Bicameral Engine
GPU-resident engine for a magic-research open-world game
Loading...
Searching...
No Matches
bicameral::sim::GpuPhysics Member List

This is the complete list of members for bicameral::sim::GpuPhysics, including all inherited members.

AccumulateProfile()bicameral::sim::GpuPhysics
BaseConstants() constbicameral::sim::GpuPhysicsprivate
BindRoot(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, const Constants &constants) constbicameral::sim::GpuPhysicsprivate
Bodies() constbicameral::sim::GpuPhysicsinline
BodyCount() constbicameral::sim::GpuPhysicsinline
Create(ID3D12Device5 *device, const PhysicsScene &scene, const physics::PxParameters &parameters, const GpuPhysicsOptions &options={})bicameral::sim::GpuPhysicsstatic
CreateBuffers(ID3D12Device5 *device, const PhysicsScene &scene)bicameral::sim::GpuPhysicsprivate
CreatePipelines(ID3D12Device5 *device)bicameral::sim::GpuPhysicsprivate
Cursor() constbicameral::sim::GpuPhysicsinline
EnableProfiling(ID3D12Device *device)bicameral::sim::GpuPhysics
m_bodiesReadbackbicameral::sim::GpuPhysicsprivate
m_bodyCountbicameral::sim::GpuPhysicsprivate
m_broadphaseEntrybicameral::sim::GpuPhysicsprivate
m_frictionQ16bicameral::sim::GpuPhysicsprivate
m_graphbicameral::sim::GpuPhysicsprivate
m_graphInitializedbicameral::sim::GpuPhysicsprivate
m_graphProgramSetbicameral::sim::GpuPhysicsprivate
m_halfbicameral::sim::GpuPhysicsprivate
m_optionsbicameral::sim::GpuPhysicsprivate
m_parametersbicameral::sim::GpuPhysicsprivate
m_pipelinesbicameral::sim::GpuPhysicsprivate
m_profileCountsbicameral::sim::GpuPhysicsprivate
m_profiledPassesbicameral::sim::GpuPhysicsprivate
m_profileTicksbicameral::sim::GpuPhysicsprivate
m_rootSignaturebicameral::sim::GpuPhysicsprivate
m_solveEntrybicameral::sim::GpuPhysicsprivate
m_srvsbicameral::sim::GpuPhysicsprivate
m_statsReadbackbicameral::sim::GpuPhysicsprivate
m_tickbicameral::sim::GpuPhysicsprivate
m_timestampReadbackbicameral::sim::GpuPhysicsprivate
m_timestampsbicameral::sim::GpuPhysicsprivate
m_uavsbicameral::sim::GpuPhysicsprivate
Pass enum namebicameral::sim::GpuPhysicsprivate
ProfileResult() constbicameral::sim::GpuPhysics
ReadBodies() constbicameral::sim::GpuPhysics
ReadStats() constbicameral::sim::GpuPhysics
RecordBroadphaseGraph(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, const Constants &constants)bicameral::sim::GpuPhysicsprivate
RecordColoring(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, Constants constants)bicameral::sim::GpuPhysicsprivate
RecordColorListStates(ID3D12GraphicsCommandList10 *list, bool toGraphInput) constbicameral::sim::GpuPhysicsprivate
RecordColorPredicateStates(ID3D12GraphicsCommandList10 *list, bool toPredication) constbicameral::sim::GpuPhysicsprivate
RecordInitialize(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing)bicameral::sim::GpuPhysics
RecordIterations(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, Constants constants)bicameral::sim::GpuPhysicsprivate
RecordPass(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, Pass pass, const Constants &constants, uint32_t threadCount)bicameral::sim::GpuPhysicsprivate
RecordProfileStart(ID3D12GraphicsCommandList10 *list) constbicameral::sim::GpuPhysicsprivate
RecordReadback(ID3D12GraphicsCommandList10 *list) constbicameral::sim::GpuPhysics
RecordSolveColorGraph(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, const Constants &constants, int32_t color)bicameral::sim::GpuPhysicsprivate
RecordSolveColors(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, Constants constants)bicameral::sim::GpuPhysicsprivate
RecordStep(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing)bicameral::sim::GpuPhysics
RecordSubstep(ID3D12GraphicsCommandList10 *list, D3D12_GPU_VIRTUAL_ADDRESS debugRing, uint32_t substep)bicameral::sim::GpuPhysicsprivate
RecordTimestamp(ID3D12GraphicsCommandList10 *list, Pass pass)bicameral::sim::GpuPhysicsprivate
SetCursor(const GpuPhysicsCursor &cursor)bicameral::sim::GpuPhysicsinline
SetGraphProgram(ID3D12GraphicsCommandList10 *list)bicameral::sim::GpuPhysicsprivate
SkipsEmptyColors() constbicameral::sim::GpuPhysicsinlineprivate
StateBuffers() constbicameral::sim::GpuPhysicsinline
StateHash(uint64_t tick, const std::vector< PhysicsBody > &bodies)bicameral::sim::GpuPhysicsstatic
Tick() constbicameral::sim::GpuPhysicsinline