SharpDX.Direct3D12 The assembly provides managed Direct3D11 API. ff476080 Direct3D11 Direct3D11

Describes the blend state that you use in a call to to create a blend-state object.

Here are the default values for blend state.

StateDefault Value
AlphaToCoverageEnable
IndependentBlendEnable
RenderTarget[0].BlendEnable
RenderTarget[0].SrcBlend
RenderTarget[0].DestBlend
RenderTarget[0].BlendOp
RenderTarget[0].SrcBlendAlpha
RenderTarget[0].DestBlendAlpha
RenderTarget[0].BlendOpAlpha
RenderTarget[0].RenderTargetWriteMask

?

Note?? is identical to D3D10_BLEND_DESC1.?

If the driver type is set to , the feature level is set to less than or equal to , and the pixel format of the render target is set to , , or , the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than , the display device performs the blend in linear space, which is ideal.

ff476087 D3D12_BLEND_DESC D3D12_BLEND_DESC
Returns default values for . See MSDN documentation for default values. Clones this instance. A copy of this instance. Because this structure contains an array, it is not possible to modify it without making an explicit clone method. No documentation. ff476087 BOOL AlphaToCoverageEnable BOOL AlphaToCoverageEnable No documentation. ff476087 BOOL IndependentBlendEnable BOOL IndependentBlendEnable No documentation. ff476087 D3D12_RENDER_TARGET_BLEND_DESC RenderTarget[8] D3D12_RENDER_TARGET_BLEND_DESC RenderTarget No documentation. ID3D12CommandQueue ID3D12CommandQueue

Submits a command list for execution.

The number of command lists to be executed.

The array of command lists to be executed.

The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution.

Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU.

dn788631 void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists) ID3D12CommandQueue::ExecuteCommandLists
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

This method is used to determine the rate at which the GPU timestamp counter increments.

For more information, refer to Timing.

dn903826 GetTimestampFrequency GetTimestampFrequency HRESULT ID3D12CommandQueue::GetTimestampFrequency([Out] unsigned longlong* pFrequency)

Describes a command queue.

This structure is passed into CreateCommandQueue.

This structure is returned by .

dn903796 GetDesc GetDesc D3D12_COMMAND_QUEUE_DESC ID3D12CommandQueue::GetDesc()

Updates mappings of tile locations in reserved resources to memory locations in a resource heap.

A reference to the reserved resource.

The number of reserved resource regions.

An array of structures that describe the starting coordinates of the reserved resource regions. The NumResourceRegions parameter specifies the number of structures in the array.

An array of structures that describe the sizes of the reserved resource regions. The NumResourceRegions parameter specifies the number of structures in the array.

A reference to the resource heap.

The number of tile ranges.

A reference to an array of values that describes each tile range. The NumRanges parameter specifies the number of values in the array.

An array of offsets into the resource heap. These are 0-based tile offsets, counting in tiles (not bytes).

An array of tiles. An array of values that specify the number of tiles in each tile range. The NumRanges parameter specifies the number of values in the array.

A combination of values that are combined by using a bitwise OR operation.

Use UpdateTileMappings to map the virtual pages of a reserved resource to the physical pages of a heap. The mapping does not have to be in order. The operation is similar to with the one key difference that D3D12 allows a reserved resource to have tiles from multiple heaps.

In a single call to UpdateTileMappings, you can map one or more ranges of resource tiles to one or more ranges of heap tiles.

You can organize the parameters of UpdateTileMappings in these ways to perform an update:

  • Reserved resource whose mappings are updated. Mappings start off all null when a resource is initially created.
  • Set of tile regions on the reserved resource whose mappings are updated. You can make one UpdateTileMappings call to update many mappings or multiple calls with a bit more API call overhead as well if that is more convenient.
    • NumResourceRegions specifies how many regions there are.
    • pResourceRegionStartCoordinates and pResourceRegionSizes are each arrays that identify the start location and extend of each region. If NumResourceRegions is 1, for convenience either or both of the arrays that describe the regions can be null. null for pResourceRegionStartCoordinates means the start coordinate is all 0s, and null for pResourceRegionSizes identifies a default region that is the full set of tiles for the entire reserved resource, including all mipmaps, array slices, or both.
    • If pResourceRegionStartCoordinates isn't null and pResourceRegionSizes is null, the region size defaults to 1 tile for all regions. This makes it easy to define mappings for a set of individual tiles each at disparate locations by providing an array of locations in pResourceRegionStartCoordinates without having to send an array of pResourceRegionSizes all set to 1.

    The updates are applied from first region to last; so, if regions overlap in a single call, the updates later in the list overwrite the areas that overlap with previous updates.

  • Heap that provides memory where tile mappings can go. If UpdateTileMappings only defines null mappings, you don't need to specify a heap.
  • Set of tile ranges where mappings are going. Each given tile range can specify one of a few types of ranges: a range of tiles in a heap (default), a count of tiles in the reserved resource to map to a single tile in a heap (sharing the tile), a count of tile mappings in the reserved resource to skip and leave as they are, or a count of tiles in the heap to map to null.

    NumRanges specifies the number of tile ranges, where the total tiles identified across all ranges must match the total number of tiles in the tile regions from the previously described reserved resource. Mappings are defined by iterating through the tiles in the tile regions in sequential order - x then y then z order for box regions - while walking through the set of tile ranges in sequential order. The breakdown of tile regions doesn't have to line up with the breakdown of tile ranges, but the total number of tiles on both sides must be equal so that each reserved resource tile specified has a mapping specified.

    pRangeFlags, pHeapRangeStartOffsets, and pRangeTileCounts are all arrays, of size NumRanges, that describe the tile ranges. If pRangeFlags is null, all ranges are sequential tiles in the heap; otherwise, for each range i,pRangeFlags[i] identifies how the mappings in that range of tiles work:

    • If pRangeFlags[i] is , that range defines sequential tiles in the heap, with the number of tiles being pRangeTileCounts[i] and the starting location pHeapRangeStartOffsets[i]. If NumRanges is 1, pRangeTileCounts can be null and defaults to the total number of tiles specified by all the tile regions.
    • If pRangeFlags[i] is D3D12_TILE_RANGE_REUSE_SINGLE_TILE, pHeapRangeStartOffsets[i] identifies the single tile in the heap to map to, and pRangeTileCounts[i] specifies how many tiles from the tile regions to map to that heap location. If NumRanges is 1, pRangeTileCounts can be null and defaults to the total number of tiles specified by all the tile regions.
    • If pRangeFlags[i] is D3D12_TILE_RANGE_NULL, pRangeTileCounts[i] specifies how many tiles from the tile regions to map to null. If NumRanges is 1, pRangeTileCounts can be null and defaults to the total number of tiles specified by all the tile regions. pHeapRangeStartOffsets[i] is ignored for null mappings.
    • If pRangeFlags[i] is D3D12_TILE_RANGE_SKIP, pRangeTileCounts[i] specifies how many tiles from the tile regions to skip over and leave existing mappings unchanged for. This can be useful if a tile region conveniently bounds an area of tile mappings to update except with some exceptions that need to be left the same as whatever they were mapped to before. pHeapRangeStartOffsets[i] is ignored for SKIP mappings.
  • Flags parameter for overall options. . Refer to the description of this flag in .

If tile mappings have changed on a reserved resource that the app will render, the app must clear, by using the fixed function Clear APIs, the tiles that have changed within the area being rendered (mapped or not). If an app doesn't clear in these situations, the app receives undefined values when it reads from the reserved resource.

If an app needs to preserve existing memory contents of areas in a reserved resource where mappings have changed, the app can first save the contents where tile mappings have changed, by copying them using CopyTileMappings, issuing the required Clear, and then copying the contents back.

Suppose a tile is mapped into multiple reserved resources at the same time and tile contents are manipulated by any means (render, copy, and so on) via one of the reserved resources. Then, if the same tile is to be rendered via any other reserved resource, the tile must be cleared first as previously described.

Here are some examples of common UpdateTileMappings cases:

dn788641 void ID3D12CommandQueue::UpdateTileMappings([In] ID3D12Resource* pResource,[In] unsigned int NumResourceRegions,[In, Buffer, Optional] const D3D12_TILED_RESOURCE_COORDINATE* pResourceRegionStartCoordinates,[In, Buffer, Optional] const D3D12_TILE_REGION_SIZE* pResourceRegionSizes,[In, Optional] ID3D12Heap* pHeap,[In] unsigned int NumRanges,[In, Buffer, Optional] const D3D12_TILE_RANGE_FLAGS* pRangeFlags,[In, Buffer, Optional] const unsigned int* pHeapRangeStartOffsets,[In, Buffer, Optional] const unsigned int* pRangeTileCounts,[In] D3D12_TILE_MAPPING_FLAGS Flags) ID3D12CommandQueue::UpdateTileMappings

Copies mappings from a source reserved resource to a destination reserved resource.

A reference to the destination reserved resource.

A reference to a structure that describes the starting coordinates of the destination reserved resource.

A reference to the source reserved resource.

A reference to a structure that describes the starting coordinates of the source reserved resource.

A reference to a structure that describes the size of the reserved region.

One member of .

Use CopyTileMappings to copy the tile mappings from one reserved resource to another, either to duplicate a resource mapping, or to initialize a new mapping before modifying it using UpdateTileMappings.

CopyTileMappings helps with tasks such as shifting mappings around within and across reserved resources, for example, scrolling tiles. The source and destination regions can overlap; the result of the copy in this situation is as if the source was saved to a temporary location and from there written to the destination.

The destination and the source regions must each entirely fit in their resource or behavior is undefined and the debug layer will emit an error.

For more info on tiled resources, refer to the "DirectX tiled resources" section within DirectX programming.

dn788629 void ID3D12CommandQueue::CopyTileMappings([In] ID3D12Resource* pDstResource,[In] const D3D12_TILED_RESOURCE_COORDINATE* pDstRegionStartCoordinate,[In] ID3D12Resource* pSrcResource,[In] const D3D12_TILED_RESOURCE_COORDINATE* pSrcRegionStartCoordinate,[In] const D3D12_TILE_REGION_SIZE* pRegionSize,[In] D3D12_TILE_MAPPING_FLAGS Flags) ID3D12CommandQueue::CopyTileMappings

Submits an array of command lists for execution.

The number of command lists to be executed.

The array of command lists to be executed.

The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution.

Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU.

dn788631 void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists) ID3D12CommandQueue::ExecuteCommandLists

Submits an array of command lists for execution.

The number of command lists to be executed.

The array of command lists to be executed.

The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution.

Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU.

dn788631 void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists) ID3D12CommandQueue::ExecuteCommandLists

Submits an array of command lists for execution.

The number of command lists to be executed.

The array of command lists to be executed.

The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution.

Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU.

dn788631 void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists) ID3D12CommandQueue::ExecuteCommandLists

For internal use only.

Internal.

Internal.

Internal.

dn986872 void ID3D12CommandQueue::SetMarker([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size) ID3D12CommandQueue::SetMarker

For internal use only.

Internal.

Internal.

Internal.

dn986870 void ID3D12CommandQueue::BeginEvent([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size) ID3D12CommandQueue::BeginEvent

For internal use only.

dn986871 void ID3D12CommandQueue::EndEvent() ID3D12CommandQueue::EndEvent
No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12CommandQueue::Signal([In] ID3D12Fence* pFence,[In] unsigned longlong Value) ID3D12CommandQueue::Signal

Waits until the specified fence reaches or exceeds the specified value.

A reference to the object.

The value that the command queue is waiting for the fence to reach or exceed. So when is greater than or equal to Value, the wait is terminated.

This method returns one of the Direct3D 12 Return Codes.

dn899173 HRESULT ID3D12CommandQueue::Wait([In] ID3D12Fence* pFence,[In] unsigned longlong Value) ID3D12CommandQueue::Wait

This method is used to determine the rate at which the GPU timestamp counter increments.

The GPU timestamp counter frequency (in ticks/second).

This method returns one of the Direct3D 12 Return Codes.

For more information, refer to Timing.

dn903826 HRESULT ID3D12CommandQueue::GetTimestampFrequency([Out] unsigned longlong* pFrequency) ID3D12CommandQueue::GetTimestampFrequency

This method samples the CPU and GPU timestamp counters at the same moment in time.

The value of the GPU timestamp counter.

The value of the CPU timestamp counter.

This method returns one of the Direct3D 12 Return Codes.

For more information, refer to Timing.

dn903825 HRESULT ID3D12CommandQueue::GetClockCalibration([Out] unsigned longlong* pGpuTimestamp,[Out] unsigned longlong* pCpuTimestamp) ID3D12CommandQueue::GetClockCalibration

Describes a command queue.

No documentation.

This structure is passed into CreateCommandQueue.

This structure is returned by .

dn903796 D3D12_COMMAND_QUEUE_DESC ID3D12CommandQueue::GetDesc() ID3D12CommandQueue::GetDesc

Describes a command queue.

This structure is passed into CreateCommandQueue.

This structure is returned by .

dn903796 D3D12_COMMAND_QUEUE_DESC D3D12_COMMAND_QUEUE_DESC

Specifies one member of .

dn903796 D3D12_COMMAND_LIST_TYPE Type D3D12_COMMAND_LIST_TYPE Type

The priority for the command queue, as a enumeration constant to select normal or high priority.

dn903796 int Priority int Priority

Specifies any flags from the enumeration.

dn903796 D3D12_COMMAND_QUEUE_FLAGS Flags D3D12_COMMAND_QUEUE_FLAGS Flags

For single GPU operation, set this to zero. If there are multiple GPU nodes, set a bit to identify the node (the device's physical adapter) to which the command queue applies. Each bit in the mask corresponds to a single node. Only 1 bit must be set. Refer to Multi-Adapter.

dn903796 unsigned int NodeMask unsigned int NodeMask

Describes the arguments (parameters) of a command signature.

Use this structure by CreateCommandSignature.

dn986724 D3D12_COMMAND_SIGNATURE_DESC D3D12_COMMAND_SIGNATURE_DESC

An array of structures, containing details of the arguments, including whether the argument is a vertex buffer, constant, constant buffer view, shader resource view, or unordered access view.

dn986724 const D3D12_INDIRECT_ARGUMENT_DESC* pArgumentDescs D3D12_INDIRECT_ARGUMENT_DESC pArgumentDescs

Specifies the size of each argument of a command signature, in bytes.

dn986724 unsigned int ByteStride unsigned int ByteStride

Specifies the number of arguments in the command signature.

dn986724 unsigned int NumArgumentDescs unsigned int NumArgumentDescs

An array of structures, containing details of the arguments, including whether the argument is a vertex buffer, constant, constant buffer view, shader resource view, or unordered access view.

dn986724 const D3D12_INDIRECT_ARGUMENT_DESC* pArgumentDescs D3D12_INDIRECT_ARGUMENT_DESC pArgumentDescs

For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters) for which the command signature is to apply. Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.

dn986724 unsigned int NodeMask unsigned int NodeMask

Describes a CPU descriptor handle.

This structure is returned by the following methods:

This structure is passed into the following methods:

dn859369 D3D12_CPU_DESCRIPTOR_HANDLE D3D12_CPU_DESCRIPTOR_HANDLE
Adds an offset to a descriptor handle Initial descriptor handle Offset to apply, use with the relevant heap type. Offsetted descriptor handle

The address of the descriptor.

dn859369 SIZE_T ptr SIZE_T ptr

A debug interface controls debug settings and validates pipeline state. It can only be used if the debug layer is turned on.

This interface is obtained by querying it from the using IUnknown::QueryInterface.

dn950153 ID3D12Debug ID3D12Debug
Gets the debug interface. Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Enables the debug layer.

dn986877 void ID3D12Debug::EnableDebugLayer() ID3D12Debug::EnableDebugLayer

Specifies a range so that, for example, if part of a descriptor table has 100 shader-resource views (SRVs) that range can be declared in one entry rather than 100.

This enum is used by the structure.

dn859381 D3D12_DESCRIPTOR_RANGE D3D12_DESCRIPTOR_RANGE
Initializes a new instance of the struct.

Specifies a range of SRVs.

dn859381 D3D12_DESCRIPTOR_RANGE_TYPE RangeType D3D12_DESCRIPTOR_RANGE_TYPE RangeType

Specifies a range of unordered-access views (UAVs).

dn859381 unsigned int NumDescriptors unsigned int NumDescriptors

Specifies a range of constant-buffer views (CBVs).

dn859381 unsigned int BaseShaderRegister unsigned int BaseShaderRegister

Specifies a range of samplers.

dn859381 unsigned int RegisterSpace unsigned int RegisterSpace
No documentation. dn859381 unsigned int OffsetInDescriptorsFromTableStart unsigned int OffsetInDescriptorsFromTableStart

Describes a GPU descriptor handle.

This structure is returned by .

This structure is passed into the following methods:

  • ID3D12GraphicsCommandList:SetComputeRootDescriptorTable
dn859391 D3D12_GPU_DESCRIPTOR_HANDLE D3D12_GPU_DESCRIPTOR_HANDLE
Adds an offset to a descriptor handle Initial descriptor handle Offset to apply, use with the relevant heap type. Offsetted descriptor handle

The address of the descriptor.

dn859391 unsigned longlong ptr unsigned longlong ptr
No documentation. ID3D12GraphicsCommandList ID3D12GraphicsCommandList

Clears the depth-stencil resource.

Describes the CPU descriptor handle that represents the start of the heap for the depth stencil to be cleared.

A combination of values that are combined by using a bitwise OR operation. The resulting value identifies the type of data to clear (depth buffer, stencil buffer, or both).

A value to clear the depth buffer with. This value will be clamped between 0 and 1.

A value to clear the stencil buffer with.

The number of rectangles in the array that the pRects parameter specifies.

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If null, ClearDepthStencilView clears the entire resource view.

dn903840 void ID3D12GraphicsCommandList::ClearDepthStencilView([In] D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,[In] D3D12_CLEAR_FLAGS ClearFlags,[In] float Depth,[In] unsigned char Stencil,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::ClearDepthStencilView

Sets all the elements in a render target to one value.

Specifies a structure that describes the CPU descriptor handle that represents the start of the heap for the render target to be cleared.

A 4-component array that represents the color to fill the render target with.

The number of rectangles in the array that the pRects parameter specifies.

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If null, ClearRenderTargetView clears the entire resource view.

dn903842 void ID3D12GraphicsCommandList::ClearRenderTargetView([In] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::ClearRenderTargetView

Notifies the driver that it needs to synchronize multiple accesses to resources.

The number of submitted barrier descriptions.

Pointer to an array of barrier descriptions.

There are three types of barrier descriptions:

  • - Transition barriers indicate that a set of subresources transition between different usages. The caller must specify the before and after usages of the subresources. The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time.
  • - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap. The application can specify both the before and the after resource. Note that one or both resources can be null (indicating that any tiled resource could cause aliasing).
  • - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. The specified resource cannot be null. It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV. Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order. The resource can be null (indicating that any UAV access could require the barrier).

When is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order.

For descriptions of the usage states a subresource can be in, see the enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section.

A subresource can be in any state when is called.

When a back buffer is presented, it must be in the state. If Present is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted.

The resource usage bits are group into two categories, read-only and read/write.

The following usage bits are read-only:

The following usage bits are read/write:

  • D3D12_RESOURCE_STATE_GENERATE_MIPS

At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.

At any given time, a subresource is in exactly one state (determined by a set of flags). The application must ensure that the states are matched when making a sequence of ResourceBarrier calls. In other words, the before and after states in consecutive calls to ResourceBarrier must agree.

To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.

For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible.

dn903898 void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers) ID3D12GraphicsCommandList::ResourceBarrier

Notifies the driver that it needs to synchronize multiple accesses to resources.

The number of submitted barrier descriptions.

Pointer to an array of barrier descriptions.

There are three types of barrier descriptions:

  • - Transition barriers indicate that a set of subresources transition between different usages. The caller must specify the before and after usages of the subresources. The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time.
  • - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap. The application can specify both the before and the after resource. Note that one or both resources can be null (indicating that any tiled resource could cause aliasing).
  • - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. The specified resource cannot be null. It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV. Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order. The resource can be null (indicating that any UAV access could require the barrier).

When is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order.

For descriptions of the usage states a subresource can be in, see the enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section.

A subresource can be in any state when is called.

When a back buffer is presented, it must be in the state. If Present is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted.

The resource usage bits are group into two categories, read-only and read/write.

The following usage bits are read-only:

The following usage bits are read/write:

  • D3D12_RESOURCE_STATE_GENERATE_MIPS

At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.

At any given time, a subresource is in exactly one state (determined by a set of flags). The application must ensure that the states are matched when making a sequence of ResourceBarrier calls. In other words, the before and after states in consecutive calls to ResourceBarrier must agree.

To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.

For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible.

dn903898 void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers) ID3D12GraphicsCommandList::ResourceBarrier

Notifies the driver that it needs to synchronize multiple accesses to resources.

The number of submitted barrier descriptions.

Pointer to an array of barrier descriptions.

There are three types of barrier descriptions:

  • - Transition barriers indicate that a set of subresources transition between different usages. The caller must specify the before and after usages of the subresources. The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time.
  • - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap. The application can specify both the before and the after resource. Note that one or both resources can be null (indicating that any tiled resource could cause aliasing).
  • - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. The specified resource cannot be null. It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV. Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order. The resource can be null (indicating that any UAV access could require the barrier).

When is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order.

For descriptions of the usage states a subresource can be in, see the enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section.

A subresource can be in any state when is called.

When a back buffer is presented, it must be in the state. If Present is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted.

The resource usage bits are group into two categories, read-only and read/write.

The following usage bits are read-only:

The following usage bits are read/write:

  • D3D12_RESOURCE_STATE_GENERATE_MIPS

At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.

At any given time, a subresource is in exactly one state (determined by a set of flags). The application must ensure that the states are matched when making a sequence of ResourceBarrier calls. In other words, the before and after states in consecutive calls to ResourceBarrier must agree.

To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.

For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible.

dn903898 void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers) ID3D12GraphicsCommandList::ResourceBarrier

Notifies the driver that it needs to synchronize multiple accesses to resources.

The number of submitted barrier descriptions.

Pointer to an array of barrier descriptions.

There are three types of barrier descriptions:

  • - Transition barriers indicate that a set of subresources transition between different usages. The caller must specify the before and after usages of the subresources. The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time.
  • - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap. The application can specify both the before and the after resource. Note that one or both resources can be null (indicating that any tiled resource could cause aliasing).
  • - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. The specified resource cannot be null. It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV. Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order. The resource can be null (indicating that any UAV access could require the barrier).

When is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order.

For descriptions of the usage states a subresource can be in, see the enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section.

A subresource can be in any state when is called.

When a back buffer is presented, it must be in the state. If Present is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted.

The resource usage bits are group into two categories, read-only and read/write.

The following usage bits are read-only:

The following usage bits are read/write:

  • D3D12_RESOURCE_STATE_GENERATE_MIPS

At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.

At any given time, a subresource is in exactly one state (determined by a set of flags). The application must ensure that the states are matched when making a sequence of ResourceBarrier calls. In other words, the before and after states in consecutive calls to ResourceBarrier must agree.

To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.

For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible.

dn903898 void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers) ID3D12GraphicsCommandList::ResourceBarrier

Notifies the driver that it needs to synchronize multiple accesses to resources.

The number of submitted barrier descriptions.

Pointer to an array of barrier descriptions.

There are three types of barrier descriptions:

  • - Transition barriers indicate that a set of subresources transition between different usages. The caller must specify the before and after usages of the subresources. The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time.
  • - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap. The application can specify both the before and the after resource. Note that one or both resources can be null (indicating that any tiled resource could cause aliasing).
  • - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. The specified resource cannot be null. It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV. Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order. The resource can be null (indicating that any UAV access could require the barrier).

When is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order.

For descriptions of the usage states a subresource can be in, see the enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section.

A subresource can be in any state when is called.

When a back buffer is presented, it must be in the state. If Present is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted.

The resource usage bits are group into two categories, read-only and read/write.

The following usage bits are read-only:

The following usage bits are read/write:

  • D3D12_RESOURCE_STATE_GENERATE_MIPS

At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.

At any given time, a subresource is in exactly one state (determined by a set of flags). The application must ensure that the states are matched when making a sequence of ResourceBarrier calls. In other words, the before and after states in consecutive calls to ResourceBarrier must agree.

To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.

For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible.

dn903898 void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers) ID3D12GraphicsCommandList::ResourceBarrier

Sets CPU descriptor handles for the render targets and depth stencil.

The number of entries in the pRenderTargetDescriptors array.

Specifies an array of structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors.

True means the handle passed in is the reference to a contiguous range of NumRenderTargetDescriptors descriptors. This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one). For example, if NumRenderTargetDescriptors is 3 then the memory layout is taken as follows:

In this case the driver dereferences the handle and then increments the memory being pointed to.

False means that the handle is the first of an array of NumRenderTargetDescriptors handles. The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that NumRenderTargetDescriptors is 3, the memory layout is taken as follows:

In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.

A reference to a structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor.

dn986884 void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor) ID3D12GraphicsCommandList::OMSetRenderTargets

Sets CPU descriptor handles for the render targets and depth stencil.

The number of entries in the pRenderTargetDescriptors array.

Specifies an array of structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors.

True means the handle passed in is the reference to a contiguous range of NumRenderTargetDescriptors descriptors. This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one). For example, if NumRenderTargetDescriptors is 3 then the memory layout is taken as follows:

In this case the driver dereferences the handle and then increments the memory being pointed to.

False means that the handle is the first of an array of NumRenderTargetDescriptors handles. The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that NumRenderTargetDescriptors is 3, the memory layout is taken as follows:

In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.

A reference to a structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor.

dn986884 void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor) ID3D12GraphicsCommandList::OMSetRenderTargets

Sets CPU descriptor handles for the render targets and depth stencil.

The number of entries in the pRenderTargetDescriptors array.

Specifies an array of structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors.

True means the handle passed in is the reference to a contiguous range of NumRenderTargetDescriptors descriptors. This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one). For example, if NumRenderTargetDescriptors is 3 then the memory layout is taken as follows:

In this case the driver dereferences the handle and then increments the memory being pointed to.

False means that the handle is the first of an array of NumRenderTargetDescriptors handles. The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that NumRenderTargetDescriptors is 3, the memory layout is taken as follows:

In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.

A reference to a structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor.

dn986884 void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor) ID3D12GraphicsCommandList::OMSetRenderTargets

Sets a CPU descriptor handle for the vertex buffers.

Index into the device's zero-based array to begin setting vertex buffers.

Specifies the vertex buffer views in an array of structures.

The number of views in the pViews array.

dn986883 void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews) ID3D12GraphicsCommandList::IASetVertexBuffers

Sets a CPU descriptor handle for the vertex buffers.

Index into the device's zero-based array to begin setting vertex buffers.

Specifies the vertex buffer view of structures.

dn986883 void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews) ID3D12GraphicsCommandList::IASetVertexBuffers

Bind an array of viewports to the rasterizer stage of the pipeline.

Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE).

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

Note Even though you specify float values to the members of the structure for the pViewports array in a call to RSSetViewports for feature levels 9_x, RSSetViewports uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to RSSetViewports for feature levels 9_x fails. This failure occurs because RSSetViewports for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.
dn903900 void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports) ID3D12GraphicsCommandList::RSSetViewports

Bind an array of viewports to the rasterizer stage of the pipeline.

Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE).

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

Note Even though you specify float values to the members of the structure for the pViewports array in a call to RSSetViewports for feature levels 9_x, RSSetViewports uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to RSSetViewports for feature levels 9_x fails. This failure occurs because RSSetViewports for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.
dn903900 void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports) ID3D12GraphicsCommandList::RSSetViewports
Binds an array of scissor rectangles to the rasterizer stage. No documentation. dn903899 void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::RSSetScissorRects Binds an array of scissor rectangles to the rasterizer stage. No documentation. dn903899 void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::RSSetScissorRects

For internal use only.

Internal.

dn986879 void ID3D12GraphicsCommandList::BeginEvent([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size) ID3D12GraphicsCommandList::BeginEvent

For internal use only.

