Harlinn.Windows 0.1
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Namespaces | |
namespace | Video |
Classes | |
struct | BlendDesc |
Describes the blend state. More... | |
struct | Box |
Describes a 3D box. More... | |
struct | CachedPipelineState |
Stores a pipeline state. More... | |
struct | ClearValue |
class | CommandAllocator |
Represents the allocations of storage for graphics processing unit (GPU) commands. More... | |
class | CommandList |
The base class for the GraphicsCommandList class. It represents an ordered set of commands that the GPU executes, while allowing for extension to support other command lists than just those for graphics (such as compute and copy). More... | |
class | CommandQueue |
Provides methods for submitting command lists, synchronizing command list execution, instrumenting the command queue, and updating resource tile mappings. More... | |
struct | CommandQueueDesc |
Describes a command queue. More... | |
class | CommandSignature |
A command signature object enables apps to specify indirect drawing, including the buffer format, command type and resource bindings to be used. More... | |
struct | ComputePipelineStateDesc |
struct | D3D12_FEATURE_DATA_D3D12_OPTIONS4 |
class | D3D12Debug |
A wrapper class for the ID3D12Debug interface. This interface is used to turn on the debug layer. More... | |
class | D3D12Debug1 |
Adds GPU-Based Validation and Dependent Command Queue Synchronization to the debug layer. More... | |
class | D3D12Debug2 |
Adds configurable levels of GPU-based validation to the debug layer. More... | |
class | D3D12Debug3 |
Adds configurable levels of GPU-based validation to the debug layer. More... | |
class | D3D12Debug4 |
Adds the ability to disable the debug layer. More... | |
class | D3D12Debug5 |
Adds to the debug layer the ability to configure the auto-naming of objects. More... | |
class | D3D12Debug6 |
A debug interface controls debug settings. More... | |
class | D3D12DebugCommandList |
Provides methods to monitor and debug a command list. More... | |
class | D3D12DebugCommandList1 |
Enables modification of additional command list debug layer settings. More... | |
class | D3D12DebugCommandList2 |
class | D3D12DebugCommandQueue |
Provides methods to monitor and debug a command queue. More... | |
class | D3D12DebugDevice |
This interface represents a graphics device for debugging. More... | |
class | D3D12DebugDevice1 |
Specifies device-wide debug layer settings. More... | |
class | D3D12DebugDevice2 |
class | D3D12InfoQueue |
An information-queue stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack. More... | |
class | D3D12InfoQueue1 |
D3D12InfoQueue1 adds support for message callback with the RegisterMessageCallback and UnregisterMessageCallback functions. More... | |
class | D3D12SharingContract |
Facilitates diagnostics tools to capture information at a lower level than the DXGI swapchain. More... | |
struct | DepthStencilDesc |
Describes depth-stencil state. More... | |
struct | DepthStencilDesc1 |
Describes depth-stencil state. More... | |
struct | DepthStencilValue |
class | DescriptorHeap |
A descriptor heap is a collection of contiguous allocations of descriptors, one allocation for every descriptor. Descriptor heaps contain many object types that are not part of a Pipeline State Object (PSO), such as Shader Resource Views (SRVs), Unordered Access Views (UAVs), Constant Buffer Views (CBVs), and Samplers. More... | |
class | Device |
Represents a virtual adapter; it is used to create command allocators, command lists, command queues, fences, resources, pipeline state objects, heaps, root signatures, samplers, and many resource views. More... | |
class | Device1 |
Represents a virtual adapter, and expands on the range of methods provided by the Device class. More... | |
class | Device2 |
Represents a virtual adapter. This class extends the Device1 class to create pipeline state objects from pipeline state stream descriptions. More... | |
class | Device3 |
Represents a virtual adapter. This class extends the Device2 class to support the creation of special-purpose diagnostic heaps in system memory that persist even in the event of a GPU-fault or device-removed scenario. More... | |
class | Device4 |
Represents a virtual adapter. More... | |
class | Device5 |
Represents a virtual adapter. More... | |
class | Device6 |
Represents a virtual adapter. More... | |
class | Device7 |
Represents a virtual adapter. More... | |
class | Device8 |
Represents a virtual adapter. More... | |
class | DeviceChild |
Adds the ability to get the device used to create it. More... | |
class | DeviceRemovedExtendedData |
Provides runtime access to Device Removed Extended Data (DRED) data. More... | |
class | DeviceRemovedExtendedData1 |
class | DeviceRemovedExtendedDataSettings |
This class controls Device Removed Extended Data (DRED) settings. More... | |
class | DeviceRemovedExtendedDataSettings1 |
struct | FeatureDataArchitecture |
struct | FeatureDataArchitecture1 |
struct | FeatureDataCommandQueuePriority |
struct | FeatureDataCrossNode |
struct | FeatureDataD3D12Options |
struct | FeatureDataD3D12Options1 |
struct | FeatureDataD3D12Options10 |
struct | FeatureDataD3D12Options11 |
struct | FeatureDataD3D12Options12 |
struct | FeatureDataD3D12Options13 |
struct | FeatureDataD3D12Options2 |
struct | FeatureDataD3D12Options3 |
struct | FeatureDataD3D12Options5 |
struct | FeatureDataD3D12Options6 |
struct | FeatureDataD3D12Options7 |
struct | FeatureDataD3D12Options8 |
struct | FeatureDataD3D12Options9 |
struct | FeatureDataDisplayable |
struct | FeatureDataExistingHeaps |
struct | FeatureDataFeatureLevels |
struct | FeatureDataFormatInfo |
struct | FeatureDataFormatSupport |
struct | FeatureDataGpuVirtualAddressSupport |
struct | FeatureDataMultiSampleQualityLevels |
struct | FeatureDataQueryMetaCommand |
struct | FeatureDataRootSignature |
struct | FeatureDataSerialization |
struct | FeatureDataShaderCache |
class | Fence |
Represents a fence, an object used for synchronization of the CPU and one or more GPUs. More... | |
class | Fence1 |
