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Bicameral Engine
GPU-resident engine for a magic-research open-world game
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#include "gpu/resources.h"#include "common/debug_ring.hlsli"#include "common/graph_trace.hlsli"#include "common/work_graph_stats.hlsli"#include "core/aliases.h"#include "core/hresult.h"#include "core/log.h"#include "core/paths.h"#include "core/unicode.h"#include "gpu/com_ptr.h"Go to the source code of this file.
Namespaces | |
| namespace | bicameral |
| namespace | bicameral::gpu |
Functions | |
| ComPtr< ID3D12Resource > | bicameral::gpu::CreateBuffer (ID3D12Device *device, uint64_t sizeBytes, BufferKind kind) |
| bool | bicameral::gpu::ReadBuffer (ID3D12Resource *readback, std::span< std::byte > destination) |
| D3D12_RESOURCE_BARRIER | bicameral::gpu::Transition (ID3D12Resource *resource, D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) |
| D3D12_RESOURCE_BARRIER | bicameral::gpu::UavBarrier (ID3D12Resource *resource) |
| void | bicameral::gpu::RecordCopyToReadback (ID3D12GraphicsCommandList *list, ID3D12Resource *source, ID3D12Resource *readback) |
| ComPtr< ID3D12RootSignature > | bicameral::gpu::CreateRootSignature (ID3D12Device *device, const RootSignatureLayout &layout) |
| ComPtr< ID3D12PipelineState > | bicameral::gpu::CreateComputePipeline (ID3D12Device *device, ID3D12RootSignature *rootSignature, std::span< const std::byte > bytecode) |
| std::expected< std::vector< std::byte >, std::string > | bicameral::gpu::LoadShader (std::string_view relativePath) |