Internal.

dn986885 void ID3D12GraphicsCommandList::SetMarker([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size) ID3D12GraphicsCommandList::SetMarker
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Bind information about the primitive type, and data order that describes input data for the input assembler stage.

dn903885 IASetPrimitiveTopology IASetPrimitiveTopology void ID3D12GraphicsCommandList::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY PrimitiveTopology)

Sets the blend factor that modulate values for a pixel shader, render target, or both.

If you created the blend-state object with or , the blending stage uses the non-null array of blend factors.

If you didn't create the blend-state object with or , the blending stage does not use the non-null array of blend factors; the runtime stores the blend factors.

If you pass null, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }.

and are enumeration constants.

dn903886 OMSetBlendFactor OMSetBlendFactor void ID3D12GraphicsCommandList::OMSetBlendFactor([In, Optional] const SHARPDX_VECTOR4* BlendFactor)

Sets the reference value for depth stencil tests.

dn903887 OMSetStencilRef OMSetStencilRef void ID3D12GraphicsCommandList::OMSetStencilRef([In] unsigned int StencilRef)

Sets all shaders and programs most of the fixed-function state of the graphics processing unit (GPU) pipeline.

dn903918 SetPipelineState SetPipelineState void ID3D12GraphicsCommandList::SetPipelineState([In] ID3D12PipelineState* pPipelineState)

Indicates that recording to the command list has finished.

Returns if successful; otherwise, returns one of the following values:

  • E_FAIL if the command list has already been closed, or an invalid API was called during command list recording.
  • E_OUTOFMEMORY if the operating system ran out of memory during recording.
  • E_INVALIDARG if an invalid argument was passed to the command list API during recording.

See Direct3D 12 Return Codes for other possible return values.

The runtime will validate that the command list has not previously been closed. If an error was encountered during recording, the error code is returned here. The runtime won't call the close device driver interface (DDI) in this case.

dn903855 HRESULT ID3D12GraphicsCommandList::Close() ID3D12GraphicsCommandList::Close

Resets a command list back to its initial state as if a new command list was just created.

A reference to the object that the device creates command lists from.

A reference to the object that contains the initial pipeline state for the command list. This is optional and can be null. If null, the runtime sets a dummy initial pipeline state so that drivers don't have to deal with undefined state. The overhead for this is low, particularly for a command list, for which the overall cost of recording the command list likely dwarfs the cost of one initial state setting. So there is little cost in not setting the initial pipeline state parameter if it isn't convenient.

For bundles on the other hand, it might make more sense to try to set the initial state parameter since bundles are likely smaller overall and can be reused frequently.

Returns if successful; otherwise, returns one of the following values:

  • E_FAIL if the command list was not in the "closed" state when the Reset call was made, or the per-device limit would have been exceeded.
  • E_OUTOFMEMORY if the operating system ran out of memory.
  • E_INVALIDARG if the allocator is currently being used with another command list in the "recording" state or if the specified allocator was created with the wrong type.

See Direct3D 12 Return Codes for other possible return values.

By using Reset, you can re-use command list tracking structures without any allocations. Unlike , you can call Reset while the command list is still being executed. A typical pattern is to submit a command list and then immediately reset it to reuse the allocated memory for another command list.

You can use Reset for both direct command lists and bundles.

The command allocator that Reset takes as input can be associated with no more than one recording command list at a time. The allocator type, direct command list or bundle, must match the type of command list that is being created.

If a bundle doesn't specify a resource heap, it can't make changes to which descriptor tables are bound. Either way, bundles can't change the resource heap within the bundle. If a heap is specified for a bundle, the heap must match the calling 'parent' command list?s heap.

dn903895 HRESULT ID3D12GraphicsCommandList::Reset([In] ID3D12CommandAllocator* pAllocator,[In, Optional] ID3D12PipelineState* pInitialState) ID3D12GraphicsCommandList::Reset

Resets the state of a direct command list back to the state it was in when the command list was created.

A reference to the object that contains the initial pipeline state for the command list.

It is invalid to call ClearState on a bundle. If an app calls ClearState on a bundle, the call to Close will return E_FAIL.

When ClearState is called, all currently bound resources are unbound. The primitive topology is set to . Viewports, scissor rectangles, stencil reference value, and the blend factor are set to empty values (all zeros). Predication is disabled.

The app-provided pipeline state object becomes bound as the currently set pipeline state object.

dn903847 void ID3D12GraphicsCommandList::ClearState([In, Optional] ID3D12PipelineState* pPipelineState) ID3D12GraphicsCommandList::ClearState

Draws non-indexed, instanced primitives.

Number of vertices to draw.

Number of instances to draw.

Index of the first vertex.

A value added to each index before reading per-instance data from a vertex buffer.

A draw API submits work to the rendering pipeline.

Instancing might extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors.

The vertex data for an instanced draw call typically comes from a vertex buffer that is bound to the pipeline. But, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV_InstanceID).

dn903877 void ID3D12GraphicsCommandList::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation) ID3D12GraphicsCommandList::DrawInstanced

Draws indexed, instanced primitives.

Number of indices read from the index buffer for each instance.

Number of instances to draw.

The location of the first index read by the GPU from the index buffer.

A value added to each index before reading a vertex from the vertex buffer.

A value added to each index before reading per-instance data from a vertex buffer.

A draw API submits work to the rendering pipeline.

Instancing might extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors. Instancing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data.

dn903874 void ID3D12GraphicsCommandList::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation) ID3D12GraphicsCommandList::DrawIndexedInstanced

Executes a command list from a thread group.

The number of groups dispatched in the x direction. ThreadGroupCountX must be less than or equal to (65535).

The number of groups dispatched in the y direction. ThreadGroupCountY must be less than or equal to (65535).

The number of groups dispatched in the z direction. ThreadGroupCountZ must be less than or equal to (65535). In feature level 10 the value for ThreadGroupCountZ must be 1.

You call the Dispatch method to execute commands in a compute shader. A compute shader can be run on many threads in parallel, within a thread group. Index a particular thread, within a thread group using a 3D vector given by (x,y,z).

dn903871 void ID3D12GraphicsCommandList::Dispatch([In] unsigned int ThreadGroupCountX,[In] unsigned int ThreadGroupCountY,[In] unsigned int ThreadGroupCountZ) ID3D12GraphicsCommandList::Dispatch

Copies a region of a buffer from one resource to another.

Specifies the destination .

Specifies a UINT64 offset (in bytes) into the destination resource.

Specifies the source .

Specifies a UINT64 offset (in bytes) into the source resource, to start the copy from.

Specifies the number of bytes to copy.

Consider using the CopyResource method when copying an entire resource, and use this method for copying regions of a resource.

dn903856 void ID3D12GraphicsCommandList::CopyBufferRegion([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned longlong NumBytes) ID3D12GraphicsCommandList::CopyBufferRegion

This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located within either a buffer resource or a texture resource.

Specifies the destination . The subresource referred to must be in the state.

The x-coordinate of the upper left corner of the destination region.

The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero.

The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero.

Specifies the source . The subresource referred to must be in the state.

Specifies an optional that sets the size of the source texture to copy.

The source box must be within the size of the source resource. The destination offsets, (x, y, and z), allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If you try and copy outside the destination resource or specify a source box that is larger than the source resource, the behavior of CopyTextureRegion is undefined. If you created a device that supports the debug layer, the debug output reports an error on this invalid CopyTextureRegion call. Invalid parameters to CopyTextureRegion cause undefined behavior and might result in incorrect rendering, clipping, no copy, or even the removal of the rendering device.

If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels.

CopyTextureRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources:

  • Must be different subresources (although they can be from the same resource).
  • Must have compatible DXGI formats (identical or from the same type group). For example, a texture can be copied to an texture since both of these formats are in the group. CopyTextureRegion can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.

CopyTextureRegion only supports copy; it does not support any stretch, color key, or blend. CopyTextureRegion can reinterpret the resource data between a few format types. For more info, see Format Conversion using Direct3D 10.1.

If your app needs to copy an entire resource, we recommend to use CopyResource instead.

Note?? If you use CopyTextureRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. In this situation, you must pass 0 to the DstX, DstY, and DstZ parameters and null to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters, should have identical sample count values.?
dn903862 void ID3D12GraphicsCommandList::CopyTextureRegion([In] const D3D12_TEXTURE_COPY_LOCATION* pDst,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] const D3D12_TEXTURE_COPY_LOCATION* pSrc,[In, Optional] const D3D12_BOX* pSrcBox) ID3D12GraphicsCommandList::CopyTextureRegion

Copies the entire contents of the source resource to the destination resource.

A reference to the interface that represents the destination resource.

A reference to the interface that represents the source resource.

CopyResource operations are performed on the GPU and do not incur a significant CPU workload linearly dependent on the size of the data to copy.

dn903859 void ID3D12GraphicsCommandList::CopyResource([In] ID3D12Resource* pDstResource,[In] ID3D12Resource* pSrcResource) ID3D12GraphicsCommandList::CopyResource

Copies tiles from buffer to tiled resource or vice versa.

A reference to a tiled resource.

A reference to a structure that describes the starting coordinates of the tiled resource.

A reference to a structure that describes the size of the tiled region.

A reference to an that represents a default, dynamic, or staging buffer.

The offset in bytes into the buffer at pBuffer to start the operation.

A combination of -typed values that are combined by using a bitwise OR operation and that identifies how to copy tiles.

CopyTiles drops write operations to unmapped areas and handles read operations from unmapped areas (except on Tier_1 tiled resources, where reading and writing unmapped areas is invalid).

If a copy operation involves writing to the same memory location multiple times because multiple locations in the destination resource are mapped to the same tile memory, the resulting write operations to multi-mapped tiles are non-deterministic and non-repeatable; that is, accesses to the tile memory happen in whatever order the hardware happens to execute the copy operation.

The tiles involved in the copy operation can't include tiles that contain packed mipmaps or results of the copy operation are undefined. To transfer data to and from mipmaps that the hardware packs into one tile, you must use the standard (that is, non-tile specific) copy and update APIs (like and ) or for the whole mipmap chain.

The memory layout of the tiles in the non-tiled buffer resource side of the copy operation is linear in memory within 64 KB tiles, which the hardware and driver swizzle and deswizzle per tile as appropriate when they transfer to and from a tiled resource. For multisample antialiasing (MSAA) surfaces, the hardware and driver traverse each pixel's samples in sample-index order before they move to the next pixel. For tiles that are partially filled on the right side (for a surface that has a width not a multiple of tile width in pixels), the pitch and stride to move down a row is the full size in bytes of the number pixels that would fit across the tile if the tile was full. So, there can be a gap between each row of pixels in memory. Mipmaps that are smaller than a tile are not packed together in the linear layout, which might seem to be a waste of memory space, but as mentioned you can't use CopyTiles or to copy to mipmaps that the hardware packs together. You can just use generic copy and update APIs (like and ) to copy small mipmaps individually. Although in the case of a generic copy API (like ), the linear memory must be the same dimension as the tiled resource; can't copy from a buffer resource to a Texture2D for instance.

For more info about tiled resources, see Tiled resources.

dn903865 void ID3D12GraphicsCommandList::CopyTiles([In] ID3D12Resource* pTiledResource,[In] const D3D12_TILED_RESOURCE_COORDINATE* pTileRegionStartCoordinate,[In] const D3D12_TILE_REGION_SIZE* pTileRegionSize,[In] ID3D12Resource* pBuffer,[In] unsigned longlong BufferStartOffsetInBytes,[In] D3D12_TILE_COPY_FLAGS Flags) ID3D12GraphicsCommandList::CopyTiles

Copy a multi-sampled resource into a non-multi-sampled resource.

Destination resource. Must be a created with the flag and be single-sampled. See .

A zero-based index, that identifies the destination subresource. Use D3D11CalcSubresource to calculate the index.

Source resource. Must be multisampled.

The source subresource of the source resource.

A that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks.

dn903897 void ID3D12GraphicsCommandList::ResolveSubresource([In] ID3D12Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D12Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format) ID3D12GraphicsCommandList::ResolveSubresource

Bind information about the primitive type, and data order that describes input data for the input assembler stage.

The type of primitive and ordering of the primitive data (see ).

dn903885 void ID3D12GraphicsCommandList::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY PrimitiveTopology) ID3D12GraphicsCommandList::IASetPrimitiveTopology

Bind an array of viewports to the rasterizer stage of the pipeline.

Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE).

An array of structures to bind to the device.

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

Note?? Even though you specify float values to the members of the structure for the pViewports array in a call to RSSetViewports for feature levels 9_x, RSSetViewports uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to RSSetViewports for feature levels 9_x fails. This failure occurs because RSSetViewports for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.?
dn903900 void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports) ID3D12GraphicsCommandList::RSSetViewports

Bind an array of viewports to the rasterizer stage of the pipeline.

Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE).

An array of structures to bind to the device.

All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.

Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.

Note?? Even though you specify float values to the members of the structure for the pViewports array in a call to RSSetViewports for feature levels 9_x, RSSetViewports uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to RSSetViewports for feature levels 9_x fails. This failure occurs because RSSetViewports for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.?
dn903900 void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports) ID3D12GraphicsCommandList::RSSetViewports
No documentation. No documentation. No documentation. void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::RSSetScissorRects No documentation. No documentation. No documentation. void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::RSSetScissorRects

Sets the blend factor that modulate values for a pixel shader, render target, or both.

Array of blend factors, one for each RGBA component.

If you created the blend-state object with or , the blending stage uses the non-null array of blend factors.

If you didn't create the blend-state object with or , the blending stage does not use the non-null array of blend factors; the runtime stores the blend factors.

If you pass null, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }.

and are enumeration constants.

dn903886 void ID3D12GraphicsCommandList::OMSetBlendFactor([In, Optional] const SHARPDX_VECTOR4* BlendFactor) ID3D12GraphicsCommandList::OMSetBlendFactor

Sets the reference value for depth stencil tests.

Reference value to perform against when doing a depth-stencil test.

dn903887 void ID3D12GraphicsCommandList::OMSetStencilRef([In] unsigned int StencilRef) ID3D12GraphicsCommandList::OMSetStencilRef

Sets all shaders and programs most of the fixed-function state of the graphics processing unit (GPU) pipeline.

Pointer to the containing the pipeline state data.

dn903918 void ID3D12GraphicsCommandList::SetPipelineState([In] ID3D12PipelineState* pPipelineState) ID3D12GraphicsCommandList::SetPipelineState

Notifies the driver that it needs to synchronize multiple accesses to resources.

The number of submitted barrier descriptions.

Pointer to an array of barrier descriptions.

There are three types of barrier descriptions:

  • - Transition barriers indicate that a set of subresources transition between different usages. The caller must specify the before and after usages of the subresources. The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time.
  • - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap. The application can specify both the before and the after resource. Note that one or both resources can be null (indicating that any tiled resource could cause aliasing).
  • - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. The specified resource cannot be null. It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV. Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order. The resource can be null (indicating that any UAV access could require the barrier).

When is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order.

For descriptions of the usage states a subresource can be in, see the enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section.

A subresource can be in any state when is called.

When a back buffer is presented, it must be in the state. If Present is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted.

The resource usage bits are group into two categories, read-only and read/write.

The following usage bits are read-only:

The following usage bits are read/write:

  • D3D12_RESOURCE_STATE_GENERATE_MIPS

At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.

At any given time, a subresource is in exactly one state (determined by a set of flags). The application must ensure that the states are matched when making a sequence of ResourceBarrier calls. In other words, the before and after states in consecutive calls to ResourceBarrier must agree.

To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.

For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible.

dn903898 void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers) ID3D12GraphicsCommandList::ResourceBarrier

Executes a bundle.

Specifies the that determines the bundle to be executed.

Bundles inherit all state from the parent command list on which ExecuteBundle is called, except the pipeline state object and primitive topology. All of the state that is set in a bundle will affect the state of the parent command list. Note that ExecuteBundle is not a predicated operation.

dn903882 void ID3D12GraphicsCommandList::ExecuteBundle([In] ID3D12GraphicsCommandList* pCommandList) ID3D12GraphicsCommandList::ExecuteBundle

Changes the currently bound descriptor heaps that are associated with a command list.

Number of descriptor heaps to bind.

A reference to an array of objects for the heaps to set on the command list.

SetDescriptorHeaps can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.

Dn903908 void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps) ID3D12GraphicsCommandList::SetDescriptorHeaps

Changes the currently bound descriptor heaps that are associated with a command list.

Number of descriptor heaps to bind.

A reference to an array of objects for the heaps to set on the command list.

SetDescriptorHeaps can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.

Dn903908 void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps) ID3D12GraphicsCommandList::SetDescriptorHeaps

Changes the currently bound descriptor heaps that are associated with a command list.

Number of descriptor heaps to bind.

A reference to an array of objects for the heaps to set on the command list.

SetDescriptorHeaps can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.

Dn903908 void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps) ID3D12GraphicsCommandList::SetDescriptorHeaps

Sets the layout of the compute root signature.

A reference to the object.

dn903906 void ID3D12GraphicsCommandList::SetComputeRootSignature([In] ID3D12RootSignature* pRootSignature) ID3D12GraphicsCommandList::SetComputeRootSignature

Sets the layout of the graphics root signature.

A reference to the object.

dn903914 void ID3D12GraphicsCommandList::SetGraphicsRootSignature([In] ID3D12RootSignature* pRootSignature) ID3D12GraphicsCommandList::SetGraphicsRootSignature

Sets the compute descriptor table.

The slot number for binding.

A GPU_descriptor_handle object for the base descriptor to set.

dn903904 void ID3D12GraphicsCommandList::SetComputeRootDescriptorTable([In] unsigned int RootParameterIndex,[In] D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor) ID3D12GraphicsCommandList::SetComputeRootDescriptorTable

Sets the graphics descriptor table.

The slot number for binding.

A GPU_descriptor_handle object for the base descriptor to set.

dn903912 void ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable([In] unsigned int RootParameterIndex,[In] D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor) ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable

Sets a constant in the compute root signature.

The slot number for binding.

The source data for the constant to set.

The offset, in 32-bit values, to set the constant in the root signature.

dn903901 void ID3D12GraphicsCommandList::SetComputeRoot32BitConstant([In] unsigned int RootParameterIndex,[In] unsigned int SrcData,[In] unsigned int DestOffsetIn32BitValues) ID3D12GraphicsCommandList::SetComputeRoot32BitConstant

Sets a constant in the graphics root signature.

The slot number for binding.

The source data for the constant to set.

The offset, in 32-bit values, to set the constant in the root signature.

dn903909 void ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstant([In] unsigned int RootParameterIndex,[In] unsigned int SrcData,[In] unsigned int DestOffsetIn32BitValues) ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstant

Sets a group of constants in the compute root signature.

The slot number for binding.

The number of constants to set in the root signature.

The source data for the group of constants to set.

The offset, in 32-bit values, to set the first constant of the group in the root signature.

dn903902 void ID3D12GraphicsCommandList::SetComputeRoot32BitConstants([In] unsigned int RootParameterIndex,[In] unsigned int Num32BitValuesToSet,[In, Buffer] const void* pSrcData,[In] unsigned int DestOffsetIn32BitValues) ID3D12GraphicsCommandList::SetComputeRoot32BitConstants

Sets a group of constants in the graphics root signature.

The slot number for binding.

The number of constants to set in the root signature.

The source data for the group of constants to set.

The offset, in 32-bit values, to set the first constant of the group in the root signature.

dn903910 void ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstants([In] unsigned int RootParameterIndex,[In] unsigned int Num32BitValuesToSet,[In, Buffer] const void* pSrcData,[In] unsigned int DestOffsetIn32BitValues) ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstants

Sets a CPU descriptor handle for the constant buffer in the compute root signature.

The slot number for binding.

Specifies the D3D12_GPU_VIRTUAL_ADDRESS of the constant buffer.

dn903903 void ID3D12GraphicsCommandList::SetComputeRootConstantBufferView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation) ID3D12GraphicsCommandList::SetComputeRootConstantBufferView

Sets a CPU descriptor handle for the constant buffer in the graphics root signature.

The slot number for binding.

The GPU virtual address of the constant buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.

dn903911 void ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation) ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView

Sets a CPU descriptor handle for the shader resource in the compute root signature.

The slot number for binding.

The GPU virtual address of the buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.

dn903905 void ID3D12GraphicsCommandList::SetComputeRootShaderResourceView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation) ID3D12GraphicsCommandList::SetComputeRootShaderResourceView

Sets a CPU descriptor handle for the shader resource in the graphics root signature.

The slot number for binding.

The GPU virtual address of the constant buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.

dn903913 void ID3D12GraphicsCommandList::SetGraphicsRootShaderResourceView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation) ID3D12GraphicsCommandList::SetGraphicsRootShaderResourceView

Sets a CPU descriptor handle for the unordered-access-view resource in the compute root signature.

The slot number for binding.

The GPU virtual address of the buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.

dn903907 void ID3D12GraphicsCommandList::SetComputeRootUnorderedAccessView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation) ID3D12GraphicsCommandList::SetComputeRootUnorderedAccessView

Sets a CPU descriptor handle for the unordered-access-view resource in the graphics root signature.

The slot number for binding.

The GPU virtual address of the buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.

dn903915 void ID3D12GraphicsCommandList::SetGraphicsRootUnorderedAccessView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation) ID3D12GraphicsCommandList::SetGraphicsRootUnorderedAccessView

Sets the view for the index buffer.

The view specifies the index buffer's address, size, and , as a reference to a structure.

Only one index buffer can be bound to the graphics pipeline at any one time.

dn986882 void ID3D12GraphicsCommandList::IASetIndexBuffer([In, Optional] const D3D12_INDEX_BUFFER_VIEW* pView) ID3D12GraphicsCommandList::IASetIndexBuffer

Sets a CPU descriptor handle for the vertex buffers.

Index into the device's zero-based array to begin setting vertex buffers.

The number of views in the pViews array.

Specifies the vertex buffer views in an array of structures.

dn986883 void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews) ID3D12GraphicsCommandList::IASetVertexBuffers

Sets the stream output buffer views.

Index into the device's zero-based array to begin setting stream output buffers.

The number of entries in the pViews array.

Specifies an array of structures.

dn986886 void ID3D12GraphicsCommandList::SOSetTargets([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const D3D12_STREAM_OUTPUT_BUFFER_VIEW* pViews) ID3D12GraphicsCommandList::SOSetTargets

Sets CPU descriptor handles for the render targets and depth stencil.

The number of entries in the pRenderTargetDescriptors array.

Specifies an array of structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors.

True means the handle passed in is the reference to a contiguous range of NumRenderTargetDescriptors descriptors. This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one). For example, if NumRenderTargetDescriptors is 3 then the memory layout is taken as follows:

In this case the driver dereferences the handle and then increments the memory being pointed to.

False means that the handle is the first of an array of NumRenderTargetDescriptors handles. The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that NumRenderTargetDescriptors is 3, the memory layout is taken as follows:

In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.

A reference to a structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor.

dn986884 void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor) ID3D12GraphicsCommandList::OMSetRenderTargets

Clears the depth-stencil resource.

Describes the CPU descriptor handle that represents the start of the heap for the depth stencil to be cleared.

A combination of values that are combined by using a bitwise OR operation. The resulting value identifies the type of data to clear (depth buffer, stencil buffer, or both).

A value to clear the depth buffer with. This value will be clamped between 0 and 1.

A value to clear the stencil buffer with.

The number of rectangles in the array that the pRects parameter specifies.

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If null, ClearDepthStencilView clears the entire resource view.

dn903840 void ID3D12GraphicsCommandList::ClearDepthStencilView([In] D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,[In] D3D12_CLEAR_FLAGS ClearFlags,[In] float Depth,[In] unsigned char Stencil,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::ClearDepthStencilView

Sets all the elements in a render target to one value.

Specifies a structure that describes the CPU descriptor handle that represents the start of the heap for the render target to be cleared.

A 4-component array that represents the color to fill the render target with.

The number of rectangles in the array that the pRects parameter specifies.

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If null, ClearRenderTargetView clears the entire resource view.

dn903842 void ID3D12GraphicsCommandList::ClearRenderTargetView([In] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::ClearRenderTargetView

Sets all the elements in a unordered-access view to the specified integer values.

A structure that describes the GPU descriptor handle that represents the start of the heap for the unordered-access view to clear.

A structure that describes the CPU descriptor handle that represents the start of the heap for the render target to clear.

A reference to the interface that represents the unordered-access-view resource to clear.

A 4-component array that containing the values to fill the unordered-access-view resource with.

The number of rectangles in the array that the pRects parameter specifies.

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If null, ClearUnorderedAccessViewUint clears the entire resource view.

dn903853 void ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint([In] D3D12_GPU_DESCRIPTOR_HANDLE ViewGPUHandleInCurrentHeap,[In] D3D12_CPU_DESCRIPTOR_HANDLE ViewCPUHandle,[In] ID3D12Resource* pResource,[In] const SHARPDX_INT4* Values,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint

Sets all the elements in a unordered access view to the specified float values.

Describes the GPU descriptor handle that represents the start of the heap for the unordered-access view to clear.

Describes the CPU descriptor handle that represents the start of the heap for the render target to clear.

A reference to the interface that represents the unordered-access-view resource to clear.

A 4-component array that containing the values to fill the unordered-access-view resource with.

The number of rectangles in the array that the pRects parameter specifies.

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If null, ClearUnorderedAccessViewFloat clears the entire resource view.

dn903849 void ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat([In] D3D12_GPU_DESCRIPTOR_HANDLE ViewGPUHandleInCurrentHeap,[In] D3D12_CPU_DESCRIPTOR_HANDLE ViewCPUHandle,[In] ID3D12Resource* pResource,[In] const SHARPDX_VECTOR4* Values,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects) ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat

Discards a resource.

A reference to the interface for the resource to discard. The resource must have been created with usage or , otherwise the runtime drops the call to DiscardResource; if the debug layer is enabled, the runtime returns an error message.

A reference to a structure that describes details for the discard-resource operation.

dn903869 void ID3D12GraphicsCommandList::DiscardResource([In] ID3D12Resource* pResource,[In, Optional] const D3D12_DISCARD_REGION* pRegion) ID3D12GraphicsCommandList::DiscardResource

Starts a query running.

Specifies the containing the query.

Specifies one member of .

Specifies the index of the query within the query heap.

In Direct3D 12, the usage of queries is more restricted than Direct3D 11. The following scenarios are no longer supported:

  • A call to BeginQuery followed by another call to BeginQuery without an intervening call to EndQuery.
  • A call to EndQuery followed by EndQuery without an intervening call to BeginQuery.

Given these restrictions, there are 3 states that a query can be in:

  • Inactive (this is the initial state of all queries)
  • Querying
  • Predicating

BeginQuery transitions a query from the inactive state to the querying state. EndQuery transitions a query from the querying state to the inactive state. SetPredication transitions the previous set query from the predicating state to the inactive state and transitions the newly set query from the inactive state to the predicating state.

dn903838 void ID3D12GraphicsCommandList::BeginQuery([In] ID3D12QueryHeap* pQueryHeap,[In] D3D12_QUERY_TYPE Type,[In] unsigned int Index) ID3D12GraphicsCommandList::BeginQuery

Ends a running query.

Specifies the containing the query.

Specifies one member of .

Specifies the index of the query in the query heap.

Refer to the remarks for BeginQuery, and to Queries.

dn903881 void ID3D12GraphicsCommandList::EndQuery([In] ID3D12QueryHeap* pQueryHeap,[In] D3D12_QUERY_TYPE Type,[In] unsigned int Index) ID3D12GraphicsCommandList::EndQuery

Extracts data from a query. ResolveQueryData works with all heap types (default, upload, and readback).?

Specifies the containing the queries to resolve.

Specifies the type of query, one member of .

Specifies an index of the first query to resolve.

Specifies the number of queries to resolve.

Specifies an destination buffer, which must be in the state .

Specifies an alignment offset into the destination buffer. Must be a multiple of 8 bytes.

ResolveQueryData performs a batched operation which writes query data into a destination buffer. Query data is written contiguously to the destination buffer, and the parameter.

Binary occlusion queries write 64-bits per query. The least significant bit is either 0 or 1. The rest of the bits are 0.

The core runtime will validate the following:

  • StartIndex and NumQueries are within range.
  • AlignedDestinationBufferOffset is a multiple of 8 bytes.
  • DestinationBuffer is a buffer.
  • The written data will not overflow the output buffer.
  • The query type must be supported by the command list type.
  • The query type must be supported by the query heap.