Adds the ability to retrie the flags used to create the fence. This feature is useful primarily for opening shared fences. More... | |
class | GraphicsCommandList |
Encapsulates a list of graphics commands for rendering. Includes APIs for instrumenting the command list execution, and for setting and clearing the pipeline state. More... | |
class | GraphicsCommandList1 |
Encapsulates a list of graphics commands for rendering, extending the GraphicsCommandList class to support programmable sample positions, atomic copies for implementing late-latch techniques, and optional depth-bounds testing. More... | |
class | GraphicsCommandList2 |
Encapsulates a list of graphics commands for rendering, extending the GraphicsCommandList1 class to support writing immediate values directly to a buffer. More... | |
class | GraphicsCommandList3 |
Encapsulates a list of graphics commands for rendering. More... | |
class | GraphicsCommandList4 |
Encapsulates a list of graphics commands for rendering, extending the GraphicsCommandList3 class to support ray tracing and render passes. More... | |
class | GraphicsCommandList5 |
Encapsulates a list of graphics commands for rendering, extending the GraphicsCommandList4 class to support variable-rate shading (VRS). More... | |
class | GraphicsCommandList6 |
struct | GraphicsPipelineStateDesc |
class | Heap |
A heap is an abstraction of contiguous memory allocation, used to manage physical memory. This heap can be used with Resource objects to support placed resources or reserved resources. More... | |
class | Heap1 |
struct | HeapDesc |
struct | HeapProperties |
struct | InputElementDesc |
Describes a single element for the input-assembler stage of the graphics pipeline. More... | |
struct | InputLayoutDesc |
Describes the input-buffer data for the input-assembler stage. More... | |
class | LifetimeOwner |
Represents an application-defined callback used for being notified of lifetime changes of an object. More... | |
class | LifetimeTracker |
Represents facilities for controlling the lifetime a lifetime-tracked object. More... | |
class | MetaCommand |
struct | MipRegion |
class | Object |
A base class from which Device and DeviceChild inherit from. It provides methods to associate private data and annotate object names. More... | |
struct | PackedMipInfo |
class | Pageable |
Classes derived from Pageable encapsulates some amount of GPU-accessible memory. More... | |
class | PipelineLibrary |
Manages a pipeline library, in particular loading and retrieving individual PSOs. More... | |
class | PipelineLibrary1 |
Manages a pipeline library. This class extends the PipelineLibrary class to load PSOs from a pipeline state stream description. More... | |
class | PipelineState |
Represents the state of all currently set shaders as well as certain fixed function state objects. More... | |
struct | PipelineStateStreamDesc |
Describes a pipeline state stream. More... | |
struct | PlacedSubresourceFootprint |
class | ProtectedResourceSession |
Monitors the validity of a protected resource session. More... | |
class | ProtectedResourceSession1 |
Monitors the validity of a protected resource session. More... | |
class | ProtectedSession |
Offers base functionality that allows for a consistent way to monitor the validity of a session across the different types of sessions. The only type of session currently available is of type ProtectedResourceSession. More... | |
class | QueryHeap |
Manages a query heap. A query heap holds an array of queries, referenced by indexes. More... | |
struct | Range |
struct | RangeUInt64 |
struct | RasterizerDesc |
Describes rasterizer state. More... | |
struct | RenderTargetBlendDesc |
Describes the blend state for a render target. More... | |
struct | RenderTargetFormatArray |
Wraps an array of render target formats. More... | |
class | Resource |
Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory, or heaps. It contains abstractions for organizing and manipulating simple arrays of data as well as multidimensional data optimized for shader sampling. More... | |
class | Resource1 |
class | Resource2 |
struct | ResourceAliasingBarrier |
struct | ResourceAllocationInfo |
struct | ResourceAllocationInfo1 |
struct | ResourceBarrier |
struct | ResourceDesc |
struct | ResourceDesc1 |
struct | ResourceTransitionBarrier |
struct | ResourceUavBarrier |
class | RootSignature |
The root signature defines what resources are bound to the graphics pipeline. A root signature is configured by the app and links command lists to the resources the shaders require. Currently, there is one graphics and one compute root signature per app. More... | |
class | RootSignatureDeserializer |
Contains a method to return the deserialized D3D12_ROOT_SIGNATURE_DESC data structure, of a serialized root signature version 1.0. More... | |
struct | SamplePosition |
struct | ShaderBytecode |
Describes shader data. More... | |
class | StateObject |
Represents a variable amount of configuration state, including shaders, that an application manages as a single unit and which is given to a driver atomically to process, such as compile or optimize. Create a state object by calling Device5::CreateStateObject. More... | |
class | StateObjectProperties |
Provides methods for getting and setting the properties of an StateObject. To retrieve an instance of this type, call StateObject::As<StateObjectProperties>(). More... | |
struct | StencilOperationsDesc |
Describes stencil operations that can be performed based on the results of stencil test. More... | |
struct | StreamOutputDeclarationEntry |
Describes a vertex element in a vertex buffer in an output slot. More... | |
struct | StreamOutputDesc |
Describes a streaming output buffer. More... | |
struct | SubresourceFootprint |
struct | SubresourceInfo |
struct | SubresourceRangeUInt64 |
struct | SubresourceTiling |
class | SwapChainAssistant |
struct | TextureCopyLocation |
struct | TiledResourceCoordinate |
struct | TileRegionSize |
struct | TileShape |
class | Tools |
This class is used to configure the runtime for tools such as PIX. Its not intended or supported for any other scenario. More... | |
