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RV_Render Member List

This is the complete list of members for RV_Render, including all inherited members.

addBufferBarrier(RV_BarrierScope scope, const VkBufferMemoryBarrier &barrier, RV_VKBuffer *buf)RV_Render
addImageBarrier(RV_BarrierScope scope, const VkImageMemoryBarrier &barrier, RV_VKImage *img)RV_Render
beginFrame()RV_Render
beginRendering(RV_ImageOp img_op=RV_IMAGE_LOAD)RV_Render
bindDrawFramebuffer(RV_Framebuffer *fb)RV_Render
bindSet(RV_ShaderVariableSet *set, const RV_ShaderProgramBase *shr)RV_Render
clearBarriers()RV_Render
clearDraws()RV_Render
commitPipeState()RV_Render
device()RV_Renderinline
draw(RV_Geometry *geo, int connect_index, const RV_OverrideList *override_list=nullptr)RV_Render
draw(UT_UniquePtr< DrawTask > task)RV_Render
drawInstanced(RV_Geometry *geo, int connect_index, int instance_group, const RV_OverrideList *override_list=nullptr)RV_Render
drawInstancedRange(RV_Geometry *geo, int connect_index, int connect_num, int inst_group, const RV_OverrideList *override_list=nullptr)RV_Render
drawRange(RV_Geometry *geo, int connect_index, int connect_num, const RV_OverrideList *override_list=nullptr)RV_Render
endFrame()RV_Render
endRendering()RV_Render
executeAllBarriers()RV_Render
executeBarriers(RV_StageGroup stages)RV_Render
flush(bool wait_for_finish)RV_Render
getComputeShader()RV_Render
getCurrentCB()RV_Render
getDrawFramebuffer()RV_Render
getGraphicsShader()RV_Render
getPipelineState()RV_Renderinline
getPushConstants()RV_Renderinline
getQuery() const RV_Renderinline
getSet(int set_num)RV_Render
getShader()RV_Render
instance()RV_Renderinline
isInFrame()RV_Renderinline
isRendering()RV_Render
isReverseDepth() const RV_Renderinline
myActiveBarriersRV_Render
myFrameExecBarrierCountRV_Render
myFrameMemBarrierCountRV_Render
myIsDeferringRV_Render
myRecordedDrawsRV_Render
myWaitingBarriersRV_Render
popDrawFramebuffer()RV_Render
popPipeState()RV_Render
popShader()RV_Render
prepareForDraw()RV_Render
pushDrawFramebuffer()RV_Render
pushDrawFramebuffer(RV_Framebuffer *fb)RV_Render
pushPipeState()RV_Render
pushShader()RV_Render
pushShader(RV_ShaderProgramBase *sh)RV_Render
queueDraw(RV_Geometry *geo, int connect, int connect_num, const RV_OverrideList *override_list, int inst=-1)RV_Render
queueDraw(UT_UniquePtr< DrawTask > task)RV_Render
refreshBindings()RV_Render
resetPipeState()RV_Render
resetRenderState()RV_Render
runCompute(int wg_x, int wg_y, int wg_z)RV_Render
runComputeIndirect(RV_VKBuffer *buf, exint offset=0)RV_Render
runDraws()RV_Render
rv_BarrierMap typedefRV_Render
RV_Render(RV_Instance *inst)RV_Render
RV_Render(const RV_Render &)=deleteRV_Render
RV_Render(RV_Render &&)=deleteRV_Render
setAlphaBlendFunction(RE_BlendSourceFactor source_factor, RE_BlendDestFactor dest_factor)RV_Render
setBlendEnable(bool blend)RV_Render
setBlendEquation(RE_BlendEquation eq)RV_Render
setBlendFunction(RE_BlendSourceFactor source_factor, RE_BlendDestFactor dest_factor)RV_Render
setColorBlendFunction(RE_BlendSourceFactor source_factor, RE_BlendDestFactor dest_factor)RV_Render
setColorMask(bool red, bool green, bool blue, bool alpha)RV_Render
setCullMode(bool enable, bool back_face=true, bool is_ccw=true)RV_Render
setDepthBias(bool enable, float zconst, float zslope, float clamp=0.f)RV_Render
setDepthState(bool enable, RE_ZFunction func=RE_ZLESS, bool writing=true, float near=0.0, float far=1.0, bool clamp=false)RV_Render
setLineWidth(float width)RV_Render
setLogicOp(bool enable, RV_LogicOp=RV_LOGIC_NO_OP)RV_Render
setPolygonMode(RV_PolygonMode mode)RV_Render
setQuery(RV_OcclusionQuery *q)RV_Renderinline
setReverseDepth(bool reverse)RV_Render
setSampleMask(uint32 mask)RV_Render
setScissor2DI(bool enable, const UT_DimRect &rect)RV_Render
setShader(RV_ShaderProgramBase *sh)RV_Render
setStencilBackOp(RE_SOperation stencil_fail, RE_SOperation depth_fail, RE_SOperation pass, uint8 write_mask)RV_Render
setStencilBackTest(RE_SFunction func, uint8 ref, uint8 compare_mask)RV_Render
setStencilEnable(bool enable)RV_Render
setStencilOp(RE_SOperation stencil_fail, RE_SOperation depth_fail, RE_SOperation pass, uint8 write_mask, bool set_back=true)RV_Render
setStencilTest(RE_SFunction func, uint8 ref, uint8 compare_mask, bool set_back=true)RV_Render
setViewport2DI(bool enable, const UT_DimRect &rect)RV_Render
unbindSet(int set_num)RV_Render
unbindSet(RV_ShaderVariableSet *set)RV_Render
~RV_Render()RV_Render