The debug layer will issue a warning if the destination buffer is not in the state.

dn903896 void ID3D12GraphicsCommandList::ResolveQueryData([In] ID3D12QueryHeap* pQueryHeap,[In] D3D12_QUERY_TYPE Type,[In] unsigned int StartIndex,[In] unsigned int NumQueries,[In] ID3D12Resource* pDestinationBuffer,[In] unsigned longlong AlignedDestinationBufferOffset) ID3D12GraphicsCommandList::ResolveQueryData
No documentation. No documentation. No documentation. No documentation. void ID3D12GraphicsCommandList::SetPredication([In, Optional] ID3D12Resource* pBuffer,[In] unsigned longlong AlignedBufferOffset,[In] D3D12_PREDICATION_OP Operation) ID3D12GraphicsCommandList::SetPredication

For internal use only.

Internal.

Internal.

Internal.

dn986885 void ID3D12GraphicsCommandList::SetMarker([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size) ID3D12GraphicsCommandList::SetMarker

For internal use only.

Internal.

Internal.

Internal.

dn986879 void ID3D12GraphicsCommandList::BeginEvent([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size) ID3D12GraphicsCommandList::BeginEvent

For internal use only.

dn903879 void ID3D12GraphicsCommandList::EndEvent() ID3D12GraphicsCommandList::EndEvent

Apps perform indirect draws/dispatches using the ExecuteIndirect method.

Specifies a . The data referenced by pArgumentBuffer will be interpreted depending on the contents of the command signature. Refer to Indirect Drawing for the APIs that are used to create a command signature.

There are two ways that command counts can be specified:

  • If pCountBuffer is not null, then MaxCommandCount specifies the maximum number of operations which will be performed. The actual number of operations to be performed are defined by the minimum of this value, and a 32-bit unsigned integer contained in pCountBuffer (at the byte offset specified by CountBufferOffset).
  • If pCountBuffer is null, the MaxCommandCount specifies the exact number of operations which will be performed.

Specifies one or more objects, containing the command arguments.

Specifies an offset into pArgumentBuffer to identify the first command argument.

Specifies a reference to a .

Specifies a UINT64 that is the offset into pCountBuffer, identifying the argument count.

The semantics of this API are defined with the following pseudo-code:

Non-null pCountBuffer:

// Read draw count out of count buffer UINT CommandCount = pCountBuffer->ReadUINT32(CountBufferOffset); CommandCount = min(CommandCount, MaxCommandCount) // Get reference to first Commanding argument BYTE* Arguments = pArgumentBuffer->GetBase() + ArgumentBufferOffset; for(UINT CommandIndex = 0; CommandIndex < CommandCount; CommandIndex++) { // Interpret the data contained in *Arguments // according to the command signature pCommandSignature->Interpret(Arguments); Arguments += pCommandSignature ->GetByteStride(); }

null pCountBuffer:

// Get reference to first Commanding argument BYTE* Arguments = pArgumentBuffer->GetBase() + ArgumentBufferOffset; for(UINT CommandIndex = 0; CommandIndex < MaxCommandCount; CommandIndex++) { // Interpret the data contained in *Arguments // according to the command signature pCommandSignature->Interpret(Arguments); Arguments += pCommandSignature ->GetByteStride(); }

The debug layer will issue an error if either the count buffer or the argument buffer are not in the state. The core runtime will validate:

  • CountBufferOffset and ArgumentBufferOffset are 4-byte aligned
  • pCountBuffer and pArgumentBuffer are buffer resources (any heap type)
  • The offset implied by MaxCommandCount, ArgumentBufferOffset, and the drawing program stride do not exceed the bounds of pArgumentBuffer (similarly for count buffer)
  • The command list is a direct command list or a compute command list (not a copy or JPEG decode command list)
  • The root signature of the command list matches the root signature of the command signature

The functionality of two APIs from earlier versions of Direct3D, DrawInstancedIndirect and DrawIndexedInstancedIndirect, are encompassed by ExecuteIndirect.

dn903884 void ID3D12GraphicsCommandList::ExecuteIndirect([In] ID3D12CommandSignature* pCommandSignature,[In] unsigned int MaxCommandCount,[In] ID3D12Resource* pArgumentBuffer,[In] unsigned longlong ArgumentBufferOffset,[In, Optional] ID3D12Resource* pCountBuffer,[In] unsigned longlong CountBufferOffset) ID3D12GraphicsCommandList::ExecuteIndirect

Describes a compute pipeline state object.

This structure is used by CreateComputePipelineState.

dn770350 D3D12_COMPUTE_PIPELINE_STATE_DESC D3D12_COMPUTE_PIPELINE_STATE_DESC

A reference to the object.

dn770350 ID3D12RootSignature* pRootSignature ID3D12RootSignature pRootSignature

A reference to the object.

dn770350 ID3D12RootSignature* pRootSignature ID3D12RootSignature pRootSignature

A structure that describes the compute shader.

dn770350 D3D12_SHADER_BYTECODE CS D3D12_SHADER_BYTECODE CS

For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters) for which the compute pipeline state is to apply. Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.

dn770350 unsigned int NodeMask unsigned int NodeMask

A cached pipeline state object, as a structure.

dn770350 D3D12_CACHED_PIPELINE_STATE CachedPSO D3D12_CACHED_PIPELINE_STATE CachedPSO

A enumeration constant such as for "tool debug".

dn770350 D3D12_PIPELINE_STATE_FLAGS Flags D3D12_PIPELINE_STATE_FLAGS Flags

Describes depth-stencil state.

A object contains a depth-stencil-state structure that controls how depth-stencil testing is performed by the output-merger stage.

This table shows the default values of depth-stencil states.

StateDefault Value
DepthEnableTRUE
DepthWriteMask
DepthFuncD3D12_COMPARISON_LESS
StencilEnable
StencilReadMaskD3D12_DEFAULT_STENCIL_READ_MASK
StencilWriteMaskD3D12_DEFAULT_STENCIL_WRITE_MASK

FrontFace.StencilFunc

and

BackFace.StencilFunc

D3D12_COMPARISON_ALWAYS

FrontFace.StencilDepthFailOp

and

BackFace.StencilDepthFailOp

FrontFace.StencilPassOp

and

BackFace.StencilPassOp

FrontFace.StencilFailOp

and

BackFace.StencilFailOp

?

The formats that support stenciling are and .

dn770356 D3D12_DEPTH_STENCIL_DESC D3D12_DEPTH_STENCIL_DESC
Returns default values for . See MSDN documentation for default values.

Specifies whether to enable depth testing. Set this member to TRUE to enable depth testing.

dn770356 BOOL DepthEnable BOOL DepthEnable

A -typed value that identifies a portion of the depth-stencil buffer that can be modified by depth data.

dn770356 D3D12_DEPTH_WRITE_MASK DepthWriteMask D3D12_DEPTH_WRITE_MASK DepthWriteMask

A -typed value that identifies a function that compares depth data against existing depth data.

dn770356 D3D12_COMPARISON_FUNC DepthFunc D3D12_COMPARISON_FUNC DepthFunc

Specifies whether to enable stencil testing. Set this member to TRUE to enable stencil testing.

dn770356 BOOL StencilEnable BOOL StencilEnable

Identify a portion of the depth-stencil buffer for reading stencil data.

dn770356 unsigned char StencilReadMask unsigned char StencilReadMask

Identify a portion of the depth-stencil buffer for writing stencil data.

dn770356 unsigned char StencilWriteMask unsigned char StencilWriteMask

A structure that describes how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera.

dn770356 D3D12_DEPTH_STENCILOP_DESC FrontFace D3D12_DEPTH_STENCILOP_DESC FrontFace

A structure that describes how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera.

dn770356 D3D12_DEPTH_STENCILOP_DESC BackFace D3D12_DEPTH_STENCILOP_DESC BackFace

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.

Use to create a device.

dn788650 ID3D12Device ID3D12Device
Initializes a new instance of the class. Initializes a new instance of the class. The adapter. Initializes a new instance of the class. The adapter. The minimum feature level.

Gets information about the features that are supported by the current graphics driver.

A -typed value that describes the feature to query for support.

The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in enumeration.

The size of the structure passed to the pFeatureSupportData parameter.

Returns if successful; otherwise, returns E_INVALIDARG if an unsupported data type is passed to the pFeatureSupportData parameter or a size mismatch is detected for the FeatureSupportDataSize parameter.

Refer to Capability Querying.

dn788653 HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D12Device::CheckFeatureSupport

Creates a command queue.

Specifies a that describes the command queue.

The globally unique identifier () for the command queue interface. See remarks. An input parameter.

A reference to a memory block that receives a reference to the interface for the command queue.

The REFIID, or , of the interface to the command queue can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a command queue.

dn788657 HRESULT ID3D12Device::CreateCommandQueue([In] const D3D12_COMMAND_QUEUE_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12CommandQueue** ppCommandQueue) ID3D12Device::CreateCommandQueue

Creates a command allocator object.

A -typed value that specifies the type of command allocator to create. The type of command allocator can be the type that records either direct command lists or bundles.

The globally unique identifier () for the command allocator interface (). The REFIID, or , of the interface to the command allocator can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a command allocator.

A reference to a memory block that receives a reference to the interface for the command allocator.

The device creates command lists from the command allocator.

dn788655 HRESULT ID3D12Device::CreateCommandAllocator([In] D3D12_COMMAND_LIST_TYPE type,[In] const GUID& riid,[Out] ID3D12CommandAllocator** ppCommandAllocator) ID3D12Device::CreateCommandAllocator
No documentation for Direct3D12 No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. dn788656 HRESULT ID3D12Device::CreateCommandList([In] unsigned int nodeMask,[In] D3D12_COMMAND_LIST_TYPE type,[In] ID3D12CommandAllocator* pCommandAllocator,[In, Optional] ID3D12PipelineState* pInitialState,[In] const GUID& riid,[Out] void** ppCommandList) ID3D12Device::CreateCommandList

This method creates a command signature.

Describes the command signature to be created with the structure.

Specifies the that the command signature applies to.

The globally unique identifier () for the command signature interface (). The REFIID, or , of the interface to the command signature can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a command signature.

Specifies a reference, that on successful completion of the method will point to the created command signature ().

dn903827 HRESULT ID3D12Device::CreateCommandSignature([In] const void* pDesc,[In, Optional] ID3D12RootSignature* pRootSignature,[In] const GUID& riid,[Out] ID3D12CommandSignature** ppvCommandSignature) ID3D12Device::CreateCommandSignature

Creates both a resource and an implicit heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap.

A reference to a structure that provides properties for the resource's heap.

Heap options, as a bitwise-OR'd combination of enumeration constants.

A reference to a structure that describes the resource.

The initial state of the resource, as a bitwise-OR'd combination of enumeration constants.

When a resource is created together with a _UPLOAD heap, InitialResourceState must be D3D12_RESOURCE_STATE_GENERIC_READ. When a resource is created together with a heap, InitialResourceState must be .

Specifies a that describes the default value for a clear color.

pOptimizedClearValue specifies a value for which clear operations are most optimal. When the created resource is a texture with either the D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. pOptimizedClearValue must be null when used with _BUFFER.

The globally unique identifier () for the resource interface. This is an input parameter. The REFIID, or , of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a resource.

While riidResource is, most commonly, the for , it may be any for any interface. If the resource object doesn't support the interface for this , creation will fail with E_NOINTERFACE.

A reference to memory that receives the requested interface reference to the created resource object. ppvResource can be null, to enable capability testing. When ppvResource is null, no object will be created and S_FALSE will be returned when pResourceDesc is valid.

This method creates both a resource and a heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap. The created heap is known as an implicit heap, because the heap object cannot be obtained by the application. The application must ensure the GPU will no longer read or write to this resource before releasing the final reference on the resource.

The implicit heap is made resident for GPU access before the method returns to the application. See Residency.

The resource GPU VA mapping cannot be changed. See and Volume Tiled Resources.

This method may be called by multiple threads concurrently.

dn899178 HRESULT ID3D12Device::CreateCommittedResource([In] const D3D12_HEAP_PROPERTIES* pHeapProperties,[In] D3D12_HEAP_FLAGS HeapFlags,[In, Value] const D3D12_RESOURCE_DESC* pResourceDesc,[In] D3D12_RESOURCE_STATES InitialResourceState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID& riidResource,[Out] ID3D12Resource** ppvResource) ID3D12Device::CreateCommittedResource

Creates a compute pipeline state object.

A reference to a structure that describes compute pipeline state.

The globally unique identifier () for the pipeline state interface (). The REFIID, or , of the interface to the pipeline state can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a pipeline state.

A reference to a memory block that receives a reference to the interface for the pipeline state object. The pipeline state object is an immutable state object. It contains no methods.

dn788658 HRESULT ID3D12Device::CreateComputePipelineState([In] const void* pDesc,[In] const GUID& riid,[Out] ID3D12PipelineState** ppPipelineState) ID3D12Device::CreateComputePipelineState
Creates a root signature layout. No documentation. No documentation. No documentation. No documentation. No documentation. dn788658 HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID& riid,[Out] ID3D12RootSignature** ppvRootSignature) ID3D12Device::CreateRootSignature Creates a root signature layout. No documentation. No documentation. No documentation. No documentation. No documentation. dn788658 HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID& riid,[Out] ID3D12RootSignature** ppvRootSignature) ID3D12Device::CreateRootSignature Creates a root signature layout. No documentation. No documentation. No documentation. No documentation. No documentation. dn788658 HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID& riid,[Out] ID3D12RootSignature** ppvRootSignature) ID3D12Device::CreateRootSignature Creates a descriptor heap object. No documentation. No documentation. dn788662 HRESULT ID3D12Device::CreateDescriptorHeap([In] const D3D12_DESCRIPTOR_HEAP_DESC* pDescriptorHeapDesc,[In] const GUID& riid,[Out] ID3D12DescriptorHeap** ppvHeap) ID3D12Device::CreateDescriptorHeap Creates a fence object. No documentation. No documentation. No documentation. No documentation. dn899179 HRESULT ID3D12Device::CreateFence([In] unsigned longlong InitialValue,[In] D3D12_FENCE_FLAGS Flags,[In] const GUID& riid,[Out] ID3D12Fence** ppFence) ID3D12Device::CreateFence Creates a graphics pipeline state object. No documentation. No documentation. No documentation. dn788663 HRESULT ID3D12Device::CreateGraphicsPipelineState([In] const void* pDesc,[In] const GUID& riid,[Out] ID3D12PipelineState** ppPipelineState) ID3D12Device::CreateGraphicsPipelineState

Creates a heap that can be used with placed resources and reserved resources.

A reference to a structure that describes the heap.

The globally unique identifier () for the heap interface. This is an input parameter. The REFIID, or , of the interface to the heap can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a heap. riid is, most commonly, the for , but it may be any for any interface. If the resource object does not support the interface for the specified , creation will fail with E_NOINTERFACE.

A reference to a memory block that receives a reference to the heap. ppvHeap can be null, to enable capability testing. When ppvHeap is null, no object will be created and S_FALSE will be returned when pDesc is valid.

CreateHeap creates a heap that can be used with placed resources and reserved resources. Before releasing the final reference on the heap, the application must ensure that the GPU will no longer read or write to this heap. Placed resource objects will hold a reference on the heap they are created on, but reserved resources will not hold a reference for each mapping made to a heap.

dn788664 HRESULT ID3D12Device::CreateHeap([In] const D3D12_HEAP_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12Heap** ppvHeap) ID3D12Device::CreateHeap

Creates a query heap. A query heap contains an array of queries.

Specifies the query heap in a structure.

Specifies a REFIID that uniquely identifies the heap.

Specifies a reference to the heap, that will be returned on successful completion of the method. ppvHeap can be null, to enable capability testing. When ppvHeap is null, no object will be created and S_FALSE will be returned when pDesc is valid.

Refer to Queries for more information.

dn903828 HRESULT ID3D12Device::CreateQueryHeap([In] const D3D12_QUERY_HEAP_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12QueryHeap** ppvHeap) ID3D12Device::CreateQueryHeap

Creates a resource that is placed in a specific heap. Placed resources are the lightest weight resource objects available, and are the fastest to create and destroy.

A reference to the interface that represents the heap in which the resource is placed.

The offset, in bytes, to the resource. The HeapOffset must be a multiple of the resource's alignment, and HeapOffset plus the resource size must be smaller than or equal to the heap size. GetResourceAllocationInfo must be used to understand the sizes of texture resources.

A reference to a structure that describes the resource.

The initial state of the resource, as a bitwise-OR'd combination of enumeration constants.

When a resource is created together with a heap, InitialState must be . When a resource is created together with a heap, InitialState must be .

Specifies a that describes the default value for a clear color.

pOptimizedClearValue specifies a value for which clear operations are most optimal. When the created resource is a texture with either the or flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. pOptimizedClearValue must be null when used with .

The globally unique identifier () for the resource interface. This is an input parameter.

The REFIID, or , of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a resource. Although riid is, most commonly, the for , it may be any for any interface. If the resource object doesn't support the interface for this , creation will fail with E_NOINTERFACE.

A reference to a memory block that receives a reference to the resource. ppvResource can be null, to enable capability testing. When ppvResource is null, no object will be created and S_FALSE will be returned when pResourceDesc and other parameters are valid.

CreatePlacedResource is similar to fully mapping a reserved resource to an offset within a heap; but the virtual address space associated with a heap may be reused as well.

Placed resources are lighter weight than committed resources to create and destroy, because no heap is created or destroyed during this operation. However, placed resources enable an even lighter weight technique to reuse memory than resource creation and destruction: reuse through aliasing and aliasing barriers. Multiple placed resources may simultaneously overlap each other on the same heap, but only a single overlapping resource can be used at a time.

There are two placed resource usage semantics, a simple model and an advanced model. The simple model is recommended, and is the most likely model for tool support, until the advanced model is proven to be required by the app.

dn899180 HRESULT ID3D12Device::CreatePlacedResource([In] ID3D12Heap* pHeap,[In] unsigned longlong HeapOffset,[In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID& riid,[Out] ID3D12Resource** ppvResource) ID3D12Device::CreatePlacedResource
Creates a resource that is reserved, which is not yet mapped to any pages in a heap. No documentation. No documentation. No documentation. No documentation. No documentation. dn899181 HRESULT ID3D12Device::CreateReservedResource([In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID& riid,[Out] ID3D12Resource** ppvResource) ID3D12Device::CreateReservedResource

Gets the size and alignment of memory required for a collection of resources on this adapter.

For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters). Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.

The number of resource descriptors in the pResourceDescs array.

An array of structures that described the resources to get info about.

Returns a structure that provides info about video memory allocated for the specified array of resources.

When using CreatePlacedResource, the application must use this method to understand the size and alignment characteristics of texture resources. The results of this method vary depending on the particular adapter, and must be treated as unique to this adapter and driver version.

Applications cannot use the output of GetResourceAllocationInfo to understand packed mip properties of textures. To understand packed mip properties of textures, applications must use GetResourceTiling. Texture resource sizes significantly differ from the information returned by GetResourceTiling, because some adapter architectures allocate extra memory for textures to reduce the effective bandwidth during common rendering scenarios. This even includes textures that have constraints on their texture layouts or have standardized texture layouts. That extra memory cannot be sparsely mapped or remapped by an application using CreateReservedResource and UpdateTileMappings, so it isn't reported in GetResourceTiling.

Applications can forgo using GetResourceAllocationInfo for buffer resources (_BUFFER). Buffers have the same size on all adapters, which is merely the smallest multiple of 64KB which is greater or equal to ::Width.

When multiple resource descriptions are passed in, the C++ algorithm for calculating a structure size and alignment are used. For example, a three-element array with two tiny 64KB-aligned resources and a tiny 4MB-aligned resource reports differing sizes based on the order of the array. If the 4MB aligned resource is in the middle, the resulting Size is 12MB. Otherwise, the resulting Size is 8MB. The Alignment returned would always be 4MB, as it is the superset of all alignments in the resource array.

dn788680 D3D12_RESOURCE_ALLOCATION_INFO ID3D12Device::GetResourceAllocationInfo([In] unsigned int visibleMask,[In] unsigned int numResourceDescs,[In, Buffer] const D3D12_RESOURCE_DESC* pResourceDescs) ID3D12Device::GetResourceAllocationInfo

Gets information about the features that are supported by the current graphics driver.

A -typed value that describes the feature to query for support.

The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in enumeration.

The size of the structure passed to the pFeatureSupportData parameter.

Returns if successful; otherwise, returns E_INVALIDARG if an unsupported data type is passed to the pFeatureSupportData parameter or a size mismatch is detected for the FeatureSupportDataSize parameter.

Refer to Capability Querying.

dn788653 HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D12Device::CheckFeatureSupport

Gets information about the features that are supported by the current graphics driver.

A -typed value that describes the feature to query for support.

The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in enumeration.

The size of the structure passed to the pFeatureSupportData parameter.

Returns if successful; otherwise, returns E_INVALIDARG if an unsupported data type is passed to the pFeatureSupportData parameter or a size mismatch is detected for the FeatureSupportDataSize parameter.

Refer to Capability Querying.

dn788653 HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D12Device::CheckFeatureSupport
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Reports the number of physical adapters (nodes) that are associated with this device.

dn914412 GetNodeCount GetNodeCount unsigned int ID3D12Device::GetNodeCount()

Gets the reason that the device was removed.

dn899187 GetDeviceRemovedReason GetDeviceRemovedReason HRESULT ID3D12Device::GetDeviceRemovedReason()

This method ensures the GPU timestamp counter does not stop ticking during idle periods.

For more information on high definition performance measurement, refer to Timing.

dn903835 SetStablePowerState SetStablePowerState HRESULT ID3D12Device::SetStablePowerState([In] BOOL Enable)

Gets a locally unique identifier for the current device (adapter).

This method returns a unique identifier for the adapter that is specific to the adapter hardware. Applications can use this identifier to define robust mappings across various APIs (Direct3D 12, DXGI).

A locally unique identifier () is a 64-bit value that is guaranteed to be unique only on the system on which it was generated. The uniqueness of a locally unique identifier () is guaranteed only until the system is restarted.

dn914411 GetAdapterLuid GetAdapterLuid LUID ID3D12Device::GetAdapterLuid()

Reports the number of physical adapters (nodes) that are associated with this device.

The number of physical adapters (nodes) that this device has.

dn914412 unsigned int ID3D12Device::GetNodeCount() ID3D12Device::GetNodeCount

Creates a command queue.

Specifies a that describes the command queue.

The globally unique identifier () for the command queue interface. See remarks. An input parameter.

A reference to a memory block that receives a reference to the interface for the command queue.

The REFIID, or , of the interface to the command queue can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a command queue.

dn788657 HRESULT ID3D12Device::CreateCommandQueue([In] const D3D12_COMMAND_QUEUE_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12CommandQueue** ppCommandQueue) ID3D12Device::CreateCommandQueue

Creates a command allocator object.

A -typed value that specifies the type of command allocator to create. The type of command allocator can be the type that records either direct command lists or bundles.

The globally unique identifier () for the command allocator interface (). The REFIID, or , of the interface to the command allocator can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a command allocator.

A reference to a memory block that receives a reference to the interface for the command allocator.

The device creates command lists from the command allocator.

dn788655 HRESULT ID3D12Device::CreateCommandAllocator([In] D3D12_COMMAND_LIST_TYPE type,[In] const GUID& riid,[Out] ID3D12CommandAllocator** ppCommandAllocator) ID3D12Device::CreateCommandAllocator
No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Device::CreateGraphicsPipelineState([In] const void* pDesc,[In] const GUID& riid,[Out] ID3D12PipelineState** ppPipelineState) ID3D12Device::CreateGraphicsPipelineState

Creates a compute pipeline state object.

A reference to a structure that describes compute pipeline state.

The globally unique identifier () for the pipeline state interface (). The REFIID, or , of the interface to the pipeline state can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a pipeline state.

A reference to a memory block that receives a reference to the interface for the pipeline state object. The pipeline state object is an immutable state object. It contains no methods.

dn788658 HRESULT ID3D12Device::CreateComputePipelineState([In] const void* pDesc,[In] const GUID& riid,[Out] ID3D12PipelineState** ppPipelineState) ID3D12Device::CreateComputePipelineState
No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Device::CreateCommandList([In] unsigned int nodeMask,[In] D3D12_COMMAND_LIST_TYPE type,[In] ID3D12CommandAllocator* pCommandAllocator,[In, Optional] ID3D12PipelineState* pInitialState,[In] const GUID& riid,[Out] void** ppCommandList) ID3D12Device::CreateCommandList

Gets information about the features that are supported by the current graphics driver.

A -typed value that describes the feature to query for support.

The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in enumeration.

The size of the structure passed to the pFeatureSupportData parameter.

Returns if successful; otherwise, returns E_INVALIDARG if an unsupported data type is passed to the pFeatureSupportData parameter or a size mismatch is detected for the FeatureSupportDataSize parameter.

Refer to Capability Querying.

dn788653 HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D12Device::CheckFeatureSupport
No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Device::CreateDescriptorHeap([In] const D3D12_DESCRIPTOR_HEAP_DESC* pDescriptorHeapDesc,[In] const GUID& riid,[Out] ID3D12DescriptorHeap** ppvHeap) ID3D12Device::CreateDescriptorHeap

Gets the size of the handle increment for the given type of descriptor heap. This value is typically used to increment a handle into a descriptor array by the correct amount.

The -typed value that specifies the type of descriptor heap to get the size of the handle increment for.

Returns the size of the handle increment for the given type of descriptor heap, including any necessary padding.

The descriptor size returned by this method is used as one input to the helper structures CD3DX12_CPU_DESCRIPTOR_HANDLE and CD3DX12_GPU_DESCRIPTOR_HANDLE.

dn899186 unsigned int ID3D12Device::GetDescriptorHandleIncrementSize([In] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapType) ID3D12Device::GetDescriptorHandleIncrementSize
No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID& riid,[Out] ID3D12RootSignature** ppvRootSignature) ID3D12Device::CreateRootSignature No documentation. No documentation. No documentation. void ID3D12Device::CreateConstantBufferView([In, Optional] const D3D12_CONSTANT_BUFFER_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor) ID3D12Device::CreateConstantBufferView

Creates a shader-resource view for accessing data in a resource.

A reference to the object that represents the shader resource.

A reference to a structure that describes the shader-resource view.

Describes the CPU descriptor handle that represents the shader-resource view. This handle can be created in a shader-visible or non-shader-visible descriptor heap.

dn788672 void ID3D12Device::CreateShaderResourceView([In, Optional] ID3D12Resource* pResource,[In, Optional] const D3D12_SHADER_RESOURCE_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor) ID3D12Device::CreateShaderResourceView

Creates a view for unordered accessing.

A reference to the object that represents the unordered access.

The for the counter (if any) associated with the UAV.

If pCounterResource is not specified, the CounterOffsetInBytes member of the structure must be 0.

If pCounterResource is specified, then there is a counter associated with the UAV, and the runtime performs validation of the following requirements:

  • The StructureByteStride member of the structure must be greater than 0.
  • The format must be .
  • The flag (a enumeration constant) must not be set.
  • Both of the resources (pResource and pCounterResource) must be buffers.
  • The CounterOffsetInBytes member of the structure must be a multiple of 4 bytes, and must be within the range of the counter resource.
  • pResource cannot be null
  • pDesc cannot be null.

A reference to a structure that describes the unordered-access view.

Describes the CPU descriptor handle that represents the start of the heap that holds the unordered-access view.

dn788674 void ID3D12Device::CreateUnorderedAccessView([In, Optional] ID3D12Resource* pResource,[In, Optional] ID3D12Resource* pCounterResource,[In, Optional] const D3D12_UNORDERED_ACCESS_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor) ID3D12Device::CreateUnorderedAccessView

Creates a render-target view for accessing resource data.

A reference to the object that represents the render target.

A reference to a structure that describes the render-target view.

Describes the CPU descriptor handle that represents the start of the heap that holds the render-target view.

dn788668 void ID3D12Device::CreateRenderTargetView([In, Optional] ID3D12Resource* pResource,[In, Optional] const D3D12_RENDER_TARGET_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor) ID3D12Device::CreateRenderTargetView
No documentation. No documentation. No documentation. No documentation. void ID3D12Device::CreateDepthStencilView([In, Optional] ID3D12Resource* pResource,[In, Optional] const D3D12_DEPTH_STENCIL_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor) ID3D12Device::CreateDepthStencilView

Create a sampler object that encapsulates sampling information for a texture.