class | VersionedRootSignatureDeserializer |
Contains methods to return the deserialized D3D12_ROOT_SIGNATURE_DESC1 data structure, of any version of a serialized root signature. More... | |
struct | ViewInstanceLocation |
struct | ViewInstancingDesc |
struct | Viewport |
Describes the dimensions of a viewport. More... | |
Typedefs | |
using | Rectangle = Windows::Rectangle |
using | ShaderModel = D3D_SHADER_MODEL |
using | FeatureDataShaderModel = D3D12_FEATURE_DATA_SHADER_MODEL |
Enumerations | |
enum class | CommandListType : Int32 { Direct = D3D12_COMMAND_LIST_TYPE_DIRECT , Bundle = D3D12_COMMAND_LIST_TYPE_BUNDLE , Compute = D3D12_COMMAND_LIST_TYPE_COMPUTE , Copy = D3D12_COMMAND_LIST_TYPE_COPY , VideoDecode = D3D12_COMMAND_LIST_TYPE_VIDEO_DECODE , VideoProcess = D3D12_COMMAND_LIST_TYPE_VIDEO_PROCESS , VideoEncode = D3D12_COMMAND_LIST_TYPE_VIDEO_ENCODE } |
Specifies the type of a command list. More... | |
enum class | CommandQueueFlags : Int32 { None = D3D12_COMMAND_QUEUE_FLAG_NONE , DisableGpuTimeout = D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT } |
Specifies flags to be used when creating a command queue. More... | |
enum class | CommandQueuePriority : Int32 { Normal = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL , High = D3D12_COMMAND_QUEUE_PRIORITY_HIGH , Realtime = D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME } |
Defines priority levels for a command queue. More... | |
enum class | PrimitiveTopologyType : Int32 { Undefined = D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED , Point = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT , Line = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE , Triangle = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE , Patch = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH } |
Specifies how the pipeline interprets geometry or hull shader input primitives. More... | |
enum class | InputClassification : Int32 { PerVertexData = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , PerInstanceData = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA } |
enum class | FillMode : Int32 { Unknown = 0 , Wireframe = D3D12_FILL_MODE_WIREFRAME , Solid = D3D12_FILL_MODE_SOLID } |
Specifies the fill mode to use when rendering triangles. More... | |
enum class | CullMode : Int32 { None = D3D12_CULL_MODE_NONE , Front = D3D12_CULL_MODE_FRONT , Back = D3D12_CULL_MODE_BACK } |
Specifies triangles facing a particular direction are not drawn. More... | |
enum class | ComparisonFunction : Int32 { Unknown = 0 , Never = D3D12_COMPARISON_FUNC_NEVER , Less = D3D12_COMPARISON_FUNC_LESS , Equal = D3D12_COMPARISON_FUNC_EQUAL , LessOrEqual = D3D12_COMPARISON_FUNC_LESS_EQUAL , Greater = D3D12_COMPARISON_FUNC_GREATER , NotEqual = D3D12_COMPARISON_FUNC_NOT_EQUAL , GreaterOrEqual = D3D12_COMPARISON_FUNC_GREATER_EQUAL , Always = D3D12_COMPARISON_FUNC_ALWAYS } |
Specifies comparison options. A comparison option determines how the runtime compares source (new) data against destination (existing) data before storing the new data. More... | |
enum class | DepthWriteMask : Int32 { Zero = D3D12_DEPTH_WRITE_MASK_ZERO , All = D3D12_DEPTH_WRITE_MASK_ALL } |
Identifies the portion of a depth-stencil buffer for writing depth data. More... | |
enum class | StencilOperation : Int32 { Keep = D3D12_STENCIL_OP_KEEP , Zero = D3D12_STENCIL_OP_ZERO , Replace = D3D12_STENCIL_OP_REPLACE , IncrementIfNotSaturated = D3D12_STENCIL_OP_INCR_SAT , DecrementIfNotSaturated = D3D12_STENCIL_OP_DECR_SAT , Invert = D3D12_STENCIL_OP_INVERT , Increment = D3D12_STENCIL_OP_INCR , Decrement = D3D12_STENCIL_OP_DECR } |
Identifies the stencil operations that can be performed during depth-stencil testing. More... | |
enum class | Blend : Int32 { Zero = D3D12_BLEND_ZERO , One = D3D12_BLEND_ONE , SourceColor = D3D12_BLEND_SRC_COLOR , InvertSourceColor = D3D12_BLEND_INV_SRC_COLOR , SourceAlpha = D3D12_BLEND_SRC_ALPHA , InvertSourceAlpha = D3D12_BLEND_INV_SRC_ALPHA , DestinationAlpha = D3D12_BLEND_DEST_ALPHA , InvertDestinationAlpha = D3D12_BLEND_INV_DEST_ALPHA , DestinationColor = D3D12_BLEND_DEST_COLOR , InvertDestinationColor = D3D12_BLEND_INV_DEST_COLOR , SourceAlphaSaturate = D3D12_BLEND_SRC_ALPHA_SAT , BlendFactor = D3D12_BLEND_BLEND_FACTOR , InvertBlendFactor = D3D12_BLEND_INV_BLEND_FACTOR , Source1Color = D3D12_BLEND_SRC1_COLOR , InvertSource1Color = D3D12_BLEND_INV_SRC1_COLOR , Source1Alpha = D3D12_BLEND_SRC1_ALPHA , InvertSource1Alpha = D3D12_BLEND_INV_SRC1_ALPHA , AlphaFactor = D3D12_BLEND_ALPHA_FACTOR , InvertAlphaFactor = D3D12_BLEND_INV_ALPHA_FACTOR } |
Specifies blend factors, which modulate values for the pixel shader and render target. More... | |
enum class | BlendOperation : Int32 { Add = D3D12_BLEND_OP_ADD , Subtract = D3D12_BLEND_OP_SUBTRACT , ReverseSubtract = D3D12_BLEND_OP_REV_SUBTRACT , Min = D3D12_BLEND_OP_MIN , Max = D3D12_BLEND_OP_MAX } |
Specifies RGB or alpha blending operations. More... | |
enum class | ColorWriteEnable : UInt8 { None = 0 , Red = D3D12_COLOR_WRITE_ENABLE_RED , Green = D3D12_COLOR_WRITE_ENABLE_GREEN , Blue = D3D12_COLOR_WRITE_ENABLE_BLUE , Alpha = D3D12_COLOR_WRITE_ENABLE_ALPHA , All = D3D12_COLOR_WRITE_ENABLE_ALL } |
Identifies which components of each pixel of a render target are writable during blending. More... | |
enum | LogicOperation : Int32 { Clear = D3D12_LOGIC_OP_CLEAR , Set = D3D12_LOGIC_OP_SET , Copy = D3D12_LOGIC_OP_COPY , Inverted = D3D12_LOGIC_OP_COPY_INVERTED , Noop = D3D12_LOGIC_OP_NOOP , Invert = D3D12_LOGIC_OP_INVERT , And = D3D12_LOGIC_OP_AND , NAnd = D3D12_LOGIC_OP_NAND , Or = D3D12_LOGIC_OP_OR , NOr = D3D12_LOGIC_OP_NOR , Xor = D3D12_LOGIC_OP_XOR , Equiv = D3D12_LOGIC_OP_EQUIV , AndReverse = D3D12_LOGIC_OP_AND_REVERSE , AndInverted = D3D12_LOGIC_OP_AND_INVERTED , OrReverse = D3D12_LOGIC_OP_OR_REVERSE , OrInverted = D3D12_LOGIC_OP_OR_INVERTED } |
Defines constants that specify logical operations to configure for a render target. More... | |
enum class | ConservativeRasterizationMode : Int32 { Off = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF , On = D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON } |
Identifies whether conservative rasterization is on or off. More... | |
enum class | IndexBufferStripCutValue : Int32 { Disabled = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED , MaxUInt16 = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF , MaxUInt32 = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF } |
When using triangle strip primitive topology, vertex positions are interpreted as vertices of a continuous triangle “strip”. There is a special index value that represents the desire to have a discontinuity in the strip, the cut index value. This enum lists the supported cut values. More... | |
enum | PipelineStateFlags : Int32 { None = D3D12_PIPELINE_STATE_FLAG_NONE , ToolDebug = D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG } |
Flags to control pipeline state. More... | |
enum class | PipelineStateSubobjectType : Int32 { RootSignature = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE , Vs = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS , Ps = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS , Ds = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS , Hs = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS , Gs = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS , Cs = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS , StreamOutput = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT , Blend = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND , SampleMask = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK , Rasterizer = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER , DepthStencil = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL , InputLayout = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT , IbStripCutValue = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE , PrimitiveTopology = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY , RenderTargetFormats = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS , DepthStencilFormat = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT , SampleDesc = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC , NodeMask = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK , CachedPipelineState = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO , Flags = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS , DepthStencil1 = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1 , ViewInstancing = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING , As = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS , Ms = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS , Maxvalid = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID } |
Specifies the type of a sub-object in a pipeline state stream description. More... | |
enum class | Feature { Options = D3D12_FEATURE_D3D12_OPTIONS , Architecture = D3D12_FEATURE_ARCHITECTURE , FeatureLevels = D3D12_FEATURE_FEATURE_LEVELS , FormatSupport = D3D12_FEATURE_FORMAT_SUPPORT , MultisampleQualityLevels = D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS , FormatInfo = D3D12_FEATURE_FORMAT_INFO , GpuVirtualAddressSupport = D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT , ShaderModel = D3D12_FEATURE_SHADER_MODEL , Options1 = D3D12_FEATURE_D3D12_OPTIONS1 , ProtectedResourceSessionSupport = D3D12_FEATURE_PROTECTED_RESOURCE_SESSION_SUPPORT , RootSignature = D3D12_FEATURE_ROOT_SIGNATURE , Architecture1 = D3D12_FEATURE_ARCHITECTURE1 , Options2 = D3D12_FEATURE_D3D12_OPTIONS2 , ShaderCache = D3D12_FEATURE_SHADER_CACHE , CommandQueuePriority = D3D12_FEATURE_COMMAND_QUEUE_PRIORITY , Options3 = D3D12_FEATURE_D3D12_OPTIONS3 , ExistingHeaps = D3D12_FEATURE_EXISTING_HEAPS , Options4 = D3D12_FEATURE_D3D12_OPTIONS4 , Serialization = D3D12_FEATURE_SERIALIZATION , CrossNode = D3D12_FEATURE_CROSS_NODE , Options5 = D3D12_FEATURE_D3D12_OPTIONS5 , Displayable = D3D12_FEATURE_DISPLAYABLE , Options6 = D3D12_FEATURE_D3D12_OPTIONS6 , QueryMetaCommand = D3D12_FEATURE_QUERY_META_COMMAND , Options7 = D3D12_FEATURE_D3D12_OPTIONS7 , ProtectedResourceSessionTypeCount = D3D12_FEATURE_PROTECTED_RESOURCE_SESSION_TYPE_COUNT , ProtectedResourceSessionTypes = D3D12_FEATURE_PROTECTED_RESOURCE_SESSION_TYPES , Options8 = D3D12_FEATURE_D3D12_OPTIONS8 , Options9 = D3D12_FEATURE_D3D12_OPTIONS9 , Options10 = D3D12_FEATURE_D3D12_OPTIONS10 , Options11 = D3D12_FEATURE_D3D12_OPTIONS11 , Options12 = D3D12_FEATURE_D3D12_OPTIONS12 , Options13 = D3D12_FEATURE_D3D12_OPTIONS13 } |
Defines constants that specify a Direct3D 12 feature or feature set to query about. When you want to query for the level to which an adapter supports a feature, pass one of these values to ID3D12Device::CheckFeatureSupport. More... | |
enum class | ShaderMinPrecisionSupport : Int32 { None = D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE , Small = D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT , Half = D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT } |
enum class | TiledResourcesTier : Int32 { NotSupported = D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED , Tier1 = D3D12_TILED_RESOURCES_TIER_1 , Tier2 = D3D12_TILED_RESOURCES_TIER_2 , Tier3 = D3D12_TILED_RESOURCES_TIER_3 , Tier4 = D3D12_TILED_RESOURCES_TIER_4 } |
enum class | ResourceBindingTier : Int32 { Tier1 = D3D12_RESOURCE_BINDING_TIER_1 , Tier2 = D3D12_RESOURCE_BINDING_TIER_2 , Tier3 = D3D12_RESOURCE_BINDING_TIER_3 } |
enum class | ConservativeRasterizationTier : Int32 { NotSupported = D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED , Tier1 = D3D12_CONSERVATIVE_RASTERIZATION_TIER_1 , Tier2 = D3D12_CONSERVATIVE_RASTERIZATION_TIER_2 , Tier3 = D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 } |
