_QUERY_TYPE, Index: u32) -> void #cpp_method
- ResolveQueryData: #type (this: *ID3D12GraphicsCommandList, pQueryHeap: *ID3D12QueryHeap, Type: D3D12_QUERY_TYPE, StartIndex: u32, NumQueries: u32, pDestinationBuffer: *ID3D12Resource, AlignedDestinationBufferOffset: u64) -> void #cpp_method
- SetPredication: #type (this: *ID3D12GraphicsCommandList, pBuffer: *ID3D12Resource, AlignedBufferOffset: u64, Operation: D3D12_PREDICATION_OP) -> void #cpp_method
- SetMarker: #type (this: *ID3D12GraphicsCommandList, Metadata: u32, pData: *void, Size: u32) -> void #cpp_method
- BeginEvent: #type (this: *ID3D12GraphicsCommandList, Metadata: u32, pData: *void, Size: u32) -> void #cpp_method
- EndEvent: #type (this: *ID3D12GraphicsCommandList) -> void #cpp_method
- ExecuteIndirect: #type (this: *ID3D12GraphicsCommandList, pCommandSignature: *ID3D12CommandSignature, MaxCommandCount: u32, pArgumentBuffer: *ID3D12Resource, ArgumentBufferOffset: u64, pCountBuffer: *ID3D12Resource, CountBufferOffset: u64) -> void #cpp_method