A reference to a structure that describes the sampler.

Describes the CPU descriptor handle that represents the start of the heap that holds the sampler.

dn788671 void ID3D12Device::CreateSampler([In, Value] const D3D12_SAMPLER_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor) ID3D12Device::CreateSampler

Copies descriptors from a source to a destination.

The number of destination descriptor ranges to copy to.

An array of CPU_descriptor_handle objects to copy to.

An array of destination descriptor range sizes to copy to.

The number of source descriptor ranges to copy from.

An array of CPU_descriptor_handle objects to copy from.

An array of source descriptor range sizes to copy from.

The -typed value that specifies the type of descriptor heap to copy with.

dn899176 void ID3D12Device::CopyDescriptors([In] unsigned int NumDestDescriptorRanges,[In, Buffer] const D3D12_CPU_DESCRIPTOR_HANDLE* pDestDescriptorRangeStarts,[In, Buffer, Optional] const unsigned int* pDestDescriptorRangeSizes,[In] unsigned int NumSrcDescriptorRanges,[In, Buffer] const D3D12_CPU_DESCRIPTOR_HANDLE* pSrcDescriptorRangeStarts,[In, Buffer, Optional] const unsigned int* pSrcDescriptorRangeSizes,[In] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapsType) ID3D12Device::CopyDescriptors

Copies descriptors from a source to a destination.

The number of descriptors to copy.

A CPU_descriptor_handle that describes the destination descriptors to start to copy to.

A CPU_descriptor_handle that describes the source descriptors to start to copy from.

The -typed value that specifies the type of descriptor heap to copy with.

dn899177 void ID3D12Device::CopyDescriptorsSimple([In] unsigned int NumDescriptors,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptorRangeStart,[In] D3D12_CPU_DESCRIPTOR_HANDLE SrcDescriptorRangeStart,[In] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapsType) ID3D12Device::CopyDescriptorsSimple

Gets the size and alignment of memory required for a collection of resources on this adapter.

For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters). Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.

The number of resource descriptors in the pResourceDescs array.

An array of structures that described the resources to get info about.

Returns a structure that provides info about video memory allocated for the specified array of resources.

When using CreatePlacedResource, the application must use this method to understand the size and alignment characteristics of texture resources. The results of this method vary depending on the particular adapter, and must be treated as unique to this adapter and driver version.

Applications cannot use the output of GetResourceAllocationInfo to understand packed mip properties of textures. To understand packed mip properties of textures, applications must use GetResourceTiling. Texture resource sizes significantly differ from the information returned by GetResourceTiling, because some adapter architectures allocate extra memory for textures to reduce the effective bandwidth during common rendering scenarios. This even includes textures that have constraints on their texture layouts or have standardized texture layouts. That extra memory cannot be sparsely mapped or remapped by an application using CreateReservedResource and UpdateTileMappings, so it isn't reported in GetResourceTiling.

Applications can forgo using GetResourceAllocationInfo for buffer resources (_BUFFER). Buffers have the same size on all adapters, which is merely the smallest multiple of 64KB which is greater or equal to ::Width.

When multiple resource descriptions are passed in, the C++ algorithm for calculating a structure size and alignment are used. For example, a three-element array with two tiny 64KB-aligned resources and a tiny 4MB-aligned resource reports differing sizes based on the order of the array. If the 4MB aligned resource is in the middle, the resulting Size is 12MB. Otherwise, the resulting Size is 8MB. The Alignment returned would always be 4MB, as it is the superset of all alignments in the resource array.

dn788680 D3D12_RESOURCE_ALLOCATION_INFO ID3D12Device::GetResourceAllocationInfo([In] unsigned int visibleMask,[In] unsigned int numResourceDescs,[In, Buffer] const D3D12_RESOURCE_DESC* pResourceDescs) ID3D12Device::GetResourceAllocationInfo

Divulges the equivalent custom heap properties that are used for non-custom heap types, based on the adapter's architectural properties.

For single-GPU operation, set this to zero. If there are multiple GPU nodes, set a bit to identify the node (the device's physical adapter). Each bit in the mask corresponds to a single node. Only 1 bit must be set. See Multi-Adapter.

A -typed value that specifies the heap to get properties for. is not supported as a parameter value.

Returns a structure that provides properties for the specified heap. The Type member of the returned is always .

When ::UMA is , the returned members convert as follows:

Heap TypeHow the returned members convert
CPUPageProperty = WRITE_COMBINE, MemoryPoolPreference = L0.
CPUPageProperty = NOT_AVAILABLE, MemoryPoolPreference = L1.
CPUPageProperty = WRITE_BACK, MemoryPoolPreference = L0.

?

When D3D12_FEATURE_DATA_ARCHITECTURE::UMA is TRUE and D3D12_FEATURE_DATA_ARCHITECTURE::CacheCoherentUMA is , the returned members convert as follows:

Heap TypeHow the returned members convert
CPUPageProperty = WRITE_COMBINE, MemoryPoolPreference = L0.
CPUPageProperty = NOT_AVAILABLE, MemoryPoolPreference = L0.
CPUPageProperty = WRITE_BACK, MemoryPoolPreference = L0.

?

When D3D12_FEATURE_DATA_ARCHITECTURE::UMA is TRUE and D3D12_FEATURE_DATA_ARCHITECTURE::CacheCoherentUMA is TRUE, the returned members convert as follows:

Heap TypeHow the returned members convert
CPUPageProperty = WRITE_BACK, MemoryPoolPreference = L0.
CPUPageProperty = NOT_AVAILABLE, MemoryPoolPreference = L0.
CPUPageProperty = WRITE_BACK, MemoryPoolPreference = L0.

?

dn788678 D3D12_HEAP_PROPERTIES ID3D12Device::GetCustomHeapProperties([In] unsigned int nodeMask,[In] D3D12_HEAP_TYPE heapType) ID3D12Device::GetCustomHeapProperties

Creates both a resource and an implicit heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap.

A reference to a structure that provides properties for the resource's heap.

Heap options, as a bitwise-OR'd combination of enumeration constants.

A reference to a structure that describes the resource.

The initial state of the resource, as a bitwise-OR'd combination of enumeration constants.

When a resource is created together with a _UPLOAD heap, InitialResourceState must be D3D12_RESOURCE_STATE_GENERIC_READ. When a resource is created together with a heap, InitialResourceState must be .

Specifies a that describes the default value for a clear color.

pOptimizedClearValue specifies a value for which clear operations are most optimal. When the created resource is a texture with either the D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. pOptimizedClearValue must be null when used with _BUFFER.

The globally unique identifier () for the resource interface. This is an input parameter. The REFIID, or , of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a resource.

While riidResource is, most commonly, the for , it may be any for any interface. If the resource object doesn't support the interface for this , creation will fail with E_NOINTERFACE.

A reference to memory that receives the requested interface reference to the created resource object. ppvResource can be null, to enable capability testing. When ppvResource is null, no object will be created and S_FALSE will be returned when pResourceDesc is valid.

This method creates both a resource and a heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap. The created heap is known as an implicit heap, because the heap object cannot be obtained by the application. The application must ensure the GPU will no longer read or write to this resource before releasing the final reference on the resource.

The implicit heap is made resident for GPU access before the method returns to the application. See Residency.

The resource GPU VA mapping cannot be changed. See and Volume Tiled Resources.

This method may be called by multiple threads concurrently.

dn899178 HRESULT ID3D12Device::CreateCommittedResource([In] const D3D12_HEAP_PROPERTIES* pHeapProperties,[In] D3D12_HEAP_FLAGS HeapFlags,[In, Value] const D3D12_RESOURCE_DESC* pResourceDesc,[In] D3D12_RESOURCE_STATES InitialResourceState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID& riidResource,[Out] ID3D12Resource** ppvResource) ID3D12Device::CreateCommittedResource

Creates a heap that can be used with placed resources and reserved resources.

A reference to a structure that describes the heap.

The globally unique identifier () for the heap interface. This is an input parameter. The REFIID, or , of the interface to the heap can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a heap. riid is, most commonly, the for , but it may be any for any interface. If the resource object does not support the interface for the specified , creation will fail with E_NOINTERFACE.

A reference to a memory block that receives a reference to the heap. ppvHeap can be null, to enable capability testing. When ppvHeap is null, no object will be created and S_FALSE will be returned when pDesc is valid.

CreateHeap creates a heap that can be used with placed resources and reserved resources. Before releasing the final reference on the heap, the application must ensure that the GPU will no longer read or write to this heap. Placed resource objects will hold a reference on the heap they are created on, but reserved resources will not hold a reference for each mapping made to a heap.

dn788664 HRESULT ID3D12Device::CreateHeap([In] const D3D12_HEAP_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12Heap** ppvHeap) ID3D12Device::CreateHeap

Creates a resource that is placed in a specific heap. Placed resources are the lightest weight resource objects available, and are the fastest to create and destroy.

A reference to the interface that represents the heap in which the resource is placed.

The offset, in bytes, to the resource. The HeapOffset must be a multiple of the resource's alignment, and HeapOffset plus the resource size must be smaller than or equal to the heap size. GetResourceAllocationInfo must be used to understand the sizes of texture resources.

A reference to a structure that describes the resource.

The initial state of the resource, as a bitwise-OR'd combination of enumeration constants.

When a resource is created together with a heap, InitialState must be . When a resource is created together with a heap, InitialState must be .

Specifies a that describes the default value for a clear color.

pOptimizedClearValue specifies a value for which clear operations are most optimal. When the created resource is a texture with either the or flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. pOptimizedClearValue must be null when used with .

The globally unique identifier () for the resource interface. This is an input parameter.

The REFIID, or , of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a resource. Although riid is, most commonly, the for , it may be any for any interface. If the resource object doesn't support the interface for this , creation will fail with E_NOINTERFACE.

A reference to a memory block that receives a reference to the resource. ppvResource can be null, to enable capability testing. When ppvResource is null, no object will be created and S_FALSE will be returned when pResourceDesc and other parameters are valid.

CreatePlacedResource is similar to fully mapping a reserved resource to an offset within a heap; but the virtual address space associated with a heap may be reused as well.

Placed resources are lighter weight than committed resources to create and destroy, because no heap is created or destroyed during this operation. However, placed resources enable an even lighter weight technique to reuse memory than resource creation and destruction: reuse through aliasing and aliasing barriers. Multiple placed resources may simultaneously overlap each other on the same heap, but only a single overlapping resource can be used at a time.

There are two placed resource usage semantics, a simple model and an advanced model. The simple model is recommended, and is the most likely model for tool support, until the advanced model is proven to be required by the app.

dn899180 HRESULT ID3D12Device::CreatePlacedResource([In] ID3D12Heap* pHeap,[In] unsigned longlong HeapOffset,[In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID& riid,[Out] ID3D12Resource** ppvResource) ID3D12Device::CreatePlacedResource
No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Device::CreateReservedResource([In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID& riid,[Out] ID3D12Resource** ppvResource) ID3D12Device::CreateReservedResource

Creates a shared handle to an heap, resource, or fence object.

A reference to the interface that represents the heap, resource, or fence object to create for sharing. The following interfaces (derived from ) are supported:

A reference to a structure that contains two separate but related data members: an optional security descriptor, and a Boolean value that determines whether child processes can inherit the returned handle.

Set this parameter to null if you want child processes that the application might create to not inherit the handle returned by CreateSharedHandle, and if you want the resource that is associated with the returned handle to get a default security descriptor.

The lpSecurityDescriptor member of the structure specifies a SECURITY_DESCRIPTOR for the resource. Set this member to null if you want the runtime to assign a default security descriptor to the resource that is associated with the returned handle. The ACLs in the default security descriptor for the resource come from the primary or impersonation token of the creator. For more info, see Synchronization Object Security and Access Rights.

Currently the only value this parameter accepts is GENERIC_ALL.

A null-terminated UNICODE string that contains the name to associate with the shared heap. The name is limited to MAX_PATH characters. Name comparison is case-sensitive.

If Name matches the name of an existing resource, CreateSharedHandle fails with . This occurs because these objects share the same namespace.

The name can have a "Global\" or "Local\" prefix to explicitly create the object in the global or session namespace. The remainder of the name can contain any character except the backslash character (\). For more information, see Kernel Object Namespaces. Fast user switching is implemented using Terminal Services sessions. Kernel object names must follow the guidelines outlined for Terminal Services so that applications can support multiple users.

The object can be created in a private namespace. For more information, see Object Namespaces.

A reference to a variable that receives the NT HANDLE value to the resource to share. You can use this handle in calls to access the resource.

Returns if successful; otherwise, returns one of the following values:

  • if one of the parameters is invalid.
  • if the supplied name of the resource to share is already associated with another resource.
  • E_ACCESSDENIED if the object is being created in a protected namespace.
  • E_OUTOFMEMORY if sufficient memory is not available to create the handle.
  • Possibly other error codes that are described in the Direct3D 12 Return Codes topic.

Both heaps and committed resources can be shared. Sharing a committed resource shares the implicit heap along with the committed resource description, such that a compatible resource description can be mapped to the heap from another device.

dn899183 HRESULT ID3D12Device::CreateSharedHandle([In] ID3D12DeviceChild* pObject,[In, Optional] const SECURITY_ATTRIBUTES* pAttributes,[In] unsigned int Access,[In, Optional] const wchar_t* Name,[Out] void** pHandle) ID3D12Device::CreateSharedHandle

Opens a handle for shared resources, shared heaps, and shared fences, by using HANDLE and REFIID.

The handle that was output by the call to .

The globally unique identifier () for one of the following interfaces:

The REFIID, or , of the interface can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a resource.

A reference to a memory block that receives a reference to one of the following interfaces:

This method returns one of the Direct3D 12 Return Codes.

dn903831 HRESULT ID3D12Device::OpenSharedHandle([In] void* NTHandle,[In] const GUID& riid,[Out, Optional] void** ppvObj) ID3D12Device::OpenSharedHandle

Opens a handle for shared resources, shared heaps, and shared fences, by using Name and Access.

The name that was optionally passed as the Name parameter in the call to .

The access level that was specified in the Access parameter in the call to .

Pointer to the shared handle.

This method returns one of the Direct3D 12 Return Codes.

dn903832 HRESULT ID3D12Device::OpenSharedHandleByName([In] const wchar_t* Name,[In] unsigned int Access,[Out] void** pNTHandle) ID3D12Device::OpenSharedHandleByName

Makes objects resident for the device.

The number of objects in the ppObjects array to make resident for the device.

A reference to a memory block that contains an array of interface references for the objects.

Even though most D3D12 objects inherit from , residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

This method returns one of the Direct3D 12 Return Codes.

MakeResident loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.

Use this method, and Evict, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.

MakeResident and Evict can help applications manage the residency budget on many adapters. MakeResident explicitly pages-in data and, then, precludes page-out so the GPU can access the data. Evict enables page-out.

Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use and to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. Evict will not free-up any residency budget on such systems.

Applications must handle MakeResident failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.

MakeResident is ref-counted, such that Evict must be called the same amount of times as MakeResident before Evict takes effect. Objects that support residency are made resident during creation, so a single Evict call will actually evict the object.

Applications must use fences to ensure the GPU doesn't use non-resident objects. MakeResident must return before the GPU executes a command list that references the object. Evict must be called after the GPU finishes executing a command list that references the object.

Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after Evict.

dn788682 HRESULT ID3D12Device::MakeResident([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects) ID3D12Device::MakeResident

Makes objects resident for the device.

The number of objects in the ppObjects array to make resident for the device.

A reference to a memory block that contains an array of interface references for the objects.

Even though most D3D12 objects inherit from , residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

This method returns one of the Direct3D 12 Return Codes.

MakeResident loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.

Use this method, and Evict, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.

MakeResident and Evict can help applications manage the residency budget on many adapters. MakeResident explicitly pages-in data and, then, precludes page-out so the GPU can access the data. Evict enables page-out.

Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use and to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. Evict will not free-up any residency budget on such systems.

Applications must handle MakeResident failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.

MakeResident is ref-counted, such that Evict must be called the same amount of times as MakeResident before Evict takes effect. Objects that support residency are made resident during creation, so a single Evict call will actually evict the object.

Applications must use fences to ensure the GPU doesn't use non-resident objects. MakeResident must return before the GPU executes a command list that references the object. Evict must be called after the GPU finishes executing a command list that references the object.

Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after Evict.

dn788682 HRESULT ID3D12Device::MakeResident([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects) ID3D12Device::MakeResident

Makes objects resident for the device.

The number of objects in the ppObjects array to make resident for the device.

A reference to a memory block that contains an array of interface references for the objects.

Even though most D3D12 objects inherit from , residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

This method returns one of the Direct3D 12 Return Codes.

MakeResident loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.

Use this method, and Evict, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.

MakeResident and Evict can help applications manage the residency budget on many adapters. MakeResident explicitly pages-in data and, then, precludes page-out so the GPU can access the data. Evict enables page-out.

Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use and to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. Evict will not free-up any residency budget on such systems.

Applications must handle MakeResident failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.

MakeResident is ref-counted, such that Evict must be called the same amount of times as MakeResident before Evict takes effect. Objects that support residency are made resident during creation, so a single Evict call will actually evict the object.

Applications must use fences to ensure the GPU doesn't use non-resident objects. MakeResident must return before the GPU executes a command list that references the object. Evict must be called after the GPU finishes executing a command list that references the object.

Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after Evict.

dn788682 HRESULT ID3D12Device::MakeResident([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects) ID3D12Device::MakeResident

Evict enables the page-out of data, which precludes GPU access of that data.

The number of objects in the ppObjects array to evict from the device.

A reference to a memory block that contains an array of interface references for the objects.

Even though most D3D12 objects inherit from , residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

This method returns one of the Direct3D 12 Return Codes.

Evict persists the data associated with a resource to disk, and then removes the resource from the memory pool where it was located. This method should be called on the object which owns the physical memory: either a committed resource (which owns both virtual and physical memory assignments) or a heap - noting that reserved resources do not have physical memory, and placed resources are borrowing memory from a heap.

Refer to the remarks for MakeResident.

dn788676 HRESULT ID3D12Device::Evict([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects) ID3D12Device::Evict

Evict enables the page-out of data, which precludes GPU access of that data.

The number of objects in the ppObjects array to evict from the device.

A reference to a memory block that contains an array of interface references for the objects.

Even though most D3D12 objects inherit from , residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

This method returns one of the Direct3D 12 Return Codes.

Evict persists the data associated with a resource to disk, and then removes the resource from the memory pool where it was located. This method should be called on the object which owns the physical memory: either a committed resource (which owns both virtual and physical memory assignments) or a heap - noting that reserved resources do not have physical memory, and placed resources are borrowing memory from a heap.

Refer to the remarks for MakeResident.

dn788676 HRESULT ID3D12Device::Evict([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects) ID3D12Device::Evict

Evict enables the page-out of data, which precludes GPU access of that data.

The number of objects in the ppObjects array to evict from the device.

A reference to a memory block that contains an array of interface references for the objects.

Even though most D3D12 objects inherit from , residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

This method returns one of the Direct3D 12 Return Codes.

Evict persists the data associated with a resource to disk, and then removes the resource from the memory pool where it was located. This method should be called on the object which owns the physical memory: either a committed resource (which owns both virtual and physical memory assignments) or a heap - noting that reserved resources do not have physical memory, and placed resources are borrowing memory from a heap.

Refer to the remarks for MakeResident.

dn788676 HRESULT ID3D12Device::Evict([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects) ID3D12Device::Evict
No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Device::CreateFence([In] unsigned longlong InitialValue,[In] D3D12_FENCE_FLAGS Flags,[In] const GUID& riid,[Out] ID3D12Fence** ppFence) ID3D12Device::CreateFence

Gets the reason that the device was removed.

This method returns the reason that the device was removed.

dn899187 HRESULT ID3D12Device::GetDeviceRemovedReason() ID3D12Device::GetDeviceRemovedReason

Gets a resource layout that can be copied. Helps the app fill-in and when suballocating space in upload heaps.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

This routine assists the application in filling out and structures, when suballocating space in upload heaps. The resulting structures are GPU adapter-agnostic, meaning that the values will not vary from one GPU adapter to the next. GetCopyableFootprints uses specified details about resource formats, texture layouts, and alignment requirements (from the structure) to fill out the subresource structures. Applications have access to all these details, so this method, or a variation of it, could be written as part of the app.

dn986878 void ID3D12Device::GetCopyableFootprints([In] const D3D12_RESOURCE_DESC* pResourceDesc,[In] unsigned int FirstSubresource,[In] unsigned int NumSubresources,[In] unsigned longlong BaseOffset,[Out, Buffer, Optional] D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,[Out, Buffer, Optional] unsigned int* pNumRows,[Out, Buffer, Optional] unsigned longlong* pRowSizeInBytes,[Out, Optional] unsigned longlong* pTotalBytes) ID3D12Device::GetCopyableFootprints

Creates a query heap. A query heap contains an array of queries.

Specifies the query heap in a structure.

Specifies a REFIID that uniquely identifies the heap.

Specifies a reference to the heap, that will be returned on successful completion of the method. ppvHeap can be null, to enable capability testing. When ppvHeap is null, no object will be created and S_FALSE will be returned when pDesc is valid.

Refer to Queries for more information.

dn903828 HRESULT ID3D12Device::CreateQueryHeap([In] const D3D12_QUERY_HEAP_DESC* pDesc,[In] const GUID& riid,[Out] ID3D12QueryHeap** ppvHeap) ID3D12Device::CreateQueryHeap

This method ensures the GPU timestamp counter does not stop ticking during idle periods.

Specifies a that turns the stable power state on or off.

This method returns one of the Direct3D 12 Return Codes.

For more information on high definition performance measurement, refer to Timing.

dn903835 HRESULT ID3D12Device::SetStablePowerState([In] BOOL Enable) ID3D12Device::SetStablePowerState

This method creates a command signature.

Describes the command signature to be created with the structure.

Specifies the that the command signature applies to.

The globally unique identifier () for the command signature interface (). The REFIID, or , of the interface to the command signature can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a command signature.

Specifies a reference, that on successful completion of the method will point to the created command signature ().

dn903827 HRESULT ID3D12Device::CreateCommandSignature([In] const void* pDesc,[In, Optional] ID3D12RootSignature* pRootSignature,[In] const GUID& riid,[Out] ID3D12CommandSignature** ppvCommandSignature) ID3D12Device::CreateCommandSignature

Gets info about how a tiled resource is broken into tiles.

Specifies a tiled to get info about.

A reference to a variable that receives the number of tiles needed to store the entire tiled resource.

A reference to a structure that GetResourceTiling fills with info about how the tiled resource's mipmaps are packed.

Specifies a structure that GetResourceTiling fills with info about the tile shape. This is info about how pixels fit in the tiles, independent of tiled resource's dimensions, not including packed mipmaps. If the entire tiled resource is packed, this parameter is meaningless because the tiled resource has no defined layout for packed mipmaps. In this situation, GetResourceTiling sets the members of to zeros.

A reference to a variable that contains the number of tiles in the subresource. On input, this is the number of subresources to query tilings for; on output, this is the number that was actually retrieved at pSubresourceTilingsForNonPackedMips (clamped to what's available).

The number of the first subresource tile to get. GetResourceTiling ignores this parameter if the number that pNumSubresourceTilings points to is 0.

Specifies a structure that GetResourceTiling fills with info about subresource tiles. If subresource tiles are part of packed mipmaps, GetResourceTiling sets the members of to zeros, except the StartTileIndexInOverallResource member, which GetResourceTiling sets to D3D12_PACKED_TILE (0xffffffff). The D3D12_PACKED_TILE constant indicates that the whole structure is meaningless for this situation, and the info that the pPackedMipDesc parameter points to applies.

To estimate the total resource size of textures needed when calculating heap sizes and calling CreatePlacedResource, use GetResourceAllocationInfo instead of GetResourceTiling. GetResourceTiling cannot be used for this.

For more information on tiled resources, refer to Volume Tiled Resources.

dn903829 void ID3D12Device::GetResourceTiling([In] ID3D12Resource* pTiledResource,[Out, Optional] unsigned int* pNumTilesForEntireResource,[Out, Optional] D3D12_PACKED_MIP_INFO* pPackedMipDesc,[Out, Optional] D3D12_TILE_SHAPE* pStandardTileShapeForNonPackedMips,[InOut, Optional] unsigned int* pNumSubresourceTilings,[In] unsigned int FirstSubresourceTilingToGet,[Out, Buffer] D3D12_SUBRESOURCE_TILING* pSubresourceTilingsForNonPackedMips) ID3D12Device::GetResourceTiling

Gets a locally unique identifier for the current device (adapter).

The locally unique identifier for the adapter.

This method returns a unique identifier for the adapter that is specific to the adapter hardware. Applications can use this identifier to define robust mappings across various APIs (Direct3D 12, DXGI).

A locally unique identifier () is a 64-bit value that is guaranteed to be unique only on the system on which it was generated. The uniqueness of a locally unique identifier () is guaranteed only until the system is restarted.

dn914411 LUID ID3D12Device::GetAdapterLuid() ID3D12Device::GetAdapterLuid

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 structure. The two sources ?source 1 and source 2? are shown in the blending block diagram.

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 value controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The value controls how the blending stage mathematically combines these modulated values.

dn770340 D3D12_BLEND_OP D3D12_BLEND_OP

Add source 1 and source 2.

dn770340 D3D12_BLEND_OP_ADD D3D12_BLEND_OP_ADD

Subtract source 1 from source 2.

dn770340 D3D12_BLEND_OP_SUBTRACT D3D12_BLEND_OP_SUBTRACT

Subtract source 2 from source 1.

dn770340 D3D12_BLEND_OP_REV_SUBTRACT D3D12_BLEND_OP_REV_SUBTRACT

Find the minimum of source 1 and source 2.

dn770340 D3D12_BLEND_OP_MIN D3D12_BLEND_OP_MIN

Find the maximum of source 1 and source 2.

dn770340 D3D12_BLEND_OP_MAX D3D12_BLEND_OP_MAX

Specifies blend factors, which modulate values for the pixel shader and render target.

Source and destination blend operations are specified in a structure.

dn770338 D3D12_BLEND D3D12_BLEND

The blend factor is (0, 0, 0, 0). No pre-blend operation.

dn770338 D3D12_BLEND_ZERO D3D12_BLEND_ZERO

The blend factor is (1, 1, 1, 1). No pre-blend operation.

dn770338 D3D12_BLEND_ONE D3D12_BLEND_ONE

The blend factor is (R?, G?, B?, A?), that is color data (RGB) from a pixel shader. No pre-blend operation.

dn770338 D3D12_BLEND_SRC_COLOR D3D12_BLEND_SRC_COLOR

The blend factor is (1 - R?, 1 - G?, 1 - B?, 1 - A?), that is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB.

dn770338 D3D12_BLEND_INV_SRC_COLOR D3D12_BLEND_INV_SRC_COLOR

The blend factor is (A?, A?, A?, A?), that is alpha data (A) from a pixel shader. No pre-blend operation.

dn770338 D3D12_BLEND_SRC_ALPHA D3D12_BLEND_SRC_ALPHA

The blend factor is ( 1 - A?, 1 - A?, 1 - A?, 1 - A?), that is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A.

dn770338 D3D12_BLEND_INV_SRC_ALPHA D3D12_BLEND_INV_SRC_ALPHA

The blend factor is (Ad Ad Ad Ad), that is alpha data from a render target. No pre-blend operation.

dn770338 D3D12_BLEND_DEST_ALPHA D3D12_BLEND_DEST_ALPHA

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.

dn770338 D3D12_BLEND_INV_DEST_ALPHA D3D12_BLEND_INV_DEST_ALPHA

The blend factor is (Rd, Gd, Bd, Ad), that is color data from a render target. No pre-blend operation.

dn770338 D3D12_BLEND_DEST_COLOR D3D12_BLEND_DEST_COLOR

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.

dn770338 D3D12_BLEND_INV_DEST_COLOR D3D12_BLEND_INV_DEST_COLOR

The blend factor is (f, f, f, 1); where f = min(A?, 1 - Ad). The pre-blend operation clamps the data to 1 or less.

dn770338 D3D12_BLEND_SRC_ALPHA_SAT D3D12_BLEND_SRC_ALPHA_SAT

The blend factor is the blend factor set with . No pre-blend operation.

dn770338 D3D12_BLEND_BLEND_FACTOR D3D12_BLEND_BLEND_FACTOR

The blend factor is the blend factor set with . The pre-blend operation inverts the blend factor, generating 1 - blend_factor.

dn770338 D3D12_BLEND_INV_BLEND_FACTOR D3D12_BLEND_INV_BLEND_FACTOR

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.

dn770338 D3D12_BLEND_SRC1_COLOR D3D12_BLEND_SRC1_COLOR

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.

dn770338 D3D12_BLEND_INV_SRC1_COLOR D3D12_BLEND_INV_SRC1_COLOR

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.

dn770338 D3D12_BLEND_SRC1_ALPHA D3D12_BLEND_SRC1_ALPHA

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.

dn770338 D3D12_BLEND_INV_SRC1_ALPHA D3D12_BLEND_INV_SRC1_ALPHA

Identifies how to view a buffer resource.