enum class | FormatSupport1 : Int32 { None = D3D12_FORMAT_SUPPORT1_NONE , Buffer = D3D12_FORMAT_SUPPORT1_BUFFER , IAVertexBuffer = D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER , IAIndexBuffer = D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER , SoBuffer = D3D12_FORMAT_SUPPORT1_SO_BUFFER , Texture1D = D3D12_FORMAT_SUPPORT1_TEXTURE1D , Texture2D = D3D12_FORMAT_SUPPORT1_TEXTURE2D , Texture3D = D3D12_FORMAT_SUPPORT1_TEXTURE3D , Texturecube = D3D12_FORMAT_SUPPORT1_TEXTURECUBE , ShaderLoad = D3D12_FORMAT_SUPPORT1_SHADER_LOAD , ShaderSample = D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE , ShaderSampleComparison = D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON , ShaderSampleMonoText = D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT , Mip = D3D12_FORMAT_SUPPORT1_MIP , RenderTarget = D3D12_FORMAT_SUPPORT1_RENDER_TARGET , Blendable = D3D12_FORMAT_SUPPORT1_BLENDABLE , DepthStencil = D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL , MultisampleResolve = D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE , Display = D3D12_FORMAT_SUPPORT1_DISPLAY , CastWithinBitLayout = D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT , MultisampleRendertarget = D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET , MultisampleLoad = D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD , ShaderGather = D3D12_FORMAT_SUPPORT1_SHADER_GATHER , BackBuffer_cast = D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST , TypedUnorderedAccessView = D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW , ShaderGatherComparison = D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON , DecoderOutput = D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT , VideoProcessorOutput = D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT , VideoProcessorInput = D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT , VideoEncoder = D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER } |
enum class | FormatSupport2 : Int32 { None = D3D12_FORMAT_SUPPORT2_NONE , UavAtomicAdd = D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD , UavAtomicBitwiseOps = D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS , UavAtomicCompare_store_or_compare_exchange = D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE , UavAtomicExchange = D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE , UavAtomicSignedMinOrMax = D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX , UavAtomicUnsignedMinOrMax = D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX , UavTypedLoad = D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD , UavTypedStore = D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE , OutputMergerLogicOp = D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP , Tiled = D3D12_FORMAT_SUPPORT2_TILED , MultiplaneOverlay = D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY , SamplerFeedback = D3D12_FORMAT_SUPPORT2_SAMPLER_FEEDBACK } |
enum class | MultisampleQualityLevelFlags : Int32 { None = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE , TiledResource = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_TILED_RESOURCE } |
enum class | CrossNodeSharingTier : Int32 { NotSupported = D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED , Tier1Emulated = D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED , Tier1 = D3D12_CROSS_NODE_SHARING_TIER_1 , Tier2 = D3D12_CROSS_NODE_SHARING_TIER_2 , Tier3 = D3D12_CROSS_NODE_SHARING_TIER_3 } |
enum class | ResourceHeapTier : Int32 { Tier1 = D3D12_RESOURCE_HEAP_TIER_1 , Tier2 = D3D12_RESOURCE_HEAP_TIER_2 } |
enum class | ProgrammableSamplePositionsTier : Int32 { NotSupported = D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED , Tier1 = D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_1 , Tier2 = D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2 } |
enum class | ViewInstancingTier : Int32 { NotSupported = D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED , Tier1 = D3D12_VIEW_INSTANCING_TIER_1 , Tier2 = D3D12_VIEW_INSTANCING_TIER_2 , Tier3 = D3D12_VIEW_INSTANCING_TIER_3 } |
enum class | RootSignatureVersion : Int32 { Version1 = D3D_ROOT_SIGNATURE_VERSION_1 , Version1_0 = D3D_ROOT_SIGNATURE_VERSION_1_0 , Version1_1 = D3D_ROOT_SIGNATURE_VERSION_1_1 } |
enum class | ShaderCacheSupportFlags : Int32 { None = D3D12_SHADER_CACHE_SUPPORT_NONE , SinglePso = D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO , Library = D3D12_SHADER_CACHE_SUPPORT_LIBRARY , AutomaticInprocCache = D3D12_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE , AutomaticDiskCache = D3D12_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE , DriverManagedCache = D3D12_SHADER_CACHE_SUPPORT_DRIVER_MANAGED_CACHE , ShaderControlClear = D3D12_SHADER_CACHE_SUPPORT_SHADER_CONTROL_CLEAR , ShaderSessionSelete = D3D12_SHADER_CACHE_SUPPORT_SHADER_SESSION_DELETE } |
enum class | CommandListSupportFlags : Int32 { None = D3D12_COMMAND_LIST_SUPPORT_FLAG_NONE , Direct = D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT , Bundle = D3D12_COMMAND_LIST_SUPPORT_FLAG_BUNDLE , Compute = D3D12_COMMAND_LIST_SUPPORT_FLAG_COMPUTE , Copy = D3D12_COMMAND_LIST_SUPPORT_FLAG_COPY , VideoDecode = D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_DECODE , VideoProcess = D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_PROCESS , VideoEncode = D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_ENCODE } |
enum class | SharedResourceCompatibilityTier : Int32 { Tier0 = D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_0 , Tier1 = D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 , Tier2 = D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_2 } |
enum class | HeapSerializationTier : Int32 { Tier1 = D3D12_HEAP_SERIALIZATION_TIER_0 , Tier10 = D3D12_HEAP_SERIALIZATION_TIER_10 } |
enum class | RenderPassTier : Int32 { Tier0 = D3D12_RENDER_PASS_TIER_0 , Tier1 = D3D12_RENDER_PASS_TIER_1 , Tier2 = D3D12_RENDER_PASS_TIER_2 } |
enum class | RaytracingTier : Int32 { Notsupported = D3D12_RAYTRACING_TIER_NOT_SUPPORTED , Tier1_0 = D3D12_RAYTRACING_TIER_1_0 , Tier1_1 = D3D12_RAYTRACING_TIER_1_1 } |
enum class | VariableShadingRateTier : Int32 { NotSupported = D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED , Tier1 = D3D12_VARIABLE_SHADING_RATE_TIER_1 , Tier2 = D3D12_VARIABLE_SHADING_RATE_TIER_2 } |
enum class | MeshShaderTier : Int32 { NotSupported = D3D12_MESH_SHADER_TIER_NOT_SUPPORTED , Tier1 = D3D12_MESH_SHADER_TIER_1 } |