This enumeration is used by .

dn986719 D3D12_BUFFER_SRV_FLAGS D3D12_BUFFER_SRV_FLAGS

Indicates a default view.

dn986719 D3D12_BUFFER_SRV_FLAG_NONE D3D12_BUFFER_SRV_FLAG_NONE

View the buffer as raw. For more info about raw viewing of buffers, see Raw Views of Buffers.

dn986719 D3D12_BUFFER_SRV_FLAG_RAW D3D12_BUFFER_SRV_FLAG_RAW

Identifies unordered-access view options for a buffer resource.

This enum is used in the structure.

dn986720 D3D12_BUFFER_UAV_FLAGS D3D12_BUFFER_UAV_FLAGS

Indicates a default view.

dn986720 D3D12_BUFFER_UAV_FLAG_NONE D3D12_BUFFER_UAV_FLAG_NONE

Resource contains raw, unstructured data. Requires the UAV format to be . For more info about raw viewing of buffers, see Raw Views of Buffers.

dn986720 D3D12_BUFFER_UAV_FLAG_RAW D3D12_BUFFER_UAV_FLAG_RAW

Specifies what to clear from the depth stencil view.

This enum is used by . The flags can be combined to clear all.

dn986721 D3D12_CLEAR_FLAGS D3D12_CLEAR_FLAGS

Indicates the depth buffer should be cleared.

dn986721 D3D12_CLEAR_FLAG_DEPTH D3D12_CLEAR_FLAG_DEPTH

Indicates the stencil buffer should be cleared.

dn986721 D3D12_CLEAR_FLAG_STENCIL D3D12_CLEAR_FLAG_STENCIL
None. None None

Identifies which components of each pixel of a render target are writable during blending.

This enum is used by the structure.

dn770347 D3D12_COLOR_WRITE_ENABLE D3D12_COLOR_WRITE_ENABLE

Allow data to be stored in the red component.

dn770347 D3D12_COLOR_WRITE_ENABLE_RED D3D12_COLOR_WRITE_ENABLE_RED

Allow data to be stored in the green component.

dn770347 D3D12_COLOR_WRITE_ENABLE_GREEN D3D12_COLOR_WRITE_ENABLE_GREEN

Allow data to be stored in the blue component.

dn770347 D3D12_COLOR_WRITE_ENABLE_BLUE D3D12_COLOR_WRITE_ENABLE_BLUE

Allow data to be stored in the alpha component.

dn770347 D3D12_COLOR_WRITE_ENABLE_ALPHA D3D12_COLOR_WRITE_ENABLE_ALPHA

Allow data to be stored in all components.

dn770347 D3D12_COLOR_WRITE_ENABLE_ALL D3D12_COLOR_WRITE_ENABLE_ALL

Specifies the type of a command list.

This enum is used by the following methods:

  • CreateCommandAllocator
  • CreateCommandQueue
  • CreateCommandList
dn770348 D3D12_COMMAND_LIST_TYPE D3D12_COMMAND_LIST_TYPE

Specifies a command buffer that the GPU can execute. A direct command list doesn't inherit any GPU state.

dn770348 D3D12_COMMAND_LIST_TYPE_DIRECT D3D12_COMMAND_LIST_TYPE_DIRECT

Specifies a command buffer that can be executed only directly via a direct command list. A bundle command list inherits all GPU state (except for the currently set pipeline state object and primitive topology).

dn770348 D3D12_COMMAND_LIST_TYPE_BUNDLE D3D12_COMMAND_LIST_TYPE_BUNDLE

Specifies a command buffer for computing.

dn770348 D3D12_COMMAND_LIST_TYPE_COMPUTE D3D12_COMMAND_LIST_TYPE_COMPUTE

Specifies a command buffer for copying (drawing).

dn770348 D3D12_COMMAND_LIST_TYPE_COPY D3D12_COMMAND_LIST_TYPE_COPY

Specifies flags to be used when creating a command queue.

This enum is used by the structure.

dn986722 D3D12_COMMAND_QUEUE_FLAGS D3D12_COMMAND_QUEUE_FLAGS

Indicates a default command queue.

dn986722 D3D12_COMMAND_QUEUE_FLAG_NONE D3D12_COMMAND_QUEUE_FLAG_NONE

Indicates that the GPU timeout should be disabled for this command queue.

dn986722 D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT

Defines priority levels for a command queue.

This enumeration is used by the Priority member of the structure.

dn986723 D3D12_COMMAND_QUEUE_PRIORITY D3D12_COMMAND_QUEUE_PRIORITY

Normal priority.

dn986723 D3D12_COMMAND_QUEUE_PRIORITY_NORMAL D3D12_COMMAND_QUEUE_PRIORITY_NORMAL

High priority.

dn986723 D3D12_COMMAND_QUEUE_PRIORITY_HIGH D3D12_COMMAND_QUEUE_PRIORITY_HIGH

Specifies comparison options.

A comparison option determines how the runtime compares source (new) data against destination (existing) data before storing the new data. The comparison option is declared in a description before an object is created. The API allows you to set a comparison option for

  • a depth-stencil buffer ()
  • depth-stencil operations ()
  • sampler state ()
dn770349 D3D12_COMPARISON_FUNC D3D12_COMPARISON_FUNC

Never pass the comparison.

dn770349 D3D12_COMPARISON_FUNC_NEVER D3D12_COMPARISON_FUNC_NEVER

If the source data is less than the destination data, the comparison passes.

dn770349 D3D12_COMPARISON_FUNC_LESS D3D12_COMPARISON_FUNC_LESS

If the source data is equal to the destination data, the comparison passes.

dn770349 D3D12_COMPARISON_FUNC_EQUAL D3D12_COMPARISON_FUNC_EQUAL

If the source data is less than or equal to the destination data, the comparison passes.

dn770349 D3D12_COMPARISON_FUNC_LESS_EQUAL D3D12_COMPARISON_FUNC_LESS_EQUAL

If the source data is greater than the destination data, the comparison passes.

dn770349 D3D12_COMPARISON_FUNC_GREATER D3D12_COMPARISON_FUNC_GREATER

If the source data is not equal to the destination data, the comparison passes.

dn770349 D3D12_COMPARISON_FUNC_NOT_EQUAL D3D12_COMPARISON_FUNC_NOT_EQUAL

If the source data is greater than or equal to the destination data, the comparison passes.

dn770349 D3D12_COMPARISON_FUNC_GREATER_EQUAL D3D12_COMPARISON_FUNC_GREATER_EQUAL

Always pass the comparison.

dn770349 D3D12_COMPARISON_FUNC_ALWAYS D3D12_COMPARISON_FUNC_ALWAYS

Identifies whether conservative rasterization is on or off.

This enum is used by the structure.

dn859367 D3D12_CONSERVATIVE_RASTERIZATION_MODE D3D12_CONSERVATIVE_RASTERIZATION_MODE

Conservative rasterization is off.

dn859367 D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF

Conservative rasterization is on.

dn859367 D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON

Identifies the tier level of conservative rasterization.

This enum is used by the structure.

dn859368 D3D12_CONSERVATIVE_RASTERIZATION_TIER D3D12_CONSERVATIVE_RASTERIZATION_TIER

Conservative rasterization is not supported.

dn859368 D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED

Tier 1 enforces a maximum 1/2 pixel uncertainty region and does not support post-snap degenerates. This is good for tiled rendering, a texture atlas, light map generation and sub-pixel shadow maps.

dn859368 D3D12_CONSERVATIVE_RASTERIZATION_TIER_1 D3D12_CONSERVATIVE_RASTERIZATION_TIER_1

Tier 2 reduces the maximum uncertainty region to 1/256 and requires post-snap degenerates not be culled. This tier is helpful for CPU-based algorithm acceleration (such as voxelization).

dn859368 D3D12_CONSERVATIVE_RASTERIZATION_TIER_2 D3D12_CONSERVATIVE_RASTERIZATION_TIER_2

Tier 3 maintains a maximum 1/256 uncertainty region and adds support for inner input coverage. Inner input coverage adds the new value SV_InnerCoverage to High Level Shading Language (HLSL). This is a 32-bit scalar integer that can be specified on input to a pixel shader, and represents the underestimated conservative rasterization information (that is, whether a pixel is guaranteed-to-be-fully covered). This tier is helpful for occlusion culling.

dn859368 D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 D3D12_CONSERVATIVE_RASTERIZATION_TIER_3

Specifies the CPU-page properties for the heap.

This enum is used by the structure.

dn986725 D3D12_CPU_PAGE_PROPERTY D3D12_CPU_PAGE_PROPERTY

The CPU-page property is unknown.

dn986725 D3D12_CPU_PAGE_PROPERTY_UNKNOWN D3D12_CPU_PAGE_PROPERTY_UNKNOWN

The CPU cannot access the heap, therefore no page properties are available.

dn986725 D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE

The CPU-page property is write-combined.

dn986725 D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE

The CPU-page property is write-back.

dn986725 D3D12_CPU_PAGE_PROPERTY_WRITE_BACK D3D12_CPU_PAGE_PROPERTY_WRITE_BACK

Specifies the level of sharing across nodes of an adapter, such as Tier 1 Emulated, Tier 1, or Tier 2.

This enum is used by the CrossNodeSharingTier member of the structure.

dn914408 D3D12_CROSS_NODE_SHARING_TIER D3D12_CROSS_NODE_SHARING_TIER

If an adapter only has 1 node, then cross-node sharing doesn't apply, so the CrossNodeSharingTier member of the structure is set to D3D12_CROSS_NODE_SHARING_NOT_SUPPORTED.

dn914408 D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED

Tier 1 Emulated. Devices that set the CrossNodeSharingTier member of the structure to have Tier 1 support. However, drivers stage these copy operations through a driver-internal system memory allocation. This will cause these copy operations to consume time on the destination GPU as well as the source.

dn914408 D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED

Tier 1. Devices that set the CrossNodeSharingTier member of the structure to only support the following cross-node copy operations:

  • ID3D12CommandList::CopyBufferRegion
  • ID3D12CommandList::CopyTextureRegion
  • ID3D12CommandList::CopyResource

Additionally, the cross-node resource must be the destination of the copy operation.

dn914408 D3D12_CROSS_NODE_SHARING_TIER_1 D3D12_CROSS_NODE_SHARING_TIER_1

Tier 2. Devices that set the CrossNodeSharingTier member of the structure to support all operations across nodes, except for the following:

  • Render target views.
  • Depth stencil views.
  • UAV atomic operations. Similar to CPU/GPU interop, shaders may perform UAV atomic operations; however, no atomicity across adapters is guaranteed.

Applications can retrieve the node where a resource/heap exists from the structure. These values are retrievable for opened resources. The runtime performs the appropriate re-mapping in case the 2 devices are using different UMD-specified node re-mappings.

dn914408 D3D12_CROSS_NODE_SHARING_TIER_2 D3D12_CROSS_NODE_SHARING_TIER_2

Specifies triangles facing a particular direction are not drawn.

Cull mode is specified in a structure.

dn770354 D3D12_CULL_MODE D3D12_CULL_MODE

Always draw all triangles.

dn770354 D3D12_CULL_MODE_NONE D3D12_CULL_MODE_NONE

Do not draw triangles that are front-facing.

dn770354 D3D12_CULL_MODE_FRONT D3D12_CULL_MODE_FRONT

Do not draw triangles that are back-facing.

dn770354 D3D12_CULL_MODE_BACK D3D12_CULL_MODE_BACK

Specifies flags to turn debug features on or off, such as treating a bundle as a draw or a dispatch.

This enum is used by and .

dn950141 D3D12_DEBUG_FEATURE D3D12_DEBUG_FEATURE

Indicates that no flags are specified.

dn950141 D3D12_DEBUG_FEATURE_NONE D3D12_DEBUG_FEATURE_NONE

Treat the bundle as a draw.

dn950141 D3D12_DEBUG_FEATURE_TREAT_BUNDLE_AS_DRAW D3D12_DEBUG_FEATURE_TREAT_BUNDLE_AS_DRAW

Treat the bundle as a dispatch.

dn950141 D3D12_DEBUG_FEATURE_TREAT_BUNDLE_AS_DISPATCH D3D12_DEBUG_FEATURE_TREAT_BUNDLE_AS_DISPATCH

Specifies how to access a resource used in a depth-stencil view.

This enumeration is used in to create a depth-stencil view.

ff476115 D3D12_DSV_DIMENSION D3D12_DSV_DIMENSION

is not a valid value for and is not used.

ff476115 D3D12_DSV_DIMENSION_UNKNOWN D3D12_DSV_DIMENSION_UNKNOWN

The resource will be accessed as a 1D texture.

ff476115 D3D12_DSV_DIMENSION_TEXTURE1D D3D12_DSV_DIMENSION_TEXTURE1D

The resource will be accessed as an array of 1D textures.

ff476115 D3D12_DSV_DIMENSION_TEXTURE1DARRAY D3D12_DSV_DIMENSION_TEXTURE1DARRAY

The resource will be accessed as a 2D texture.

ff476115 D3D12_DSV_DIMENSION_TEXTURE2D D3D12_DSV_DIMENSION_TEXTURE2D

The resource will be accessed as an array of 2D textures.

ff476115 D3D12_DSV_DIMENSION_TEXTURE2DARRAY D3D12_DSV_DIMENSION_TEXTURE2DARRAY

The resource will be accessed as a 2D texture with multisampling.

ff476115 D3D12_DSV_DIMENSION_TEXTURE2DMS D3D12_DSV_DIMENSION_TEXTURE2DMS

The resource will be accessed as an array of 2D textures with multisampling.

ff476115 D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY

Specifies depth-stencil view options.

Specify a combination of the values in this enumeration in the Flags member of a structure. The values are combined by using a bitwise OR operation.

Limiting a depth-stencil buffer to read-only access allows more than one depth-stencil view to be bound to the pipeline simultaneously, since it is not possible to have read/write conflicts between separate views.

dn986727 D3D12_DSV_FLAGS D3D12_DSV_FLAGS

Indicates a default view.

dn986727 D3D12_DSV_FLAG_NONE D3D12_DSV_FLAG_NONE

Indicates that depth values are read only.

dn986727 D3D12_DSV_FLAG_READ_ONLY_DEPTH D3D12_DSV_FLAG_READ_ONLY_DEPTH

Indicates that stencil values are read only.

dn986727 D3D12_DSV_FLAG_READ_ONLY_STENCIL D3D12_DSV_FLAG_READ_ONLY_STENCIL

Identifies the portion of a depth-stencil buffer for writing depth data.

This enum is used by the structure.

dn770358 D3D12_DEPTH_WRITE_MASK D3D12_DEPTH_WRITE_MASK

Turn off writes to the depth-stencil buffer.

dn770358 D3D12_DEPTH_WRITE_MASK_ZERO D3D12_DEPTH_WRITE_MASK_ZERO

Turn on writes to the depth-stencil buffer.

dn770358 D3D12_DEPTH_WRITE_MASK_ALL D3D12_DEPTH_WRITE_MASK_ALL

Specifies options for a heap.

This enum is used by the structure.

dn859378 D3D12_DESCRIPTOR_HEAP_FLAGS D3D12_DESCRIPTOR_HEAP_FLAGS

Indicates default usage of a heap.

dn859378 D3D12_DESCRIPTOR_HEAP_FLAG_NONE D3D12_DESCRIPTOR_HEAP_FLAG_NONE

Specifies the heap is bound on a command list for reference by shaders. This flag doesn?t apply to other descriptor heap types because shaders don?t directly reference the other types.

dn859378 D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE

Specifies a type of descriptor heap.

This enum is used by the structure, and the following methods:

  • CopyDescriptors
  • CopyDescriptorsSimple
  • GetDescriptorHandleIncrementSize
dn859379 D3D12_DESCRIPTOR_HEAP_TYPE D3D12_DESCRIPTOR_HEAP_TYPE

The descriptor heap for the combination of constant-buffer, shader-resource, and unordered-access views.

dn859379 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV

The descriptor heap for the sampler.

dn859379 D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER

The descriptor heap for the render-target view.

dn859379 D3D12_DESCRIPTOR_HEAP_TYPE_RTV D3D12_DESCRIPTOR_HEAP_TYPE_RTV

The descriptor heap for the depth-stencil view.

dn859379 D3D12_DESCRIPTOR_HEAP_TYPE_DSV D3D12_DESCRIPTOR_HEAP_TYPE_DSV

The number of types of descriptor heaps.

dn859379 D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES

Specifies a range so that, for example, if part of a descriptor table has 100 shader-resource views (SRVs) that range can be declared in one entry rather than 100.

This enum is used by the structure.

dn859381 D3D12_DESCRIPTOR_RANGE_TYPE D3D12_DESCRIPTOR_RANGE_TYPE

Specifies a range of SRVs.

dn859381 D3D12_DESCRIPTOR_RANGE_TYPE_SRV D3D12_DESCRIPTOR_RANGE_TYPE_SRV

Specifies a range of unordered-access views (UAVs).

dn859381 D3D12_DESCRIPTOR_RANGE_TYPE_UAV D3D12_DESCRIPTOR_RANGE_TYPE_UAV

Specifies a range of constant-buffer views (CBVs).

dn859381 D3D12_DESCRIPTOR_RANGE_TYPE_CBV D3D12_DESCRIPTOR_RANGE_TYPE_CBV

Specifies a range of samplers.

dn859381 D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER
No documentation. D3D12_FEATURE D3D12_FEATURE No documentation. D3D12_FEATURE_D3D12_OPTIONS D3D12_FEATURE_D3D12_OPTIONS No documentation. D3D12_FEATURE_ARCHITECTURE D3D12_FEATURE_ARCHITECTURE No documentation. D3D12_FEATURE_FEATURE_LEVELS D3D12_FEATURE_FEATURE_LEVELS No documentation. D3D12_FEATURE_FORMAT_SUPPORT D3D12_FEATURE_FORMAT_SUPPORT No documentation. D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS No documentation. D3D12_FEATURE_FORMAT_INFO D3D12_FEATURE_FORMAT_INFO No documentation. D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT

Specifies fence options.

This enum is used by the method.

dn986729 D3D12_FENCE_FLAGS D3D12_FENCE_FLAGS

No options are specified.

dn986729 D3D12_FENCE_FLAG_NONE D3D12_FENCE_FLAG_NONE

The fence is shared.

dn986729 D3D12_FENCE_FLAG_SHARED D3D12_FENCE_FLAG_SHARED

The fence is shared with another GPU adapter.

dn986729 D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER

Specifies the fill mode to use when rendering triangles.

Fill mode is specified in a structure.

dn770366 D3D12_FILL_MODE D3D12_FILL_MODE

Draw lines connecting the vertices. Adjacent vertices are not drawn.

dn770366 D3D12_FILL_MODE_WIREFRAME D3D12_FILL_MODE_WIREFRAME

Fill the triangles formed by the vertices. Adjacent vertices are not drawn.

dn770366 D3D12_FILL_MODE_SOLID D3D12_FILL_MODE_SOLID

Specifies filtering options during texture sampling.

This enum is used by the structure.

Note??If you use different filter types for min versus mag filter, undefined behavior occurs in certain cases where the choice between whether magnification or minification happens is ambiguous. To prevent this undefined behavior, use filter modes that use similar filter operations for both min and mag (or use anisotropic filtering, which avoids the issue as well).?

During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.

Microsoft High Level Shader Language (HLSL) texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.

You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.

Also note the following defines:

#define D3D12_FILTER_REDUCTION_TYPE_MASK ( 0x3 ) #define D3D12_FILTER_REDUCTION_TYPE_SHIFT ( 7 ) #define D3D12_FILTER_TYPE_MASK ( 0x3 ) #define D3D12_MIN_FILTER_SHIFT ( 4 ) #define D3D12_MAG_FILTER_SHIFT ( 2 ) #define D3D12_MIP_FILTER_SHIFT ( 0 ) #define D3D12_ANISOTROPIC_FILTERING_BIT ( 0x40 ) #define D3D12_ENCODE_BASIC_FILTER( min, mag, mip, reduction ) \ ( ( ) ( \ ( ( ( min ) & D3D12_FILTER_TYPE_MASK ) << D3D12_MIN_FILTER_SHIFT ) | \ ( ( ( mag ) & D3D12_FILTER_TYPE_MASK ) << D3D12_MAG_FILTER_SHIFT ) | \ ( ( ( mip ) & D3D12_FILTER_TYPE_MASK ) << D3D12_MIP_FILTER_SHIFT ) | \ ( ( ( reduction ) & D3D12_FILTER_REDUCTION_TYPE_MASK ) << D3D12_FILTER_REDUCTION_TYPE_SHIFT ) ) ) #define D3D12_ENCODE_ANISOTROPIC_FILTER( reduction ) \ ( ( ) ( \ D3D12_ANISOTROPIC_FILTERING_BIT | \ D3D12_ENCODE_BASIC_FILTER( , \ , \ , \ reduction ) ) ) #define D3D12_DECODE_MIN_FILTER( D3D12Filter ) \ ( ( ) \ ( ( ( D3D12Filter ) >> D3D12_MIN_FILTER_SHIFT ) & D3D12_FILTER_TYPE_MASK ) ) #define D3D12_DECODE_MAG_FILTER( D3D12Filter ) \ ( ( ) \ ( ( ( D3D12Filter ) >> D3D12_MAG_FILTER_SHIFT ) & D3D12_FILTER_TYPE_MASK ) ) #define D3D12_DECODE_MIP_FILTER( D3D12Filter ) \ ( ( ) \ ( ( ( D3D12Filter ) >> D3D12_MIP_FILTER_SHIFT ) & D3D12_FILTER_TYPE_MASK ) ) #define D3D12_DECODE_FILTER_REDUCTION( D3D12Filter ) \ ( ( ) \ ( ( ( D3D12Filter ) >> D3D12_FILTER_REDUCTION_TYPE_SHIFT ) & D3D12_FILTER_REDUCTION_TYPE_MASK ) ) #define D3D12_DECODE_IS_COMPARISON_FILTER( D3D12Filter ) \ ( D3D12_DECODE_FILTER_REDUCTION( D3D12Filter ) == ) #define D3D12_DECODE_IS_ANISOTROPIC_FILTER( D3D12Filter ) \ ( ( ( D3D12Filter ) & D3D12_ANISOTROPIC_FILTERING_BIT ) && \ ( == D3D12_DECODE_MIN_FILTER( D3D12Filter ) ) && \ ( == D3D12_DECODE_MAG_FILTER( D3D12Filter ) ) && \ ( == D3D12_DECODE_MIP_FILTER( D3D12Filter ) ) )
Texture Sampling FunctionTexture Sampling Function with Comparison Filtering
Sample SampleCmp or SampleCmpLevelZero

?

Comparison filters only work with textures that have the following formats: , , , .

dn770367 D3D12_FILTER D3D12_FILTER

Use point sampling for minification, magnification, and mip-level sampling.

dn770367 D3D12_FILTER_MIN_MAG_MIP_POINT D3D12_FILTER_MIN_MAG_MIP_POINT

Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.

dn770367 D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR

Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.

dn770367 D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT

Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.

dn770367 D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR

Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.

dn770367 D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.

dn770367 D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.

dn770367 D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT

Use linear interpolation for minification, magnification, and mip-level sampling.

dn770367 D3D12_FILTER_MIN_MAG_MIP_LINEAR D3D12_FILTER_MIN_MAG_MIP_LINEAR

Use anisotropic interpolation for minification, magnification, and mip-level sampling.

dn770367 D3D12_FILTER_ANISOTROPIC D3D12_FILTER_ANISOTROPIC

Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT

Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR

Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT

Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR

Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT

Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR

Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.

dn770367 D3D12_FILTER_COMPARISON_ANISOTROPIC D3D12_FILTER_COMPARISON_ANISOTROPIC

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MINIMUM_ANISOTROPIC D3D12_FILTER_MINIMUM_ANISOTROPIC

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

dn770367 D3D12_FILTER_MAXIMUM_ANISOTROPIC D3D12_FILTER_MAXIMUM_ANISOTROPIC

Specifies the type of filter reduction.

This enum is used by the structure. Also, refer to the remarks for .

dn770368 D3D12_FILTER_REDUCTION_TYPE D3D12_FILTER_REDUCTION_TYPE

The filter type is standard.

dn770368 D3D12_FILTER_REDUCTION_TYPE_STANDARD D3D12_FILTER_REDUCTION_TYPE_STANDARD

The filter type is comparison.

dn770368 D3D12_FILTER_REDUCTION_TYPE_COMPARISON D3D12_FILTER_REDUCTION_TYPE_COMPARISON

The filter type is minimum.

dn770368 D3D12_FILTER_REDUCTION_TYPE_MINIMUM D3D12_FILTER_REDUCTION_TYPE_MINIMUM

The filter type is maximum.

dn770368 D3D12_FILTER_REDUCTION_TYPE_MAXIMUM D3D12_FILTER_REDUCTION_TYPE_MAXIMUM

Specifies the type of magnification or minification sampler filters.

This enum is used by the structure. Also, refer to the remarks for .

dn770369 D3D12_FILTER_TYPE D3D12_FILTER_TYPE

Point filtering is used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture.

dn770369 D3D12_FILTER_TYPE_POINT D3D12_FILTER_TYPE_POINT

Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2 x 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures.

dn770369 D3D12_FILTER_TYPE_LINEAR D3D12_FILTER_TYPE_LINEAR

Specifies resources that are supported for a provided format.

This enum is used by the structure.

dn859389 D3D12_FORMAT_SUPPORT1 D3D12_FORMAT_SUPPORT1

No resources are supported.

dn859389 D3D12_FORMAT_SUPPORT1_NONE D3D12_FORMAT_SUPPORT1_NONE

Buffer resources supported.

dn859389 D3D12_FORMAT_SUPPORT1_BUFFER D3D12_FORMAT_SUPPORT1_BUFFER

Vertex buffers supported.

dn859389 D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER

Index buffers supported.

dn859389 D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER

Streaming output buffers supported.

dn859389 D3D12_FORMAT_SUPPORT1_SO_BUFFER D3D12_FORMAT_SUPPORT1_SO_BUFFER

1D texture resources supported.

dn859389 D3D12_FORMAT_SUPPORT1_TEXTURE1D D3D12_FORMAT_SUPPORT1_TEXTURE1D

2D texture resources supported.

dn859389 D3D12_FORMAT_SUPPORT1_TEXTURE2D D3D12_FORMAT_SUPPORT1_TEXTURE2D

3D texture resources supported.

dn859389 D3D12_FORMAT_SUPPORT1_TEXTURE3D D3D12_FORMAT_SUPPORT1_TEXTURE3D

Cube texture resources supported.

dn859389 D3D12_FORMAT_SUPPORT1_TEXTURECUBE D3D12_FORMAT_SUPPORT1_TEXTURECUBE

The HLSL Load function for texture objects is supported.

dn859389 D3D12_FORMAT_SUPPORT1_SHADER_LOAD D3D12_FORMAT_SUPPORT1_SHADER_LOAD

The HLSL Sample function for texture objects is supported.

Note??If the device supports the format as a resource (1D, 2D, 3D, or cube map) but doesn't support this option, the resource can still use the Sample method but must use only the point filtering sampler state to perform the sample. ?
dn859389 D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE

The HLSL SampleCmp and SampleCmpLevelZero functions for texture objects are supported.

Note??Windows?8 and later might provide limited support for these functions on Direct3D feature levels 9_1, 9_2, and 9_3. For more info, see Implementing shadow buffers for Direct3D feature level 9. ?
dn859389 D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON

Reserved.

dn859389 D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT

Mipmaps are supported.

dn859389 D3D12_FORMAT_SUPPORT1_MIP D3D12_FORMAT_SUPPORT1_MIP

Render targets are supported.

dn859389 D3D12_FORMAT_SUPPORT1_RENDER_TARGET D3D12_FORMAT_SUPPORT1_RENDER_TARGET

Blend operations supported.

dn859389 D3D12_FORMAT_SUPPORT1_BLENDABLE D3D12_FORMAT_SUPPORT1_BLENDABLE

Depth stencils supported.

dn859389 D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL

Multisample antialiasing (MSAA) resolve operations are supported. For more info, see .

dn859389 D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE

Format can be displayed on screen.

dn859389 D3D12_FORMAT_SUPPORT1_DISPLAY D3D12_FORMAT_SUPPORT1_DISPLAY

Format can't be cast to another format.

dn859389 D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT

Format can be used as a multi-sampled render target.

dn859389 D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET

Format can be used as a multi-sampled texture and read into a shader with the HLSL Load function.

dn859389 D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD

Format can be used with the HLSL gather function. This value is available in DirectX 10.1 or higher.

dn859389 D3D12_FORMAT_SUPPORT1_SHADER_GATHER D3D12_FORMAT_SUPPORT1_SHADER_GATHER

Format supports casting when the resource is a back buffer.

dn859389 D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST

Format can be used for an unordered access view.

dn859389 D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW

Format can be used with the HLSL gather with comparison function.

dn859389 D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON

Format can be used with the decoder output.

dn859389 D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT

Format can be used with the video processor output.

dn859389 D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT

Format can be used with the video processor input.

dn859389 D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT

Format can be used with the video encoder.

dn859389 D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER

Specifies which unordered resource options are supported for a provided format.

This enum is used by the structure.

dn859390 D3D12_FORMAT_SUPPORT2 D3D12_FORMAT_SUPPORT2

No unordered resource options are supported.

dn859390 D3D12_FORMAT_SUPPORT2_NONE D3D12_FORMAT_SUPPORT2_NONE

Format supports atomic add.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD

Format supports atomic bitwise operations.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS

Format supports atomic compare with store or exchange.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE

Format supports atomic exchange.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE

Format supports atomic min and max.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX

Format supports atomic unsigned min and max.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX

Format supports a typed load.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD

Format supports a typed store.

dn859390 D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE

Format supports logic operations in blend state.

dn859390 D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP

Format supports tiled resources. Refer to Volume Tiled Resources.

dn859390 D3D12_FORMAT_SUPPORT2_TILED D3D12_FORMAT_SUPPORT2_TILED

Format supports multi-plane overlays.

dn859390 D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY

Specifies heap options, such as whether the heap can contain textures, and whether resources are shared across adapters.

This enum is used by the following API items:

  • structure

The following heap flags must be used with , but will be set automatically for implicit heaps created by .

Adapters that only support heap tier 1 must set two out of the three following flags.

ValueDescription
The heap isn't allowed to contain resources with (which is a enumeration constant).
The heap isn't allowed to contain resources with , , or together with either or . (The latter two items are enumeration constants.)
The heap isn't allowed to contain resources with , , or unless and are absent.

?

Adapters that support heap tier 2 or greater are additionally allowed to set none of the above flags. Aliases for these flags are available for applications that prefer thinking only of which resources are supported.

The following aliases exist, so be careful when doing bit-manipulations:

  • = 0 and is only supported on heap tier 2 and greater.
  • = |
  • = |
  • = |
dn986730 D3D12_HEAP_FLAGS D3D12_HEAP_FLAGS

No options are specified.

dn986730 D3D12_HEAP_FLAG_NONE D3D12_HEAP_FLAG_NONE

The heap is shared. Refer to Shared Heaps.

dn986730 D3D12_HEAP_FLAG_SHARED D3D12_HEAP_FLAG_SHARED

The heap isn't allowed to contain buffers.

dn986730 D3D12_HEAP_FLAG_DENY_BUFFERS D3D12_HEAP_FLAG_DENY_BUFFERS

The heap is allowed to contain swap-chain surfaces.

dn986730 D3D12_HEAP_FLAG_ALLOW_DISPLAY D3D12_HEAP_FLAG_ALLOW_DISPLAY

The heap is allowed to share resources across adapters. Refer to Shared Heaps.

dn986730 D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER

The heap is not allowed to store Render Target (RT) and/or Depth-Stencil (DS) textures.

dn986730 D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES

The heap is not allowed to store non-RT, non-DS textures.

dn986730 D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES

The heap is allowed to store all types of buffers and/or textures. This is an alias; for more details, see "aliases" in the Remarks section.

dn986730 D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES

The heap is only allowed to store buffers. This is an alias; for more details, see "aliases" in the Remarks section.

dn986730 D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS

The heap is only allowed to store non-RT, non-DS textures. This is an alias; for more details, see "aliases" in the Remarks section.

dn986730 D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES

The heap is only allowed to store RT and/or DS textures. This is an alias; for more details, see "aliases" in the Remarks section.

dn986730 D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES

Specifies the type of heap. When resident, heaps reside in a particular physical memory pool with certain CPU cache properties.

This enum is used by the following API items:

  • GetCustomHeapProperties

The heap types fall into two categories: abstracted heap types, and custom heap types.

The following are abstracted heap types:

The following is a custom heap type:

The abstracted heap types (_DEFAULT, _UPLOAD, and _READBACK) are useful to simplify writing adapter-neutral applications, because such applications don't need to be aware of the adapter memory architecture. To use an abstracted heap type to simplify writing adapter-neutral applications, the application essentially treats the adapter as if it were a discrete or NUMA adapter. But, using the heap types enables efficient translation for UMA adapters. Adapter architecture neutral applications should assume there are two memory pools available, where the pool with the most GPU bandwidth cannot provide CPU access. The pool with the least GPU bandwidth can have CPU access; but must be either optimized for upload to GPU or readback from GPU.

dn770374 D3D12_HEAP_TYPE D3D12_HEAP_TYPE

Specifies the default heap. This heap type experiences the most bandwidth for the GPU, but cannot provide CPU access. The GPU can read and write to the memory from this pool, and resource transition barriers may be changed. The majority of heaps and resources are expected to be located here, and are typically populated through resources in upload heaps.

dn770374 D3D12_HEAP_TYPE_DEFAULT D3D12_HEAP_TYPE_DEFAULT

Specifies a heap used for uploading. This heap type has CPU access optimized for uploading to the GPU, but does not experience the maximum amount of bandwidth for the GPU. This heap type is best for CPU-write-once, GPU-read-once data; but GPU-read-once is stricter than necessary. GPU-read-once-or-from-cache is an acceptable use-case for the data; but such usages are hard to judge due to differing GPU cache designs and sizes. If in doubt, stick to the GPU-read-once definition or profile the difference on many GPUs between copying the data to a _DEFAULT heap vs. reading the data from an _UPLOAD heap.

Resources in this heap must be created with D3D12_RESOURCE_STATE_GENERIC_READ and cannot be changed away from this. The CPU address for such heaps is commonly not efficient for CPU reads.

The following are typical usages for _UPLOAD heaps:

  • Initializing resources in a _DEFAULT heap with data from the CPU.
  • Uploading dynamic data in a constant buffer that is read, repeatedly, by each vertex or pixel.

The following are likely not good usages for _UPLOAD heaps:

  • Re-initializing the contents of a resource every frame.
  • Uploading constant data which is only used every other Draw call, where each Draw uses a non-trivial amount of other data.
dn770374 D3D12_HEAP_TYPE_UPLOAD D3D12_HEAP_TYPE_UPLOAD

Specifies a heap used for reading back. This heap type has CPU access optimized for reading data back from the GPU, but does not experience the maximum amount of bandwidth for the GPU. This heap type is best for GPU-write-once, CPU-readable data. The CPU cache behavior is write-back, which is conducive for multiple sub-cache-line CPU reads.

Resources in this heap must be created with D3D12_RESOURCE_STATE_COPY_DEST, and cannot be changed away from this.

dn770374 D3D12_HEAP_TYPE_READBACK D3D12_HEAP_TYPE_READBACK

Specifies a custom heap. The application may specify the memory pool and CPU cache properties directly, which can be useful for UMA optimizations, multi-engine, multi-adapter, or other special cases. To do so, the application is expected to understand the adapter architecture to make the right choice. For more details, see _ARCHITECTURE, , and GetCustomHeapProperties.

dn770374 D3D12_HEAP_TYPE_CUSTOM D3D12_HEAP_TYPE_CUSTOM

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.

This enum is used by the structure.

dn986732 D3D12_INDEX_BUFFER_STRIP_CUT_VALUE D3D12_INDEX_BUFFER_STRIP_CUT_VALUE

Indicates that there is no cut value.

dn986732 D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED

Indicates that 0xFFFF should be used as the cut value.

dn986732 D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF

Indicates that 0xFFFFFFFF should be used as the cut value.

dn986732 D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF

Specifies the type of the indirect parameter.

This enum is used by the structure.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE D3D12_INDIRECT_ARGUMENT_TYPE

Indicates the type is a Draw call.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_DRAW D3D12_INDIRECT_ARGUMENT_TYPE_DRAW

Indicates the type is a DrawIndexed call.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED

Indicates the type is a Dispatch call.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH

Indicates the type is a vertex buffer view.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW

Indicates the type is an index buffer view.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW

Indicates the type is a constant.

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT

Indicates the type is a constant buffer view (CBV).

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW

Indicates the type is a shader resource view (SRV).

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW

Indicates the type is an unordered access view (UAV).

dn986734 D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW

Identifies the type of data contained in an input slot.

Specify one of these values in the member of a structure to specify the type of data for the input element of a pipeline state object.

dn770376 D3D12_INPUT_CLASSIFICATION D3D12_INPUT_CLASSIFICATION

Input data is per-vertex data.

dn770376 D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA

Input data is per-instance data.

dn770376 D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA

Specifies logical operations to configure for a render target.

This enum is used by the structure.

dn770379 D3D12_LOGIC_OP D3D12_LOGIC_OP

Clears the render target.

dn770379 D3D12_LOGIC_OP_CLEAR D3D12_LOGIC_OP_CLEAR

Sets the render target.

dn770379 D3D12_LOGIC_OP_SET D3D12_LOGIC_OP_SET

Copys the render target.

dn770379 D3D12_LOGIC_OP_COPY D3D12_LOGIC_OP_COPY

Performs an inverted-copy of the render target.

dn770379 D3D12_LOGIC_OP_COPY_INVERTED D3D12_LOGIC_OP_COPY_INVERTED

No operation is performed on the render target.

dn770379 D3D12_LOGIC_OP_NOOP D3D12_LOGIC_OP_NOOP

Inverts the render target.

dn770379 D3D12_LOGIC_OP_INVERT D3D12_LOGIC_OP_INVERT

Performs a logical AND operation on the render target.

dn770379 D3D12_LOGIC_OP_AND D3D12_LOGIC_OP_AND

Performs a logical NAND operation on the render target.

dn770379 D3D12_LOGIC_OP_NAND D3D12_LOGIC_OP_NAND

Performs a logical OR operation on the render target.

dn770379 D3D12_LOGIC_OP_OR D3D12_LOGIC_OP_OR

Performs a logical NOR operation on the render target.

dn770379 D3D12_LOGIC_OP_NOR D3D12_LOGIC_OP_NOR

Performs a logical XOR operation on the render target.

dn770379 D3D12_LOGIC_OP_XOR D3D12_LOGIC_OP_XOR

Performs a logical equal operation on the render target.

dn770379 D3D12_LOGIC_OP_EQUIV D3D12_LOGIC_OP_EQUIV

Performs a logical AND and reverse operation on the render target.

dn770379 D3D12_LOGIC_OP_AND_REVERSE D3D12_LOGIC_OP_AND_REVERSE

Performs a logical AND and invert operation on the render target.

dn770379 D3D12_LOGIC_OP_AND_INVERTED D3D12_LOGIC_OP_AND_INVERTED

Performs a logical OR and reverse operation on the render target.

dn770379 D3D12_LOGIC_OP_OR_REVERSE D3D12_LOGIC_OP_OR_REVERSE

Performs a logical OR and invert operation on the render target.

dn770379 D3D12_LOGIC_OP_OR_INVERTED D3D12_LOGIC_OP_OR_INVERTED

Specifies the memory pool for the heap.

This enum is used by the structure.

When the adapter is UMA, and refer to the same memory. When

the adapter is not UMA: and refer to the same memory. and refer to the same memory.

dn770381 D3D12_MEMORY_POOL D3D12_MEMORY_POOL

The memory pool is unknown.

dn770381 D3D12_MEMORY_POOL_UNKNOWN D3D12_MEMORY_POOL_UNKNOWN

The memory pool is L0. L0 is the physical system memory pool. When the adapter is discrete/NUMA, this pool has greater bandwidth for the CPU and less bandwidth for the GPU. When the adapter is UMA, this pool is the only one which is valid.

dn770381 D3D12_MEMORY_POOL_L0 D3D12_MEMORY_POOL_L0

The memory pool is L1. L1 is typically known as the physical video memory pool. L1 is only available when the adapter is discrete/NUMA, and has greater bandwidth for the GPU and cannot even be accessed by the CPU. When the adapter is UMA, this pool is not available.

dn770381 D3D12_MEMORY_POOL_L1 D3D12_MEMORY_POOL_L1

Specifies categories of debug messages. This will identify the category of a message when retrieving a message with and when adding a message with . When creating an info queue filter, these values can be used to allow or deny any categories of messages to pass through the storage and retrieval filters.

This is part of the Information Queue feature, refer to the Interface.

dn950145 D3D12_MESSAGE_CATEGORY D3D12_MESSAGE_CATEGORY
No documentation. dn950145 D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED No documentation. dn950145 D3D12_MESSAGE_CATEGORY_MISCELLANEOUS D3D12_MESSAGE_CATEGORY_MISCELLANEOUS No documentation. dn950145 D3D12_MESSAGE_CATEGORY_INITIALIZATION D3D12_MESSAGE_CATEGORY_INITIALIZATION No documentation. dn950145 D3D12_MESSAGE_CATEGORY_CLEANUP D3D12_MESSAGE_CATEGORY_CLEANUP No documentation. dn950145 D3D12_MESSAGE_CATEGORY_COMPILATION D3D12_MESSAGE_CATEGORY_COMPILATION No documentation. dn950145 D3D12_MESSAGE_CATEGORY_STATE_CREATION D3D12_MESSAGE_CATEGORY_STATE_CREATION No documentation. dn950145 D3D12_MESSAGE_CATEGORY_STATE_SETTING D3D12_MESSAGE_CATEGORY_STATE_SETTING No documentation. dn950145 D3D12_MESSAGE_CATEGORY_STATE_GETTING D3D12_MESSAGE_CATEGORY_STATE_GETTING No documentation. dn950145 D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION No documentation. dn950145 D3D12_MESSAGE_CATEGORY_EXECUTION D3D12_MESSAGE_CATEGORY_EXECUTION No documentation. dn950145 D3D12_MESSAGE_CATEGORY_SHADER D3D12_MESSAGE_CATEGORY_SHADER

Specifies debug message IDs for setting up an info-queue filter (see ); use these messages to allow or deny message categories to pass through the storage and retrieval filters. These IDs are used by methods such as or .

This enum is used by AddMessage.