enum class | SamplerFeedbackTier : Int32 { NotSupported = D3D12_SAMPLER_FEEDBACK_TIER_NOT_SUPPORTED , Tier0_9 = D3D12_SAMPLER_FEEDBACK_TIER_0_9 , Tier1_0 = D3D12_SAMPLER_FEEDBACK_TIER_1_0 } |
enum class | WaveMmaTier : Int32 { NotSupported = D3D12_WAVE_MMA_TIER_NOT_SUPPORTED , Tier1_0 = D3D12_WAVE_MMA_TIER_1_0 } |
enum class | TriState : Int32 { Unknown = D3D12_TRI_STATE_UNKNOWN , False = D3D12_TRI_STATE_FALSE , True = D3D12_TRI_STATE_TRUE } |
enum class | HeapType : Int32 { Default = D3D12_HEAP_TYPE_DEFAULT , Upload = D3D12_HEAP_TYPE_UPLOAD , ReadBack = D3D12_HEAP_TYPE_READBACK , Custom = D3D12_HEAP_TYPE_CUSTOM } |
enum class | CpuPageProperty : Int32 { Unknown = D3D12_CPU_PAGE_PROPERTY_UNKNOWN , NotAvailable = D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE , WriteCombine = D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE , WriteBack = D3D12_CPU_PAGE_PROPERTY_WRITE_BACK } |
enum class | MemoryPool : Int32 { Unknown = D3D12_MEMORY_POOL_UNKNOWN , L0 = D3D12_MEMORY_POOL_L0 , L1 = D3D12_MEMORY_POOL_L1 } |
enum class | HeapFlags : Int32 { None = D3D12_HEAP_FLAG_NONE , Shared = D3D12_HEAP_FLAG_SHARED , DenyBuffers = D3D12_HEAP_FLAG_DENY_BUFFERS , AllowDisplay = D3D12_HEAP_FLAG_ALLOW_DISPLAY , SharedCrossAdapter = D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER , DenyRtDsTextures = D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES , DenyNonRtDsTextures = D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES , HardwareProtected = D3D12_HEAP_FLAG_HARDWARE_PROTECTED , AllowWriteWatch = D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH , AllowShaderAtomics = D3D12_HEAP_FLAG_ALLOW_SHADER_ATOMICS , CreateNotResident = D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT , CreateNotZeroed = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED , AllowAllBuffersAndTextures = D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES , AllowOnlyBuffers = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS , AllowOnlyNonRtDsTextures = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES , AllowOnlyRtDsTextures = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES } |
enum class | ResourceDimension : Int32 { Unknown = D3D12_RESOURCE_DIMENSION_UNKNOWN , Buffer = D3D12_RESOURCE_DIMENSION_BUFFER , Texture1D = D3D12_RESOURCE_DIMENSION_TEXTURE1D , Texture2D = D3D12_RESOURCE_DIMENSION_TEXTURE2D , Texture3D = D3D12_RESOURCE_DIMENSION_TEXTURE3D } |
enum class | TextureLayout : Int32 { Unknown = D3D12_TEXTURE_LAYOUT_UNKNOWN , RowMajor = D3D12_TEXTURE_LAYOUT_ROW_MAJOR , Undefined64KbSwizzle = D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE , Standard64KbSwizzle = D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE } |
enum class | ResourceFlags : Int32 { None = D3D12_RESOURCE_FLAG_NONE , AllowRenderTarget = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET , AllowDepthStencil = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL , AllowUnorderedAccess = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS , DenyShaderResource = D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE , AllowCrossAdapter = D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER , AllowSimultaneousAccess = D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS , VideoDecodeReferenceOnly = D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY , VideoEncodeReferenceOnly = D3D12_RESOURCE_FLAG_VIDEO_ENCODE_REFERENCE_ONLY , RaytracingAccelerationStructure = D3D12_RESOURCE_FLAG_RAYTRACING_ACCELERATION_STRUCTURE } |
enum class | TileRangeFlags : UInt32 { None = D3D12_TILE_RANGE_FLAG_NONE , Null = D3D12_TILE_RANGE_FLAG_NULL , Skip = D3D12_TILE_RANGE_FLAG_SKIP , ReuseSingleTile = D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE } |
enum class | TileMappingFlags : Int32 { None = D3D12_TILE_MAPPING_FLAG_NONE , NoHazard = D3D12_TILE_MAPPING_FLAG_NO_HAZARD } |
enum class | TileCopyFlags : Int32 { None = D3D12_TILE_COPY_FLAG_NONE , NoHazard = D3D12_TILE_COPY_FLAG_NO_HAZARD , LinearBufferToSwizzledTiledResource = D3D12_TILE_COPY_FLAG_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE , SwizzledTiledResourceToLinearBuffer = D3D12_TILE_COPY_FLAG_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER } |
enum class | ResourceStates : Int32 { Common = D3D12_RESOURCE_STATE_COMMON , VertexAndConstantBuffer = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER , IndexBuffer = D3D12_RESOURCE_STATE_INDEX_BUFFER , RenderTarget = D3D12_RESOURCE_STATE_RENDER_TARGET , UnorderedAccess = D3D12_RESOURCE_STATE_UNORDERED_ACCESS , DepthWrite = D3D12_RESOURCE_STATE_DEPTH_WRITE , DepthRead = D3D12_RESOURCE_STATE_DEPTH_READ , NonPixelShaderResource = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE , PixelShaderResource = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE , StreamOut = D3D12_RESOURCE_STATE_STREAM_OUT , IndirectArgument = D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT , CopyDest = D3D12_RESOURCE_STATE_COPY_DEST , CopySource = D3D12_RESOURCE_STATE_COPY_SOURCE , ResolveDest = D3D12_RESOURCE_STATE_RESOLVE_DEST , ResolveSource = D3D12_RESOURCE_STATE_RESOLVE_SOURCE , RaytracingAccelerationStructure = D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE , ShadingRateSource = D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE , GenericRead = D3D12_RESOURCE_STATE_GENERIC_READ , AllShaderResource = D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE , Present = D3D12_RESOURCE_STATE_PRESENT , Predication = D3D12_RESOURCE_STATE_PREDICATION , VideoDecodeRead = D3D12_RESOURCE_STATE_VIDEO_DECODE_READ , VideoDecodeWrite = D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE , VideoProcessRead = D3D12_RESOURCE_STATE_VIDEO_PROCESS_READ , VideoProcessWrite = D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE , VideoEncodeRead = D3D12_RESOURCE_STATE_VIDEO_ENCODE_READ , VideoEncodeWrite = D3D12_RESOURCE_STATE_VIDEO_ENCODE_WRITE } |
enum class | ResourceBarrierType : Int32 { Transition = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION , Aliasing = D3D12_RESOURCE_BARRIER_TYPE_ALIASING , Uav = D3D12_RESOURCE_BARRIER_TYPE_UAV } |
enum class | ResourceBarrierFlags : Int32 { None = D3D12_RESOURCE_BARRIER_FLAG_NONE , BeginOnly = D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY , EndOnly = D3D12_RESOURCE_BARRIER_FLAG_END_ONLY } |
enum class | TextureCopyType : Int32 { SubresourceIndex = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX , PlacedFootprint = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT } |
enum class | ResolveMode : Int32 { Decompress = D3D12_RESOLVE_MODE_DECOMPRESS , Min = D3D12_RESOLVE_MODE_MIN , Max = D3D12_RESOLVE_MODE_MAX , Average = D3D12_RESOLVE_MODE_AVERAGE , EncodeSamplerFeedback = D3D12_RESOLVE_MODE_ENCODE_SAMPLER_FEEDBACK , DecodeSamplerFeedback = D3D12_RESOLVE_MODE_DECODE_SAMPLER_FEEDBACK } |
enum class | ViewInstancingFlags : Int32 { None = D3D12_VIEW_INSTANCING_FLAG_NONE , EnableViewInstanceMasking = D3D12_VIEW_INSTANCING_FLAG_ENABLE_VIEW_INSTANCE_MASKING } |
enum class | ShaderComponentMapping : Int32 { FromMemoryComponent0 = D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0 , FromMemoryComponent1 = D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1 , FromMemoryComponent2 = D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2 , FromMemoryComponent3 = D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3 , ForceValue0 = D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0 , ForceValue1 = D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1 } |
using Harlinn::Windows::Graphics::D3D12::FeatureDataShaderModel = D3D12_FEATURE_DATA_SHADER_MODEL |
Alias for D3D12_FEATURE_DATA_SHADER_MODEL
using Harlinn::Windows::Graphics::D3D12::ShaderModel = D3D_SHADER_MODEL |
Alias for D3D_SHADER_MODEL
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Specifies blend factors, which modulate values for the pixel shader and render target.
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Zero | The blend factor is (0, 0, 0, 0). No pre-blend operation. |
One | The blend factor is (1, 1, 1, 1). No pre-blend operation. |
SourceColor | The blend factor is (Rₛ, Gₛ, Bₛ, Aₛ), that is color data (RGB) from a pixel shader. No pre-blend operation. |
InvertSourceColor | The blend factor is (1 - Rₛ, 1 - Gₛ, 1 - Bₛ, 1 - Aₛ), that is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. |
SourceAlpha | The blend factor is (Aₛ, Aₛ, Aₛ, Aₛ), that is alpha data (A) from a pixel shader. No pre-blend operation. |
InvertSourceAlpha | The blend factor is ( 1 - Aₛ, 1 - Aₛ, 1 - Aₛ, 1 - Aₛ), that is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A. |
DestinationAlpha | The blend factor is (Ad Ad Ad Ad), that is alpha data from a render target. No pre-blend operation. |
InvertDestinationAlpha | The blend factor is (1 - Ad 1 - Ad 1 - Ad 1 - Ad), that is alpha data from a render target. The pre-blend operation inverts the data, generating 1 - A. |
DestinationColor | The blend factor is (Rd, Gd, Bd, Ad), that is color data from a render target. No pre-blend operation. |
InvertDestinationColor | The blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad), that is color data from a render target. The pre-blend operation inverts the data, generating 1 - RGB. |
SourceAlphaSaturate | The blend factor is (f, f, f, 1); where f = min(Aₛ, 1 - Ad). The pre-blend operation clamps the data to 1 or less. |
BlendFactor | The blend factor is the blend factor set with GraphicsCommandList::OMSetBlendFactor. No pre-blend operation. |
InvertBlendFactor | The blend factor is the blend factor set with GraphicsCommandList::OMSetBlendFactor. The pre-blend operation inverts the blend factor, generating 1 - blend_factor. |
Source1Color | The blend factor is data sources both as color data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending. |
InvertSource1Color | The blend factor is data sources both as color data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This blend factor supports dual-source color blending. |
Source1Alpha | The blend factor is data sources as alpha data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending. |
InvertSource1Alpha | The blend factor is data sources as alpha data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This blend factor supports dual-source color blending. |
AlphaFactor | The blend factor is (A, A, A, A), where the constant, A, is taken from the blend factor set with OMSetBlendFactor. |
InvertAlphaFactor | The blend factor is (1 – A, 1 – A, 1 – A, 1 – A), where the constant, A, is taken from the blend factor set with OMSetBlendFactor. |
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Specifies RGB or alpha blending operations.
The runtime implements RGB blending and alpha blending separately. Therefore, blend state requires separate blend operations for RGB data and alpha data. These blend operations are specified in a RenderTargetBlendDesc structure. The two sources — source 1 and source 2 — are shown in the blending block diagram
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Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The Blend value controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The BlendOperation
value controls how the blending stage mathematically combines these modulated values.
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Identifies which components of each pixel of a render target are writable during blending.
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Specifies the type of a command list.
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Defines priority levels for a command queue.
An application must be sufficiently privileged in order to create a command queue that has global realtime priority. If the application is not sufficiently privileged or if neither the adapter or driver can provide the necessary preemption, then requests to create a global realtime priority queue fail; such a failure could be due to a lack of hardware support or due to conflicts with other command queue parameters. Requests to create a global realtime command queue won't silently downgrade the priority when it can't be supported; the request succeeds or fails as-is to indicate to the application whether or not the command queue is guaranteed to execute before any other queue.