dn950146 D3D12_MESSAGE_ID D3D12_MESSAGE_ID
No documentation. dn950146 D3D12_MESSAGE_ID_UNKNOWN D3D12_MESSAGE_ID_UNKNOWN No documentation. dn950146 D3D12_MESSAGE_ID_STRING_FROM_APPLICATION D3D12_MESSAGE_ID_STRING_FROM_APPLICATION No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_THIS D3D12_MESSAGE_ID_CORRUPTED_THIS No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER1 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER1 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER2 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER2 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER3 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER3 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER4 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER4 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER5 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER5 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER6 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER6 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER7 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER7 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER8 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER8 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER9 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER9 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER10 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER10 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER11 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER11 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER12 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER12 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER13 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER13 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER14 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER14 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER15 D3D12_MESSAGE_ID_CORRUPTED_PARAMETER15 No documentation. dn950146 D3D12_MESSAGE_ID_CORRUPTED_MULTITHREADING D3D12_MESSAGE_ID_CORRUPTED_MULTITHREADING No documentation. dn950146 D3D12_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY D3D12_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_GETPRIVATEDATA_MOREDATA D3D12_MESSAGE_ID_GETPRIVATEDATA_MOREDATA No documentation. dn950146 D3D12_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA D3D12_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA No documentation. dn950146 D3D12_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN D3D12_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN No documentation. dn950146 D3D12_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS D3D12_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS D3D12_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS No documentation. dn950146 D3D12_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY D3D12_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANESLICE D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANESLICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANESLICE D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANESLICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANESLICE D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANESLICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANESLICE D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANESLICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC D3D12_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD D3D12_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD No documentation. dn950146 D3D12_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC D3D12_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR D3D12_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR No documentation. dn950146 D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH No documentation. dn950146 D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH No documentation. dn950146 D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE No documentation. dn950146 D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX No documentation. dn950146 D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID D3D12_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE D3D12_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS D3D12_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED D3D12_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN D3D12_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED D3D12_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE D3D12_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS D3D12_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED D3D12_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN D3D12_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED D3D12_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE D3D12_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS D3D12_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED D3D12_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN D3D12_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED D3D12_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE D3D12_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS D3D12_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED D3D12_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN D3D12_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED D3D12_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED D3D12_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED No documentation. dn950146 D3D12_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED D3D12_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED No documentation. dn950146 D3D12_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS D3D12_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN D3D12_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN D3D12_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE D3D12_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE No documentation. dn950146 D3D12_MESSAGE_ID_REF_THREADING_MODE D3D12_MESSAGE_ID_REF_THREADING_MODE No documentation. dn950146 D3D12_MESSAGE_ID_REF_UMDRIVER_EXCEPTION D3D12_MESSAGE_ID_REF_UMDRIVER_EXCEPTION No documentation. dn950146 D3D12_MESSAGE_ID_REF_KMDRIVER_EXCEPTION D3D12_MESSAGE_ID_REF_KMDRIVER_EXCEPTION No documentation. dn950146 D3D12_MESSAGE_ID_REF_HARDWARE_EXCEPTION D3D12_MESSAGE_ID_REF_HARDWARE_EXCEPTION No documentation. dn950146 D3D12_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE D3D12_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE No documentation. dn950146 D3D12_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER D3D12_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER No documentation. dn950146 D3D12_MESSAGE_ID_REF_OUT_OF_MEMORY D3D12_MESSAGE_ID_REF_OUT_OF_MEMORY No documentation. dn950146 D3D12_MESSAGE_ID_REF_INFO D3D12_MESSAGE_ID_REF_INFO No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET D3D12_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_ROOT_SIGNATURE_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_ROOT_SIGNATURE_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INPUTLAYOUT_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INPUTLAYOUT_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_CONSTANT_BUFFER_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_CONSTANT_BUFFER_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_CONSTANT_BUFFER_TOO_SMALL D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_CONSTANT_BUFFER_TOO_SMALL No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SAMPLER_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SAMPLER_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SHADERRESOURCEVIEW_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SHADERRESOURCEVIEW_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VIEW_DIMENSION_MISMATCH D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VIEW_DIMENSION_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_TOO_SMALL D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_TOO_SMALL No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_BUFFER_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_BUFFER_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_BUFFER_FORMAT_INVALID D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_BUFFER_FORMAT_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_BUFFER_TOO_SMALL D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_BUFFER_TOO_SMALL No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_GS_INPUT_PRIMITIVE_MISMATCH D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_GS_INPUT_PRIMITIVE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_RETURN_TYPE_MISMATCH D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_RETURN_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_POSITION_NOT_PRESENT D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_POSITION_NOT_PRESENT No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OUTPUT_STREAM_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OUTPUT_STREAM_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_BOUND_RESOURCE_MAPPED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_BOUND_RESOURCE_MAPPED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INVALID_PRIMITIVETOPOLOGY D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INVALID_PRIMITIVETOPOLOGY No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_OFFSET_UNALIGNED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_OFFSET_UNALIGNED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_STRIDE_UNALIGNED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_STRIDE_UNALIGNED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_OFFSET_UNALIGNED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INDEX_OFFSET_UNALIGNED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SO_STRIDE_LARGER_THAN_BUFFER D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SO_STRIDE_LARGER_THAN_BUFFER No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET D3D12_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH No documentation. dn950146 D3D12_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW D3D12_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS D3D12_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY D3D12_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY No documentation. dn950146 D3D12_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY D3D12_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_OBJECT_SUMMARY D3D12_MESSAGE_ID_LIVE_OBJECT_SUMMARY No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_BUFFER D3D12_MESSAGE_ID_LIVE_BUFFER No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_TEXTURE1D D3D12_MESSAGE_ID_LIVE_TEXTURE1D No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_TEXTURE2D D3D12_MESSAGE_ID_LIVE_TEXTURE2D No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_TEXTURE3D D3D12_MESSAGE_ID_LIVE_TEXTURE3D No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW D3D12_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_RENDERTARGETVIEW D3D12_MESSAGE_ID_LIVE_RENDERTARGETVIEW No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_VERTEXSHADER D3D12_MESSAGE_ID_LIVE_VERTEXSHADER No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_GEOMETRYSHADER D3D12_MESSAGE_ID_LIVE_GEOMETRYSHADER No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_PIXELSHADER D3D12_MESSAGE_ID_LIVE_PIXELSHADER No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_INPUTLAYOUT D3D12_MESSAGE_ID_LIVE_INPUTLAYOUT No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_SAMPLER D3D12_MESSAGE_ID_LIVE_SAMPLER No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_BLENDSTATE D3D12_MESSAGE_ID_LIVE_BLENDSTATE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_RASTERIZERSTATE D3D12_MESSAGE_ID_LIVE_RASTERIZERSTATE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_QUERY D3D12_MESSAGE_ID_LIVE_QUERY No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_PREDICATE D3D12_MESSAGE_ID_LIVE_PREDICATE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_COUNTER D3D12_MESSAGE_ID_LIVE_COUNTER No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_DEVICE D3D12_MESSAGE_ID_LIVE_DEVICE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_SWAPCHAIN D3D12_MESSAGE_ID_LIVE_SWAPCHAIN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY D3D12_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER D3D12_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED D3D12_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE D3D12_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS D3D12_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED D3D12_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN D3D12_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD D3D12_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED D3D12_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS D3D12_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH D3D12_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY D3D12_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER D3D12_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE D3D12_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANESLICE D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANESLICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANESLICE D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANESLICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY D3D12_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY No documentation. dn950146 D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY No documentation. dn950146 D3D12_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED D3D12_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP D3D12_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED D3D12_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE No documentation. dn950146 D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE No documentation. dn950146 D3D12_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED D3D12_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV D3D12_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_ABORT D3D12_MESSAGE_ID_SHADER_ABORT No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_MESSAGE D3D12_MESSAGE_ID_SHADER_MESSAGE No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_ERROR D3D12_MESSAGE_ID_SHADER_ERROR No documentation. dn950146 D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN D3D12_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN D3D12_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDARRAYWITHDECODER D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDARRAYWITHDECODER No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDARRAYWITHDECODER D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDARRAYWITHDECODER No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDARRAYWITHDECODER D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDARRAYWITHDECODER No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE D3D12_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE No documentation. dn950146 D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_UAVSNOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_UAVSNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_TOOMANYVIEWS D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_TOOMANYVIEWS No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_NOTSUPPORTED D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_NOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_SWAPDEVICECONTEXTSTATE_NOTSUPPORTED D3D12_MESSAGE_ID_SWAPDEVICECONTEXTSTATE_NOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_UPDATESUBRESOURCE_PREFERUPDATESUBRESOURCE1 D3D12_MESSAGE_ID_UPDATESUBRESOURCE_PREFERUPDATESUBRESOURCE1 No documentation. dn950146 D3D12_MESSAGE_ID_GETDC_INACCESSIBLE D3D12_MESSAGE_ID_GETDC_INACCESSIBLE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDRECT D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDRECT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_SAMPLE_MASK_IGNORED_ON_FL9 D3D12_MESSAGE_ID_DEVICE_DRAW_SAMPLE_MASK_IGNORED_ON_FL9 No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE1_NOT_SUPPORTED D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE1_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BY_NAME_NOT_SUPPORTED D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BY_NAME_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_ENQUEUESETEVENT_NOT_SUPPORTED D3D12_MESSAGE_ID_ENQUEUESETEVENT_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_OFFERRELEASE_NOT_SUPPORTED D3D12_MESSAGE_ID_OFFERRELEASE_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_OFFERRESOURCES_INACCESSIBLE D3D12_MESSAGE_ID_OFFERRESOURCES_INACCESSIBLE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMSAA D3D12_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMSAA No documentation. dn950146 D3D12_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMSAA D3D12_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMSAA No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDSOURCERECT D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDSOURCERECT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_EMPTYRECT D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_EMPTYRECT No documentation. dn950146 D3D12_MESSAGE_ID_UPDATESUBRESOURCE_EMPTYDESTBOX D3D12_MESSAGE_ID_UPDATESUBRESOURCE_EMPTYDESTBOX No documentation. dn950146 D3D12_MESSAGE_ID_COPYSUBRESOURCEREGION_EMPTYSOURCEBOX D3D12_MESSAGE_ID_COPYSUBRESOURCEREGION_EMPTYSOURCEBOX No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS D3D12_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_DEPTHSTENCILVIEW_NOT_SET D3D12_MESSAGE_ID_DEVICE_DRAW_DEPTHSTENCILVIEW_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET D3D12_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET_DUE_TO_FLIP_PRESENT D3D12_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET_DUE_TO_FLIP_PRESENT No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET_DUE_TO_FLIP_PRESENT D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET_DUE_TO_FLIP_PRESENT No documentation. dn950146 D3D12_MESSAGE_ID_GETDATAFORNEWHARDWAREKEY_NULLPARAM D3D12_MESSAGE_ID_GETDATAFORNEWHARDWAREKEY_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_CHECKCRYPTOSESSIONSTATUS_NULLPARAM D3D12_MESSAGE_ID_CHECKCRYPTOSESSIONSTATUS_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_SETEVENTONHARDWARECONTENTPROTECTIONTILT_NULLPARAM D3D12_MESSAGE_ID_SETEVENTONHARDWARECONTENTPROTECTIONTILT_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_GETVIDEODECODERCAPS_NULLPARAM D3D12_MESSAGE_ID_GETVIDEODECODERCAPS_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_GETVIDEODECODERCAPS_ZEROWIDTHHEIGHT D3D12_MESSAGE_ID_GETVIDEODECODERCAPS_ZEROWIDTHHEIGHT No documentation. dn950146 D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_NULLPARAM D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE No documentation. dn950146 D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT No documentation. dn950146 D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM D3D12_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE No documentation. dn950146 D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT No documentation. dn950146 D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE D3D12_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE D3D12_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE D3D12_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1 No documentation. dn950146 D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER D3D12_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER No documentation. dn950146 D3D12_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER D3D12_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER No documentation. dn950146 D3D12_MESSAGE_ID_COPYTILES_INVALID_PARAMETER D3D12_MESSAGE_ID_COPYTILES_INVALID_PARAMETER No documentation. dn950146 D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING No documentation. dn950146 D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR No documentation. dn950146 D3D12_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS D3D12_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS No documentation. dn950146 D3D12_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA D3D12_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA No documentation. dn950146 D3D12_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE D3D12_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE No documentation. dn950146 D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES No documentation. dn950146 D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT No documentation. dn950146 D3D12_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS D3D12_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE D3D12_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER D3D12_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEVICE_INVALIDARGS D3D12_MESSAGE_ID_CREATEDEVICE_INVALIDARGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEDEVICE_WARNING D3D12_MESSAGE_ID_CREATEDEVICE_WARNING No documentation. dn950146 D3D12_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH D3D12_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_CRYPTOSESSION D3D12_MESSAGE_ID_CREATE_CRYPTOSESSION No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL D3D12_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_CRYPTOSESSION D3D12_MESSAGE_ID_LIVE_CRYPTOSESSION No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL D3D12_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_CRYPTOSESSION D3D12_MESSAGE_ID_DESTROY_CRYPTOSESSION No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL D3D12_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALID_SUBRESOURCE D3D12_MESSAGE_ID_MAP_INVALID_SUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALID_TYPE D3D12_MESSAGE_ID_MAP_INVALID_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_UNSUPPORTED_TYPE D3D12_MESSAGE_ID_MAP_UNSUPPORTED_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_INVALID_SUBRESOURCE D3D12_MESSAGE_ID_UNMAP_INVALID_SUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_TYPE D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_NULL_POINTER D3D12_MESSAGE_ID_RESOURCE_BARRIER_NULL_POINTER No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SUBRESOURCE D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_RESERVED_BITS D3D12_MESSAGE_ID_RESOURCE_BARRIER_RESERVED_BITS No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISSING_BIND_FLAGS D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISSING_BIND_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_MISC_FLAGS D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_MISC_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_MATCHING_STATES D3D12_MESSAGE_ID_RESOURCE_BARRIER_MATCHING_STATES No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINATION D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINATION No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH D3D12_MESSAGE_ID_RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_RESOURCE D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_SAMPLE_COUNT D3D12_MESSAGE_ID_RESOURCE_BARRIER_SAMPLE_COUNT No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINED_FLAGS D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINED_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS_FOR_FORMAT D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS_FOR_FORMAT No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SPLIT_BARRIER D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SPLIT_BARRIER No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_END D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_END No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_BEGIN D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_BEGIN No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAG D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAG No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMMAND_LIST_TYPE D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMMAND_LIST_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_INVALID_SUBRESOURCE_STATE D3D12_MESSAGE_ID_INVALID_SUBRESOURCE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_INEFFICIENT_PRESENT D3D12_MESSAGE_ID_INEFFICIENT_PRESENT No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CONTENTION D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CONTENTION No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET_BUNDLE D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET_BUNDLE No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CANNOT_RESET D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CANNOT_RESET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_OPEN D3D12_MESSAGE_ID_COMMAND_LIST_OPEN No documentation. dn950146 D3D12_MESSAGE_ID_QUERY_STATE_MISMATCH D3D12_MESSAGE_ID_QUERY_STATE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_INVALID_BUNDLE_API D3D12_MESSAGE_ID_INVALID_BUNDLE_API No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED_WITH_INVALID_RESOURCE D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED_WITH_INVALID_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_WRONG_COMMAND_ALLOCATOR_TYPE D3D12_MESSAGE_ID_WRONG_COMMAND_ALLOCATOR_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_INVALID_INDIRECT_ARGUMENT_BUFFER D3D12_MESSAGE_ID_INVALID_INDIRECT_ARGUMENT_BUFFER No documentation. dn950146 D3D12_MESSAGE_ID_COMPUTE_AND_GRAPHICS_PIPELINE D3D12_MESSAGE_ID_COMPUTE_AND_GRAPHICS_PIPELINE No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_SYNC D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_SYNC No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_SYNC D3D12_MESSAGE_ID_COMMAND_LIST_SYNC No documentation. dn950146 D3D12_MESSAGE_ID_SET_DESCRIPTOR_HEAP_INVALID D3D12_MESSAGE_ID_SET_DESCRIPTOR_HEAP_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_QUEUE_IMAGE_NOT_SUPPORTED D3D12_MESSAGE_ID_CREATE_QUEUE_IMAGE_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_COMMAND_ALLOCATOR_IMAGE_NOT_SUPPORTED D3D12_MESSAGE_ID_CREATE_COMMAND_ALLOCATOR_IMAGE_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_COMMANDQUEUE D3D12_MESSAGE_ID_CREATE_COMMANDQUEUE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_COMMANDALLOCATOR D3D12_MESSAGE_ID_CREATE_COMMANDALLOCATOR No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_PIPELINESTATE D3D12_MESSAGE_ID_CREATE_PIPELINESTATE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_COMMANDLIST12 D3D12_MESSAGE_ID_CREATE_COMMANDLIST12 No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_IMAGECOMMANDLIST D3D12_MESSAGE_ID_CREATE_IMAGECOMMANDLIST No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_RESOURCE D3D12_MESSAGE_ID_CREATE_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_DESCRIPTORHEAP D3D12_MESSAGE_ID_CREATE_DESCRIPTORHEAP No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_ROOTSIGNATURE D3D12_MESSAGE_ID_CREATE_ROOTSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_LIBRARY D3D12_MESSAGE_ID_CREATE_LIBRARY No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_HEAP D3D12_MESSAGE_ID_CREATE_HEAP No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_MONITOREDFENCE D3D12_MESSAGE_ID_CREATE_MONITOREDFENCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_QUERYHEAP D3D12_MESSAGE_ID_CREATE_QUERYHEAP No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_COMMANDSIGNATURE D3D12_MESSAGE_ID_CREATE_COMMANDSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_COMMANDQUEUE D3D12_MESSAGE_ID_LIVE_COMMANDQUEUE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_COMMANDALLOCATOR D3D12_MESSAGE_ID_LIVE_COMMANDALLOCATOR No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_PIPELINESTATE D3D12_MESSAGE_ID_LIVE_PIPELINESTATE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_COMMANDLIST12 D3D12_MESSAGE_ID_LIVE_COMMANDLIST12 No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_IMAGECOMMANDLIST D3D12_MESSAGE_ID_LIVE_IMAGECOMMANDLIST No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_RESOURCE D3D12_MESSAGE_ID_LIVE_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_DESCRIPTORHEAP D3D12_MESSAGE_ID_LIVE_DESCRIPTORHEAP No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_ROOTSIGNATURE D3D12_MESSAGE_ID_LIVE_ROOTSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_LIBRARY D3D12_MESSAGE_ID_LIVE_LIBRARY No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_HEAP D3D12_MESSAGE_ID_LIVE_HEAP No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_MONITOREDFENCE D3D12_MESSAGE_ID_LIVE_MONITOREDFENCE No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_QUERYHEAP D3D12_MESSAGE_ID_LIVE_QUERYHEAP No documentation. dn950146 D3D12_MESSAGE_ID_LIVE_COMMANDSIGNATURE D3D12_MESSAGE_ID_LIVE_COMMANDSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_COMMANDQUEUE D3D12_MESSAGE_ID_DESTROY_COMMANDQUEUE No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_COMMANDALLOCATOR D3D12_MESSAGE_ID_DESTROY_COMMANDALLOCATOR No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_PIPELINESTATE D3D12_MESSAGE_ID_DESTROY_PIPELINESTATE No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_COMMANDLIST12 D3D12_MESSAGE_ID_DESTROY_COMMANDLIST12 No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_IMAGECOMMANDLIST D3D12_MESSAGE_ID_DESTROY_IMAGECOMMANDLIST No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_RESOURCE D3D12_MESSAGE_ID_DESTROY_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_DESCRIPTORHEAP D3D12_MESSAGE_ID_DESTROY_DESCRIPTORHEAP No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_ROOTSIGNATURE D3D12_MESSAGE_ID_DESTROY_ROOTSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_LIBRARY D3D12_MESSAGE_ID_DESTROY_LIBRARY No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_HEAP D3D12_MESSAGE_ID_DESTROY_HEAP No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_MONITOREDFENCE D3D12_MESSAGE_ID_DESTROY_MONITOREDFENCE No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_QUERYHEAP D3D12_MESSAGE_ID_DESTROY_QUERYHEAP No documentation. dn950146 D3D12_MESSAGE_ID_DESTROY_COMMANDSIGNATURE D3D12_MESSAGE_ID_DESTROY_COMMANDSIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDHEAPTYPE D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDHEAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONS D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDMISCFLAGS D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMISCFLAGS D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_LARGEALLOCATION D3D12_MESSAGE_ID_CREATERESOURCE_LARGEALLOCATION No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_SMALLALLOCATION D3D12_MESSAGE_ID_CREATERESOURCE_SMALLALLOCATION No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATERESOURCE_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDESC D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDINITIALSTATE D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDINITIALSTATE No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_HAS_PENDING_INITIAL_DATA D3D12_MESSAGE_ID_RESOURCE_HAS_PENDING_INITIAL_DATA No documentation. dn950146 D3D12_MESSAGE_ID_POSSIBLY_INVALID_SUBRESOURCE_STATE D3D12_MESSAGE_ID_POSSIBLY_INVALID_SUBRESOURCE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_INVALID_USE_OF_NON_RESIDENT_RESOURCE D3D12_MESSAGE_ID_INVALID_USE_OF_NON_RESIDENT_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_POSSIBLE_INVALID_USE_OF_NON_RESIDENT_RESOURCE D3D12_MESSAGE_ID_POSSIBLE_INVALID_USE_OF_NON_RESIDENT_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_BUNDLE_PIPELINE_STATE_MISMATCH D3D12_MESSAGE_ID_BUNDLE_PIPELINE_STATE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_PRIMITIVE_TOPOLOGY_MISMATCH_PIPELINE_STATE D3D12_MESSAGE_ID_PRIMITIVE_TOPOLOGY_MISMATCH_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_PIPELINE_STATE D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_PIPELINE_STATE D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_PIPELINE_STATE D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_PIPELINE_STATE D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_PIPELINE_STATE D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_BUNDLE_PIPELINE_STATE D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_BUNDLE_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADER_INVALIDBYTECODE D3D12_MESSAGE_ID_CREATESHADER_INVALIDBYTECODE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_NULLDESC D3D12_MESSAGE_ID_CREATEHEAP_NULLDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_INVALIDSIZE D3D12_MESSAGE_ID_CREATEHEAP_INVALIDSIZE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDHEAPTYPE D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDHEAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMEMORYPOOL D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMEMORYPOOL No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_INVALIDPROPERTIES D3D12_MESSAGE_ID_CREATEHEAP_INVALIDPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_INVALIDALIGNMENT D3D12_MESSAGE_ID_CREATEHEAP_INVALIDALIGNMENT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMISCFLAGS D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_INVALIDMISCFLAGS D3D12_MESSAGE_ID_CREATEHEAP_INVALIDMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATEHEAP_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEHEAP_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATEHEAP_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAPPROPERTIES D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAPPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPTYPE D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDMEMORYPOOL D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDMEMORYPOOL No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPPROPERTIES D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPMISCFLAGS D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPMISCFLAGS D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDARG_RETURN D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_GETCUSTOMHEAPPROPERTIES_UNRECOGNIZEDHEAPTYPE D3D12_MESSAGE_ID_GETCUSTOMHEAPPROPERTIES_UNRECOGNIZEDHEAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_GETCUSTOMHEAPPROPERTIES_INVALIDHEAPTYPE D3D12_MESSAGE_ID_GETCUSTOMHEAPPROPERTIES_INVALIDHEAPTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_DESCRIPTOR_HEAP_INVALID_DESC D3D12_MESSAGE_ID_CREATE_DESCRIPTOR_HEAP_INVALID_DESC No documentation. dn950146 D3D12_MESSAGE_ID_INVALID_DESCRIPTOR_HANDLE D3D12_MESSAGE_ID_INVALID_DESCRIPTOR_HANDLE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALID_CONSERVATIVERASTERMODE D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALID_CONSERVATIVERASTERMODE No documentation. dn950146 D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_SYSTEMVALUE D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_SYSTEMVALUE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_CONSTANT_BUFFER_VIEW_INVALID_RESOURCE D3D12_MESSAGE_ID_CREATE_CONSTANT_BUFFER_VIEW_INVALID_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_CONSTANT_BUFFER_VIEW_INVALID_DESC D3D12_MESSAGE_ID_CREATE_CONSTANT_BUFFER_VIEW_INVALID_DESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_CONSTANT_BUFFER_VIEW_LARGE_OFFSET D3D12_MESSAGE_ID_CREATE_CONSTANT_BUFFER_VIEW_LARGE_OFFSET No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_UNORDEREDACCESS_VIEW_INVALID_COUNTER_USAGE D3D12_MESSAGE_ID_CREATE_UNORDEREDACCESS_VIEW_INVALID_COUNTER_USAGE No documentation. dn950146 D3D12_MESSAGE_ID_COPY_DESCRIPTORS_INVALID_RANGES D3D12_MESSAGE_ID_COPY_DESCRIPTORS_INVALID_RANGES No documentation. dn950146 D3D12_MESSAGE_ID_COPY_DESCRIPTORS_WRITE_ONLY_DESCRIPTOR D3D12_MESSAGE_ID_COPY_DESCRIPTORS_WRITE_ONLY_DESCRIPTOR No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RTV_FORMAT_NOT_UNKNOWN D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RTV_FORMAT_NOT_UNKNOWN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_RENDER_TARGET_COUNT D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_RENDER_TARGET_COUNT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_VERTEX_SHADER_NOT_SET D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_VERTEX_SHADER_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INPUTLAYOUT_NOT_SET D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INPUTLAYOUT_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_HS_DS_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_HS_DS_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_REGISTERINDEX D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_REGISTERINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_COMPONENTTYPE D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_COMPONENTTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_REGISTERMASK D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_REGISTERMASK No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_SYSTEMVALUE D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_SYSTEMVALUE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_MINPRECISION D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_MINPRECISION No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_XOR_DS_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_XOR_DS_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_DS_CONTROL_POINT_COUNT_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_DS_CONTROL_POINT_COUNT_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_DS_TESSELLATOR_DOMAIN_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_DS_TESSELLATOR_DOMAIN_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_USE_OF_FORCED_SAMPLE_COUNT D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_USE_OF_FORCED_SAMPLE_COUNT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_PRIMITIVETOPOLOGY D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_PRIMITIVETOPOLOGY No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_SYSTEMVALUE D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_SYSTEMVALUE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0 No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_OUTPUT_TYPE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_OUTPUT_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DEPTHSTENCILVIEW_NOT_SET D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DEPTHSTENCILVIEW_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_GS_INPUT_PRIMITIVE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_GS_INPUT_PRIMITIVE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_POSITION_NOT_PRESENT D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_POSITION_NOT_PRESENT No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_MISSING_ROOT_SIGNATURE_FLAGS D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_MISSING_ROOT_SIGNATURE_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_INDEX_BUFFER_PROPERTIES D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_INDEX_BUFFER_PROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_SAMPLE_DESC D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_INVALID_SAMPLE_DESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_HS_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DS_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_DS_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_VS_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_VS_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_GS_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_GS_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_MISSING_ROOT_SIGNATURE D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_MISSING_ROOT_SIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTE_BUNDLE_OPEN_BUNDLE D3D12_MESSAGE_ID_EXECUTE_BUNDLE_OPEN_BUNDLE No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTE_BUNDLE_DESCRIPTOR_HEAP_MISMATCH D3D12_MESSAGE_ID_EXECUTE_BUNDLE_DESCRIPTOR_HEAP_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTE_BUNDLE_TYPE D3D12_MESSAGE_ID_EXECUTE_BUNDLE_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_BLOB_NOT_FOUND D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_BLOB_NOT_FOUND No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_DESERIALIZE_FAILED D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_DESERIALIZE_FAILED No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_INVALID_CONFIGURATION D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_INVALID_CONFIGURATION No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_NOT_SUPPORTED_ON_DEVICE D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_NOT_SUPPORTED_ON_DEVICE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLRESOURCEPROPERTIES D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLRESOURCEPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAP D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAP No documentation. dn950146 D3D12_MESSAGE_ID_GETRESOURCEALLOCATIONINFO_INVALIDRDESCS D3D12_MESSAGE_ID_GETRESOURCEALLOCATIONINFO_INVALIDRDESCS No documentation. dn950146 D3D12_MESSAGE_ID_MAKERESIDENT_NULLOBJECTARRAY D3D12_MESSAGE_ID_MAKERESIDENT_NULLOBJECTARRAY No documentation. dn950146 D3D12_MESSAGE_ID_MAKERESIDENT_INVALIDOBJECT D3D12_MESSAGE_ID_MAKERESIDENT_INVALIDOBJECT No documentation. dn950146 D3D12_MESSAGE_ID_EVICT_NULLOBJECTARRAY D3D12_MESSAGE_ID_EVICT_NULLOBJECTARRAY No documentation. dn950146 D3D12_MESSAGE_ID_EVICT_INVALIDOBJECT D3D12_MESSAGE_ID_EVICT_INVALIDOBJECT No documentation. dn950146 D3D12_MESSAGE_ID_HEAPS_UNSUPPORTED D3D12_MESSAGE_ID_HEAPS_UNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_SET_DESCRIPTOR_TABLE_INVALID D3D12_MESSAGE_ID_SET_DESCRIPTOR_TABLE_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_INVALID D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_BUFFER_VIEW_INVALID D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_BUFFER_VIEW_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_ROOT_SHADER_RESOURCE_VIEW_INVALID D3D12_MESSAGE_ID_SET_ROOT_SHADER_RESOURCE_VIEW_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_ROOT_UNORDERED_ACCESS_VIEW_INVALID D3D12_MESSAGE_ID_SET_ROOT_UNORDERED_ACCESS_VIEW_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID_DESC D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID_DESC No documentation. dn950146 D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_LARGE_OFFSET D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_LARGE_OFFSET No documentation. dn950146 D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID_DESC D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID_DESC No documentation. dn950146 D3D12_MESSAGE_ID_SET_INDEX_BUFFER_LARGE_OFFSET D3D12_MESSAGE_ID_SET_INDEX_BUFFER_LARGE_OFFSET No documentation. dn950146 D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID_DESC D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID_DESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDDIMENSIONALITY D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDDIMENSIONALITY No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDLAYOUT D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDLAYOUT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONALITY D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONALITY No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDALIGNMENT D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDALIGNMENT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMIPLEVELS D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMIPLEVELS No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDSAMPLEDESC D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDSAMPLEDESC No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDLAYOUT D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDLAYOUT No documentation. dn950146 D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_SET_RENDER_TARGETS_INVALID D3D12_MESSAGE_ID_SET_RENDER_TARGETS_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_CREATEQUERY_HEAP_INVALID_PARAMETERS D3D12_MESSAGE_ID_CREATEQUERY_HEAP_INVALID_PARAMETERS No documentation. dn950146 D3D12_MESSAGE_ID_CREATEQUERY_HEAP_JPEG_NOT_SUPPORTED D3D12_MESSAGE_ID_CREATEQUERY_HEAP_JPEG_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_BEGIN_END_QUERY_INVALID_PARAMETERS D3D12_MESSAGE_ID_BEGIN_END_QUERY_INVALID_PARAMETERS No documentation. dn950146 D3D12_MESSAGE_ID_CLOSE_COMMAND_LIST_OPEN_QUERY D3D12_MESSAGE_ID_CLOSE_COMMAND_LIST_OPEN_QUERY No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVE_QUERY_DATA_INVALID_PARAMETERS D3D12_MESSAGE_ID_RESOLVE_QUERY_DATA_INVALID_PARAMETERS No documentation. dn950146 D3D12_MESSAGE_ID_SET_PREDICATION_INVALID_PARAMETERS D3D12_MESSAGE_ID_SET_PREDICATION_INVALID_PARAMETERS No documentation. dn950146 D3D12_MESSAGE_ID_TIMESTAMPS_NOT_SUPPORTED D3D12_MESSAGE_ID_TIMESTAMPS_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_UNSTABLE_POWER_STATE D3D12_MESSAGE_ID_UNSTABLE_POWER_STATE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDFORMAT D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDFORMAT D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDSUBRESOURCERANGE D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDSUBRESOURCERANGE No documentation. dn950146 D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDBASEOFFSET D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDBASEOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_HEAP D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_HEAP No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_SAMPLER_INVALID D3D12_MESSAGE_ID_CREATE_SAMPLER_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMMANDSIGNATURE_INVALID D3D12_MESSAGE_ID_CREATECOMMANDSIGNATURE_INVALID No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTE_INDIRECT_INVALID_PARAMETERS D3D12_MESSAGE_ID_EXECUTE_INDIRECT_INVALID_PARAMETERS No documentation. dn950146 D3D12_MESSAGE_ID_GETGPUVIRTUALADDRESS_INVALID_RESOURCE_DIMENSION D3D12_MESSAGE_ID_GETGPUVIRTUALADDRESS_INVALID_RESOURCE_DIMENSION No documentation. dn950146 D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDCONTEXTTYPE D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDCONTEXTTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_DECODENOTSUPPORTED D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_DECODENOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_ENCODENOTSUPPORTED D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_ENCODENOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE D3D12_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDCOMPONENTS D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDCOMPONENTS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D D3D12_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL D3D12_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX D3D12_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_UPSCALEUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_UPSCALEUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_TIER4DOWNSCALETOLARGE D3D12_MESSAGE_ID_JPEGDECODE_TIER4DOWNSCALETOLARGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_TIER3DOWNSCALEUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_TIER3DOWNSCALEUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH D3D12_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH D3D12_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS D3D12_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT D3D12_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT D3D12_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_HAZARD D3D12_MESSAGE_ID_JPEGDECODE_HAZARD No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED D3D12_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPRTEDCOPYFLAGS D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPRTEDCOPYFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED D3D12_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS D3D12_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_SOURCENOT2D D3D12_MESSAGE_ID_JPEGENCODE_SOURCENOT2D No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED D3D12_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED D3D12_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH D3D12_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH D3D12_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDCOMPONENTS D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDCOMPONENTS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED D3D12_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL D3D12_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE D3D12_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_HAZARD D3D12_MESSAGE_ID_JPEGENCODE_HAZARD No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE No documentation. dn950146 D3D12_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED D3D12_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTTYPEFORQUERY D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTTYPEFORQUERY No documentation. dn950146 D3D12_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE D3D12_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDCLEARVALUE D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDCLEARVALUE No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDCLEARVALUEFORMAT D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDCLEARVALUEFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDCLEARVALUEFORMAT D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDCLEARVALUEFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATERESOURCE_CLEARVALUEDENORMFLUSH D3D12_MESSAGE_ID_CREATERESOURCE_CLEARVALUEDENORMFLUSH No documentation. dn950146 D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALIDDEPTH D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALIDDEPTH No documentation. dn950146 D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE No documentation. dn950146 D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALIDHEAP D3D12_MESSAGE_ID_MAP_INVALIDHEAP No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_INVALIDHEAP D3D12_MESSAGE_ID_UNMAP_INVALIDHEAP No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALIDRESOURCE D3D12_MESSAGE_ID_MAP_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_INVALIDRESOURCE D3D12_MESSAGE_ID_UNMAP_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_MAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_UNMAP_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALIDRANGE D3D12_MESSAGE_ID_MAP_INVALIDRANGE No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_INVALIDRANGE D3D12_MESSAGE_ID_UNMAP_INVALIDRANGE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_NULLRANGE D3D12_MESSAGE_ID_MAP_NULLRANGE No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_NULLRANGE D3D12_MESSAGE_ID_UNMAP_NULLRANGE No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALIDDATAPOINTER D3D12_MESSAGE_ID_MAP_INVALIDDATAPOINTER No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALIDARG_RETURN D3D12_MESSAGE_ID_MAP_INVALIDARG_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_MAP_OUTOFMEMORY_RETURN D3D12_MESSAGE_ID_MAP_OUTOFMEMORY_RETURN No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_BUNDLENOTSUPPORTED D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_BUNDLENOTSUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_COMMANDLISTMISMATCH D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_COMMANDLISTMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_OPENCOMMANDLIST D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_OPENCOMMANDLIST No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_FAILEDCOMMANDLIST D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_FAILEDCOMMANDLIST No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_NULLDST D3D12_MESSAGE_ID_COPYBUFFERREGION_NULLDST No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_INVALIDDSTRESOURCEDIMENSION D3D12_MESSAGE_ID_COPYBUFFERREGION_INVALIDDSTRESOURCEDIMENSION No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_DSTRANGEOUTOFBOUNDS D3D12_MESSAGE_ID_COPYBUFFERREGION_DSTRANGEOUTOFBOUNDS No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_NULLSRC D3D12_MESSAGE_ID_COPYBUFFERREGION_NULLSRC No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_INVALIDSRCRESOURCEDIMENSION D3D12_MESSAGE_ID_COPYBUFFERREGION_INVALIDSRCRESOURCEDIMENSION No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_SRCRANGEOUTOFBOUNDS D3D12_MESSAGE_ID_COPYBUFFERREGION_SRCRANGEOUTOFBOUNDS No documentation. dn950146 D3D12_MESSAGE_ID_COPYBUFFERREGION_INVALIDCOPYFLAGS D3D12_MESSAGE_ID_COPYBUFFERREGION_INVALIDCOPYFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_NULLDST D3D12_MESSAGE_ID_COPYTEXTUREREGION_NULLDST No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDDSTTYPE D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDDSTTYPE No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTRESOURCEDIMENSION D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTRESOURCEDIMENSION No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTRESOURCE D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTSUBRESOURCE D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTOFFSET D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDDSTFORMAT D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDDSTFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTFORMAT D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTDIMENSIONS D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTROWPITCH D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTROWPITCH No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTPLACEMENT D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTPLACEMENT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTDSPLACEDFOOTPRINTFORMAT D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTDSPLACEDFOOTPRINTFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_DSTREGIONOUTOFBOUNDS D3D12_MESSAGE_ID_COPYTEXTUREREGION_DSTREGIONOUTOFBOUNDS No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_NULLSRC D3D12_MESSAGE_ID_COPYTEXTUREREGION_NULLSRC No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDSRCTYPE D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDSRCTYPE No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCRESOURCEDIMENSION D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCRESOURCEDIMENSION No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCRESOURCE D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCSUBRESOURCE D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCOFFSET D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCOFFSET No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDSRCFORMAT D3D12_MESSAGE_ID_COPYTEXTUREREGION_UNRECOGNIZEDSRCFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCFORMAT D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCDIMENSIONS D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCDIMENSIONS No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCROWPITCH D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCROWPITCH No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCPLACEMENT D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCPLACEMENT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCDSPLACEDFOOTPRINTFORMAT D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCDSPLACEDFOOTPRINTFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_SRCREGIONOUTOFBOUNDS D3D12_MESSAGE_ID_COPYTEXTUREREGION_SRCREGIONOUTOFBOUNDS No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTCOORDINATES D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDDSTCOORDINATES No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCBOX D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDSRCBOX No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_FORMATMISMATCH D3D12_MESSAGE_ID_COPYTEXTUREREGION_FORMATMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_EMPTYBOX D3D12_MESSAGE_ID_COPYTEXTUREREGION_EMPTYBOX No documentation. dn950146 D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDCOPYFLAGS D3D12_MESSAGE_ID_COPYTEXTUREREGION_INVALIDCOPYFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SUBRESOURCE_INDEX D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SUBRESOURCE_INDEX No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_FORMAT D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_FORMAT No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_MISMATCH D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SAMPLE_COUNT D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SAMPLE_COUNT No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_INVALID_SHADER D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_INVALID_SHADER No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_CS_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_CS_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_MISSING_ROOT_SIGNATURE D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_MISSING_ROOT_SIGNATURE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALIDCACHEDBLOB D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALIDCACHEDBLOB No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBADAPTERMISMATCH D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBADAPTERMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDRIVERVERSIONMISMATCH D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDRIVERVERSIONMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDESCMISMATCH D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDESCMISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBIGNORED D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBIGNORED No documentation. dn950146 D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDHEAP D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDHEAP No documentation. dn950146 D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDRESOURCE D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDBOX D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDBOX No documentation. dn950146 D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_EMPTYBOX D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_EMPTYBOX No documentation. dn950146 D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDHEAP D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDHEAP No documentation. dn950146 D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDRESOURCE D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDBOX D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDBOX No documentation. dn950146 D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDSUBRESOURCE D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDSUBRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_READFROMSUBRESOURCE_EMPTYBOX D3D12_MESSAGE_ID_READFROMSUBRESOURCE_EMPTYBOX No documentation. dn950146 D3D12_MESSAGE_ID_TOO_MANY_NODES_SPECIFIED D3D12_MESSAGE_ID_TOO_MANY_NODES_SPECIFIED No documentation. dn950146 D3D12_MESSAGE_ID_INVALID_NODE_INDEX D3D12_MESSAGE_ID_INVALID_NODE_INDEX No documentation. dn950146 D3D12_MESSAGE_ID_GETHEAPPROPERTIES_INVALIDRESOURCE D3D12_MESSAGE_ID_GETHEAPPROPERTIES_INVALIDRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_NODE_MASK_MISMATCH D3D12_MESSAGE_ID_NODE_MASK_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_OUTOFMEMORY D3D12_MESSAGE_ID_COMMAND_LIST_OUTOFMEMORY No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_TOO_MANY_SWAPCHAIN_REFERENCES D3D12_MESSAGE_ID_COMMAND_LIST_TOO_MANY_SWAPCHAIN_REFERENCES No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_QUEUE_TOO_MANY_SWAPCHAIN_REFERENCES D3D12_MESSAGE_ID_COMMAND_QUEUE_TOO_MANY_SWAPCHAIN_REFERENCES No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_SETRENDERTARGETS_INVALIDNUMRENDERTARGETS D3D12_MESSAGE_ID_COMMAND_LIST_SETRENDERTARGETS_INVALIDNUMRENDERTARGETS No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_TYPE D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_TYPE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_FLAGS D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFLAGS D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFORMAT D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFORMAT No documentation. dn950146 D3D12_MESSAGE_ID_CREATESHAREDHEAP_INVALIDFLAGS D3D12_MESSAGE_ID_CREATESHAREDHEAP_INVALIDFLAGS No documentation. dn950146 D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_UNRECOGNIZEDPROPERTIES D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_UNRECOGNIZEDPROPERTIES No documentation. dn950146 D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDSIZE D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDSIZE No documentation. dn950146 D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDOBJECT D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDOBJECT No documentation. dn950146 D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDOBJECT D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDOBJECT No documentation. dn950146 D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDKEY D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDKEY No documentation. dn950146 D3D12_MESSAGE_ID_KEYEDMUTEX_WRONGSTATE D3D12_MESSAGE_ID_KEYEDMUTEX_WRONGSTATE No documentation. dn950146 D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_PRIORITY D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_PRIORITY No documentation. dn950146 D3D12_MESSAGE_ID_OBJECT_DELETED_WHILE_STILL_IN_USE D3D12_MESSAGE_ID_OBJECT_DELETED_WHILE_STILL_IN_USE No documentation. dn950146 D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALID_FLAGS D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALID_FLAGS No documentation. dn950146 D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RENDER_TARGET_DELETED D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RENDER_TARGET_DELETED No documentation. dn950146 D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_ALL_RENDER_TARGETS_HAVE_UNKNOWN_FORMAT D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_ALL_RENDER_TARGETS_HAVE_UNKNOWN_FORMAT No documentation. dn950146 D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS No documentation. dn950146 D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_GPU_WRITTEN_READBACK_RESOURCE_MAPPED D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_GPU_WRITTEN_READBACK_RESOURCE_MAPPED No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_NEEDED D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_NEEDED No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_EMPTY D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_EMPTY No documentation. dn950146 D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE No documentation. dn950146 D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE No documentation. dn950146 D3D12_MESSAGE_ID_NO_GRAPHICS_API_SUPPORT D3D12_MESSAGE_ID_NO_GRAPHICS_API_SUPPORT No documentation. dn950146 D3D12_MESSAGE_ID_NO_COMPUTE_API_SUPPORT D3D12_MESSAGE_ID_NO_COMPUTE_API_SUPPORT No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_FLAGS_NOT_SUPPORTED D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_FLAGS_NOT_SUPPORTED No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_ROOT_ARGUMENT_UNINITIALIZED D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_ROOT_ARGUMENT_UNINITIALIZED No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_HEAP_INDEX_OUT_OF_BOUNDS D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_HEAP_INDEX_OUT_OF_BOUNDS No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_TABLE_REGISTER_INDEX_OUT_OF_BOUNDS D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_TABLE_REGISTER_INDEX_OUT_OF_BOUNDS No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_UNINITIALIZED D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_UNINITIALIZED No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_TYPE_MISMATCH D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_DESCRIPTOR_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_SRV_RESOURCE_DIMENSION_MISMATCH D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_SRV_RESOURCE_DIMENSION_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_UAV_RESOURCE_DIMENSION_MISMATCH D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_UAV_RESOURCE_DIMENSION_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_INCOMPATIBLE_RESOURCE_STATE D3D12_MESSAGE_ID_SHADER_BASED_VALIDATION_INCOMPATIBLE_RESOURCE_STATE No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_NULLDST D3D12_MESSAGE_ID_COPYRESOURCE_NULLDST No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDDSTRESOURCE D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDDSTRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_NULLSRC D3D12_MESSAGE_ID_COPYRESOURCE_NULLSRC No documentation. dn950146 D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSRCRESOURCE D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSRCRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_NULLDST D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_NULLDST No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALIDDSTRESOURCE D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALIDDSTRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_NULLSRC D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_NULLSRC No documentation. dn950146 D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALIDSRCRESOURCE D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALIDSRCRESOURCE No documentation. dn950146 D3D12_MESSAGE_ID_PIPELINE_STATE_TYPE_MISMATCH D3D12_MESSAGE_ID_PIPELINE_STATE_TYPE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DISPATCH_ROOT_SIGNATURE_NOT_SET D3D12_MESSAGE_ID_COMMAND_LIST_DISPATCH_ROOT_SIGNATURE_NOT_SET No documentation. dn950146 D3D12_MESSAGE_ID_COMMAND_LIST_DISPATCH_ROOT_SIGNATURE_MISMATCH D3D12_MESSAGE_ID_COMMAND_LIST_DISPATCH_ROOT_SIGNATURE_MISMATCH No documentation. dn950146 D3D12_MESSAGE_ID_D3D12_MESSAGES_END D3D12_MESSAGE_ID_D3D12_MESSAGES_END