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Normal | Normal priority. |
High | High priority. |
Realtime | Global realtime priority. |
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Specifies comparison options. A comparison option determines how the runtime compares source (new) data against destination (existing) data before storing the new data.
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Defines constants that specify a Direct3D 12 feature or feature set to query about. When you want to query for the level to which an adapter supports a feature, pass one of these values to ID3D12Device::CheckFeatureSupport.
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Alias for D3D12_FORMAT_SUPPORT1
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Alias for D3D12_HEAP_PROPERTIES
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When using triangle strip primitive topology, vertex positions are interpreted as vertices of a continuous triangle “strip”. There is a special index value that represents the desire to have a discontinuity in the strip, the cut index value. This enum lists the supported cut values.
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Disabled | Indicates that there is no cut value. |
MaxUInt16 | Indicates that 0xFFFF should be used as the cut value. |
MaxUInt32 | Indicates that 0xFFFFFFFF should be used as the cut value. |
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Defines constants that specify logical operations to configure for a render target.
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Specifies the type of a sub-object in a pipeline state stream description.
This enum is used in the creation of pipeline state objects using the ID3D12Device1::CreatePipelineState method. The CreatePipelineState method takes a D3D12_PIPELINE_STATE_STREAM_DESC as one of its parameters, this structure in turn describes a bytestream made up of alternating D3D12_PIPELINE_STATE_SUBOBJECT_TYPE enumeration values and their corresponding subobject description structs. This bytestream description can be made a concrete type by defining a structure that has the same alternating pattern of alternating D3D12_PIPELINE_STATE_SUBOBJECT_TYPE enumeration values and their corresponding subobject description structs as members.
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RootSignature | Indicates a root signature subobject type. The corresponding subobject type is ID3D12RootSignature. |
Vs | Indicates a vertex shader subobject type. The corresponding subobject type is ShaderBytecode. |
Ps | Indicates a pixel shader subobject type. The corresponding subobject type is ShaderBytecode. |
Ds | Indicates a domain shader subobject type. The corresponding subobject type is ShaderBytecode. |
Hs | Indicates a hull shader subobject type. The corresponding subobject type is ShaderBytecode. |
Gs | Indicates a geometry shader subobject type. The corresponding subobject type is ShaderBytecode. |
Cs | Indicates a compute shader subobject type. The corresponding subobject type is ShaderBytecode. |
StreamOutput | Indicates a stream-output subobject type. The corresponding subobject type is ShaderBytecode. |
Blend | Indicates a blend subobject type. The corresponding subobject type is BlendDesc. |
SampleMask | Indicates a sample mask subobject type. The corresponding subobject type is UINT. |
Rasterizer | Indicates indicates a rasterizer subobject type. The corresponding subobject type is RasterizerDesc. |
DepthStencil | Indicates a depth stencil subobject type. The corresponding subobject type is DepthStencilDesc. |
InputLayout | Indicates an input layout subobject type. The corresponding subobject type is InputLayoutDesc. |
IbStripCutValue | Indicates an index buffer strip cut value subobject type. The corresponding subobject type is IndexBufferStripCutValue. |
PrimitiveTopology | Indicates a primitive topology subobject type. The corresponding subobject type is PrimitiveTopologyType. |
RenderTargetFormats | Indicates a render target formats subobject type. The corresponding subobject type is RenderTargetFormatArray structure, which wraps an array of render target formats along with a count of the array elements. |
DepthStencilFormat | Indicates a depth stencil format subobject. The corresponding subobject type is DXGI::Format. |
SampleDesc | Indicates a sample description subobject type. The corresponding subobject type is DXGI::SampleDesc. |
NodeMask | Indicates a node mask subobject type. The corresponding subobject type is D3D12_NODE_MASK or UINT. |
CachedPipelineState | Indicates a cached pipeline state object subobject type. The corresponding subobject type is CachedPipelineState. |
Flags | Indicates a flags subobject type. The corresponding subobject type is PipelineStateFlags. |
DepthStencil1 | Indicates an expanded depth stencil subobject type. This expansion of the depth stencil subobject supports optional depth bounds checking. The corresponding subobject type is DepthStencilDesc1. |
ViewInstancing | Indicates a view instancing subobject type. The corresponding subobject type is D3D12_VIEW_INSTANCING_DESC. |
As | Indicates an amplification shader subobject type. The corresponding subobject type is ShaderBytecode. |
Ms | Indicates a mesh shader subobject type. The corresponding subobject type is ShaderBytecode. |
Maxvalid | A sentinel value that marks the exclusive upper-bound of valid values this enumeration represents. |
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Specifies how the pipeline interprets geometry or hull shader input primitives.
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Alias for D3D12_RESOURCE_STATES
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Identifies the stencil operations that can be performed during depth-stencil testing.
Enumerator | |
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Keep | Keep the existing stencil data. |
Zero | Set the stencil data to 0. |
Replace | Set the stencil data to the reference value set by calling GraphicsCommandList::OMSetStencilRef. |
IncrementIfNotSaturated | Increment the stencil value by 1, and clamp the result. |
DecrementIfNotSaturated | Decrement the stencil value by 1, and clamp the result. |
Invert | nvert the stencil data. |
Increment | Increment the stencil value by 1, and wrap the result if necessary. |
Decrement | Decrement the stencil value by 1, and wrap the result if necessary. |
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Creates a device that represents the display adapter.
T | The type of device to create, which must be Device or a class that inherits the Device class. |
adapter | A pointer to the video adapter to use when creating a device. Pass NULL to use the default adapter, which is the first adapter that is enumerated by DXGI::Factory1::EnumAdapters. |
minimumFeatureLevel | The minimum D3D_FEATURE_LEVEL required for successful device creation. |
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Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | ColorWriteEnable | , |
UInt8 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | CommandListSupportFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | CommandQueueFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | FormatSupport1 | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | FormatSupport2 | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | MultisampleQualityLevelFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | ResourceBarrierFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | ResourceFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | ShaderMinPrecisionSupport | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | TileCopyFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | TileMappingFlags | , |
Int32 | ) |
Harlinn::Windows::Graphics::D3D12::HCC_DEFINE_ENUM_FLAG_OPERATORS | ( | ViewInstancingFlags | , |
Int32 | ) |