Debug message severity levels for an information queue.

Use these values to allow or deny message categories to pass through the storage and retrieval filters for an information queue (see ). This API is used by AddApplicationMessage and AddMessage.

dn950147 D3D12_MESSAGE_SEVERITY D3D12_MESSAGE_SEVERITY

Indicates a corruption error.

dn950147 D3D12_MESSAGE_SEVERITY_CORRUPTION D3D12_MESSAGE_SEVERITY_CORRUPTION

Indicates an error.

dn950147 D3D12_MESSAGE_SEVERITY_ERROR D3D12_MESSAGE_SEVERITY_ERROR

Indicates a warning.

dn950147 D3D12_MESSAGE_SEVERITY_WARNING D3D12_MESSAGE_SEVERITY_WARNING

Indicates an information message.

dn950147 D3D12_MESSAGE_SEVERITY_INFO D3D12_MESSAGE_SEVERITY_INFO

Indicates a message other than corruption, error, warning or information.

dn950147 D3D12_MESSAGE_SEVERITY_MESSAGE D3D12_MESSAGE_SEVERITY_MESSAGE

Specifies options for determining quality levels.

This enum is used by the structure.

dn986735 D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS

No options are supported.

dn986735 D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE

The number of quality levels can be determined for tiled resources.

dn986735 D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_TILED_RESOURCE D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_TILED_RESOURCE
None. None None

Flags to control pipeline state.

This enum is used by the Flags member of the and structures.

dn986737 D3D12_PIPELINE_STATE_FLAGS D3D12_PIPELINE_STATE_FLAGS

Indicates no flags.

dn986737 D3D12_PIPELINE_STATE_FLAG_NONE D3D12_PIPELINE_STATE_FLAG_NONE

Indicates that the pipeline state should be compiled with additional information to assist debugging.

dn986737 D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG

Specifies the predication operation to apply.

This enum is used by SetPredication.

Predication is decoupled from queries. Predication can be set based on the value of 64-bits within a buffer.

dn903807 D3D12_PREDICATION_OP D3D12_PREDICATION_OP

Enables predication if all 64-bits are zero.

dn903807 D3D12_PREDICATION_OP_EQUAL_ZERO D3D12_PREDICATION_OP_EQUAL_ZERO

Enables predication if at least one of the 64-bits are not zero.

dn903807 D3D12_PREDICATION_OP_NOT_EQUAL_ZERO D3D12_PREDICATION_OP_NOT_EQUAL_ZERO

Specifies how the pipeline interprets geometry or hull shader input primitives.

This enum is used by the structure.

dn770385 D3D12_PRIMITIVE_TOPOLOGY_TYPE D3D12_PRIMITIVE_TOPOLOGY_TYPE

The shader has not been initialized with an input primitive type.

dn770385 D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED

Interpret the input primitive as a point.

dn770385 D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT

Interpret the input primitive as a line.

dn770385 D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE

Interpret the input primitive as a triangle.

dn770385 D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE

Interpret the input primitive as a control point patch.

dn770385 D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH

Specifies the type of query heap to create.

This enum is used by the structure.

dn903811 D3D12_QUERY_HEAP_TYPE D3D12_QUERY_HEAP_TYPE

This returns a binary 0/1 result: 0 indicates that no samples passed depth and stencil testing, 1 indicates that at least one sample passed depth and stencil testing. This enables occlusion queries to not interfere with any GPU performance optimization associated with depth/stencil testing.

dn903811 D3D12_QUERY_HEAP_TYPE_OCCLUSION D3D12_QUERY_HEAP_TYPE_OCCLUSION

Indicates that the heap is for high-performance timing data.

dn903811 D3D12_QUERY_HEAP_TYPE_TIMESTAMP D3D12_QUERY_HEAP_TYPE_TIMESTAMP

Indicates the heap is to contain pipeline data. Refer to .

dn903811 D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS

Indicates the heap is to contain stream output data. Refer to .

dn903811 D3D12_QUERY_HEAP_TYPE_SO_STATISTICS D3D12_QUERY_HEAP_TYPE_SO_STATISTICS

Specifies the type of query.

This enum is used by BeginQuery, EndQuery and ResolveQueryData.

dn903812 D3D12_QUERY_TYPE D3D12_QUERY_TYPE

Indicates the query is for depth/stencil occlusion counts.

dn903812 D3D12_QUERY_TYPE_OCCLUSION D3D12_QUERY_TYPE_OCCLUSION

Indicates the query is for a binary depth/stencil occlusion statistics.

This new query type acts like except that it returns simply a binary 0/1 result: 0 indicates that no samples passed depth and stencil testing, 1 indicates that at least one sample passed depth and stencil testing. This enables occlusion queries to not interfere with any GPU performance optimization associated with depth/stencil testing.

dn903812 D3D12_QUERY_TYPE_BINARY_OCCLUSION D3D12_QUERY_TYPE_BINARY_OCCLUSION

Indicates the query is for high definition GPU and CPU timestamps.

dn903812 D3D12_QUERY_TYPE_TIMESTAMP D3D12_QUERY_TYPE_TIMESTAMP

Indicates the query type is for graphics pipeline statistics, refer to .

dn903812 D3D12_QUERY_TYPE_PIPELINE_STATISTICS D3D12_QUERY_TYPE_PIPELINE_STATISTICS

Stream 0 output statistics. In Direct3D 12 there is no single stream output (SO) overflow query for all the output streams. Apps need to issue multiple single-stream queries, and then correlate the results. Stream output is the ability of the GPU to write vertices to a buffer. The stream output counters monitor progress.

dn903812 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0

Stream 1 output statistics.

dn903812 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM1 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM1

Stream 2 output statistics.

dn903812 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM2 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM2

Stream 3 output statistics.

dn903812 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM3 D3D12_QUERY_TYPE_SO_STATISTICS_STREAM3

Identifies the type of resource to view as a render target.

Specify one of the values in this enumeration in the ViewDimension member of a structure.

dn770402 D3D12_RTV_DIMENSION D3D12_RTV_DIMENSION

Do not use this value, as it will cause to fail.

dn770402 D3D12_RTV_DIMENSION_UNKNOWN D3D12_RTV_DIMENSION_UNKNOWN

The resource will be accessed as a buffer.

dn770402 D3D12_RTV_DIMENSION_BUFFER D3D12_RTV_DIMENSION_BUFFER

The resource will be accessed as a 1D texture.

dn770402 D3D12_RTV_DIMENSION_TEXTURE1D D3D12_RTV_DIMENSION_TEXTURE1D

The resource will be accessed as an array of 1D textures.

dn770402 D3D12_RTV_DIMENSION_TEXTURE1DARRAY D3D12_RTV_DIMENSION_TEXTURE1DARRAY

The resource will be accessed as a 2D texture.

dn770402 D3D12_RTV_DIMENSION_TEXTURE2D D3D12_RTV_DIMENSION_TEXTURE2D

The resource will be accessed as an array of 2D textures.

dn770402 D3D12_RTV_DIMENSION_TEXTURE2DARRAY D3D12_RTV_DIMENSION_TEXTURE2DARRAY

The resource will be accessed as a 2D texture with multisampling.

dn770402 D3D12_RTV_DIMENSION_TEXTURE2DMS D3D12_RTV_DIMENSION_TEXTURE2DMS

The resource will be accessed as an array of 2D textures with multisampling.

dn770402 D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY

The resource will be accessed as a 3D texture.

dn770402 D3D12_RTV_DIMENSION_TEXTURE3D D3D12_RTV_DIMENSION_TEXTURE3D

Flags for setting split resource barriers.

Split barriers allow a single transition to be split into begin and end halves (refer to Synchronization and Multi-Engine).

This enum is used by the Flags member of the structure.

dn986741 D3D12_RESOURCE_BARRIER_FLAGS D3D12_RESOURCE_BARRIER_FLAGS

No flags.

dn986741 D3D12_RESOURCE_BARRIER_FLAG_NONE D3D12_RESOURCE_BARRIER_FLAG_NONE

This starts a barrier transition in a new state, putting a resource in a temporary no-access condition.

dn986741 D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY

This barrier completes a transition, setting a new state and restoring active access to a resource.

dn986741 D3D12_RESOURCE_BARRIER_FLAG_END_ONLY D3D12_RESOURCE_BARRIER_FLAG_END_ONLY

Specifies a type of resource barrier (transition in resource use) description.

This enum is used in the structure. Use these values with the method.

dn770393 D3D12_RESOURCE_BARRIER_TYPE D3D12_RESOURCE_BARRIER_TYPE

A transition barrier that indicates a transition of a set of subresources between different usages. The caller must specify the before and after usages of the subresources.

dn770393 D3D12_RESOURCE_BARRIER_TYPE_TRANSITION D3D12_RESOURCE_BARRIER_TYPE_TRANSITION

An aliasing barrier that indicates a transition between usages of 2 different resources that have mappings into the same tile pool. The caller can specify both the before and the after resource. Note that one or both resources can be null, which indicates that any tiled resource could cause aliasing.

dn770393 D3D12_RESOURCE_BARRIER_TYPE_ALIASING D3D12_RESOURCE_BARRIER_TYPE_ALIASING

An unordered access view (UAV) barrier that indicates all UAV accesses (reads or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.

dn770393 D3D12_RESOURCE_BARRIER_TYPE_UAV D3D12_RESOURCE_BARRIER_TYPE_UAV
No documentation. D3D12_RESOURCE_BINDING_TIER D3D12_RESOURCE_BINDING_TIER No documentation. D3D12_RESOURCE_BINDING_TIER_1 D3D12_RESOURCE_BINDING_TIER_1 No documentation. D3D12_RESOURCE_BINDING_TIER_2 D3D12_RESOURCE_BINDING_TIER_2 No documentation. D3D12_RESOURCE_BINDING_TIER_3 D3D12_RESOURCE_BINDING_TIER_3

Identifies the type of resource being used.

This enum is used by the structure.

dn770396 D3D12_RESOURCE_DIMENSION D3D12_RESOURCE_DIMENSION

Resource is of unknown type.

dn770396 D3D12_RESOURCE_DIMENSION_UNKNOWN D3D12_RESOURCE_DIMENSION_UNKNOWN

Resource is a buffer.

dn770396 D3D12_RESOURCE_DIMENSION_BUFFER D3D12_RESOURCE_DIMENSION_BUFFER

Resource is a 1D texture.

dn770396 D3D12_RESOURCE_DIMENSION_TEXTURE1D D3D12_RESOURCE_DIMENSION_TEXTURE1D

Resource is a 2D texture.

dn770396 D3D12_RESOURCE_DIMENSION_TEXTURE2D D3D12_RESOURCE_DIMENSION_TEXTURE2D

Resource is a 3D texture.

dn770396 D3D12_RESOURCE_DIMENSION_TEXTURE3D D3D12_RESOURCE_DIMENSION_TEXTURE3D

Specifies options for working with resources.

This enum is used by the Flags member of the structure.

dn986742 D3D12_RESOURCE_FLAGS D3D12_RESOURCE_FLAGS

No options are specified.

dn986742 D3D12_RESOURCE_FLAG_NONE D3D12_RESOURCE_FLAG_NONE

Allows a render target view to be created for the resource, as well as enables the resource to transition into the state of . Some adapter architectures allocate extra memory for textures with this flag to reduce the effective bandwidth during common rendering. This characteristic may not be beneficial for textures that are never rendered to, nor is it available for textures compressed with BC formats. Applications should avoid setting this flag when rendering will never occur.

The following restrictions and interactions apply:

  • Either the texture format must support render target capabilities at the current feature level. Or, when the format is a typeless format, a format within the same typeless group must support render target capabilities at the current feature level.
  • Cannot be set in conjunction with textures that have when ::CrossAdapterRowMajorTextureSupported is nor in conjunction with textures that have when ::StandardSwizzle64KBSupported is .
  • Cannot be used with 4KB alignment, , nor usage with heaps that have .
dn986742 D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET

Allows a depth stencil view to be created for the resource, as well as enables the resource to transition into the state of and/or . Most adapter architectures allocate extra memory for textures with this flag to reduce the effective bandwidth and maximize optimizations for early depth-test. Applications should avoid setting this flag when depth operations will never occur.

The following restrictions and interactions apply:

  • Either the texture format must support depth stencil capabilities at the current feature level. Or, when the format is a typeless format, a format within the same typeless group must support depth stencil capabilities at the current feature level.
  • Cannot be used with , 4KB alignment, , , , , , nor used with heaps that have or .
  • Precludes usage of WriteToSubresource and ReadFromSubresource.
  • Precludes GPU copying of a subregion. CopyTextureRegion must copy a whole subresource to or from resources with this flag.
dn986742 D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL

Allows an unordered access view to be created for the resource, as well as enables the resource to transition into the state of . Some adapter architectures must resort to less efficient texture layouts in order to provide this functionality. If a texture is rarely used for unordered access, it may be worth having two textures around and copying between them. One texture would have this flag, while the other wouldn't. Applications should avoid setting this flag when unordered access operations will never occur.

The following restrictions and interactions apply:

  • Either the texture format must support unordered access capabilities at the current feature level. Or, when the format is a typeless format, a format within the same typeless group must support unordered access capabilities at the current feature level.
  • Cannot be set in conjunction with textures that have when ::CrossAdapterRowMajorTextureSupported is nor in conjunction with textures that have when ::StandardSwizzle64KBSupported is , nor when the feature level is less than 11.0.
  • Cannot be used with MSAA textures.
dn986742 D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS

Disallows a shader resource view to be created for the resource, as well as disables the resource to transition into the state of or . Some adapter architectures experience increased bandwidth for depth stencil textures when shader resource views are precluded. If a texture is rarely used for shader resource, it may be worth having two textures around and copying between them. One texture would have this flag and the other wouldn't. Applications should set this flag when depth stencil textures will never be used from shader resource views.

The following restrictions and interactions apply:

  • Must be used with .
dn986742 D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE

Allows the resource to be used for cross-adapter data, as well as the same features enabled by ALLOW_SIMULTANEOUS_ACCESS. Cross adapter resources commonly preclude techniques that reduce effective texture bandwidth during usage, and some adapter architectures may require different caching behavior. Applications should avoid setting this flag when the resource data will never be used with another adapter.

The following restrictions and interactions apply:

  • Must be used with heaps that have .
  • Cannot be used with heaps that have .
dn986742 D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER

Allows a resource to be simultaneously accessed by multiple different queues, devices or processes (for example, allows a resource to be used with ResourceBarrier transitions performed in more than one command list executing at the same time).

Simultaneous access allows multiple readers and one writer, as long as the writer doesn't concurrently modify the texels that other readers are accessing. Some adapter architectures cannot leverage techniques to reduce effective texture bandwidth during usage.

However, applications should avoid setting this flag when multiple readers are not required during frequent, non-overlapping writes to textures. Use of this flag can compromise resource fences to perform waits, and prevents any compression being used with a resource.

The following restrictions and interactions apply:

  • Cannot be used with ; but buffers always have the properties represented by this flag.
  • Cannot be used with MSAA textures.
dn986742 D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS

Specifies which resource heap tier the hardware and driver support.

This enum is used by the ResourceHeapTier member of the structure.

This enum specifies which resource heap tier the hardware and driver support. Lower tiers require more heap attribution than greater tiers.

Resources can be categorized into the following types:

  • Buffers
  • Non-render target & non-depth stencil textures
  • Render target or depth stencil textures
dn986743 D3D12_RESOURCE_HEAP_TIER D3D12_RESOURCE_HEAP_TIER

Indicates that heaps can only support resources from a single resource category. For the list of resource categories, see Remarks. In tier 1, these resource categories are mutually exclusive and cannot be used with the same heap. The resource category must be declared when creating a heap, using the correct enumeration constant. Applications cannot create heaps with flags that allow all three categories.

dn986743 D3D12_RESOURCE_HEAP_TIER_1 D3D12_RESOURCE_HEAP_TIER_1

Indicates that heaps can support resources from all three categories. For the list of resource categories, see Remarks. In tier 2, these resource categories can be mixed within the same heap. Applications may create heaps with flags that allow all three categories; but are not required to do so. Applications may be written to support tier 1 and seamlessly run on tier 2.

dn986743 D3D12_RESOURCE_HEAP_TIER_2 D3D12_RESOURCE_HEAP_TIER_2

Specifies the state of a resource regarding how the resource is being used.

This enum is used by the following methods:

  • CreateCommittedResource
  • CreatePlacedResource
  • CreateReservedResource
dn986744 D3D12_RESOURCE_STATES D3D12_RESOURCE_STATES

A common, general state.

This is the recommended initial state for resources that do not have a more specific known or planned initial state (though note that command lists must be aware of initial states).

Textures must be in this COMMON state for CPU access to be legal; but buffers do not. CPU access to a resource is typically done through Map/Unmap.

To use a resource initially on a Copy queue, the resource should start in this COMMON state. The COMMON state can be used for all usages on a Copy queue using the implicit state transitions. For more information, in Synchronization and Multi-Engine, find "common".

dn986744 D3D12_RESOURCE_STATE_COMMON D3D12_RESOURCE_STATE_COMMON

A subresource must be in this state when it is accessed by the 3D pipeline as a vertex buffer or constant buffer. This is a read/write state.

dn986744 D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER

A subresource must be in this state when it is accessed by the 3D pipeline as an index buffer. This is a read/write state.

dn986744 D3D12_RESOURCE_STATE_INDEX_BUFFER D3D12_RESOURCE_STATE_INDEX_BUFFER

The resource is used as a render target. A subresource must be in this state when it is rendered to or when it is cleared with . This is a read/write state.

dn986744 D3D12_RESOURCE_STATE_RENDER_TARGET D3D12_RESOURCE_STATE_RENDER_TARGET

The resource is used for unordered access. A subresource must be in this state when it is accessed by the 3D pipeline via an unordered access view. A subresource must also be in this state when it is cleared with ID3D12GraphicsCommandList::ClearUnorderedAccessViewInt or . Note that a subresource must also be in this state when the hidden append counter is set via OMSetRenderTargets. This is a read/write state.

dn986744 D3D12_RESOURCE_STATE_UNORDERED_ACCESS D3D12_RESOURCE_STATE_UNORDERED_ACCESS

DEPTH_WRITE is a state which is mutually exclusive with other states. It should be used for when the flags (see ) indicate a given subresource should be cleared (otherwise the subresource state doesn't matter), or when using it in a writable depth stencil view (see ) when the PSO has depth write enabled (see ).

dn986744 D3D12_RESOURCE_STATE_DEPTH_WRITE D3D12_RESOURCE_STATE_DEPTH_WRITE

DEPTH_READ is a state which can be combined with other states. It should be used when the subresource is in a read-only depth stencil view, or when the DepthEnable parameter of is false. It can be combined with other read states (for example, ), such that the resource can be used for the depth or stencil test, and accessed by a shader within the same draw call. Using it when depth will be written by a draw call or clear command is invalid.

dn986744 D3D12_RESOURCE_STATE_DEPTH_READ D3D12_RESOURCE_STATE_DEPTH_READ

The resource is used with a shader other than the pixel shader. A subresource must be in this state before being read by any stage (except for the pixel shader stage) via a shader resource view. You can still use the resource in a pixel shader with this flag as long as it also has the flag set. This is a read-only state.

dn986744 D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE

The resource is used with a pixel shader. A subresource must be in this state before being read by the pixel shader via a shader resource view. This is a read-only state.

dn986744 D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE

The resource is used with stream output. A subresource must be in this state when it is accessed by the 3D pipeline as a stream-out target. This is a read/write state.

dn986744 D3D12_RESOURCE_STATE_STREAM_OUT D3D12_RESOURCE_STATE_STREAM_OUT

The resource is used as an indirect argument. Subresources must be in this state when they are used as the argument buffer passed to the indirect drawing method . This is a read-only state.

dn986744 D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT

The resource is used as the destination in a copy operation. Subresources must be in this state when they are used as the destination of copy operation, or a blt operation. This is a read/write state.

dn986744 D3D12_RESOURCE_STATE_COPY_DEST D3D12_RESOURCE_STATE_COPY_DEST

The resource is used as the source in a copy operation. Subresources must be in this state when they are used as the source of copy operation, or a blt operation. This is a read-only state.

dn986744 D3D12_RESOURCE_STATE_COPY_SOURCE D3D12_RESOURCE_STATE_COPY_SOURCE

The resource is used as the destination in a resolve operation.

dn986744 D3D12_RESOURCE_STATE_RESOLVE_DEST D3D12_RESOURCE_STATE_RESOLVE_DEST

The resource is used as the source in a resolve operation.

dn986744 D3D12_RESOURCE_STATE_RESOLVE_SOURCE D3D12_RESOURCE_STATE_RESOLVE_SOURCE

The resource is used in a read operation.

dn986744 D3D12_RESOURCE_STATE_GENERIC_READ D3D12_RESOURCE_STATE_GENERIC_READ

Synonymous with .

dn986744 D3D12_RESOURCE_STATE_PRESENT D3D12_RESOURCE_STATE_PRESENT

The resource is used for Predication.

dn986744 D3D12_RESOURCE_STATE_PREDICATION D3D12_RESOURCE_STATE_PREDICATION

Specifies options for the amount of information to report about a device object's lifetime.

This enumeration is used by .

dn950148 D3D12_RLDO_FLAGS D3D12_RLDO_FLAGS
dn950148 D3D12_RLDO_NONE D3D12_RLDO_NONE

Obtain a summary about a device object's lifetime.

dn950148 D3D12_RLDO_SUMMARY D3D12_RLDO_SUMMARY

Obtain detailed information about a device object's lifetime.

dn950148 D3D12_RLDO_DETAIL D3D12_RLDO_DETAIL

Internal use only.

dn950148 D3D12_RLDO_IGNORE_INTERNAL D3D12_RLDO_IGNORE_INTERNAL

Specifies the type of root signature slot.

This enum is used by the structure.

dn879478 D3D12_ROOT_PARAMETER_TYPE D3D12_ROOT_PARAMETER_TYPE

The slot is for a descriptor table.

dn879478 D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE

The slot is for root constants.

dn879478 D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS

The slot is for a constant-buffer view (CBV).

dn879478 D3D12_ROOT_PARAMETER_TYPE_CBV D3D12_ROOT_PARAMETER_TYPE_CBV

The slot is for a shader-resource view (SRV).

dn879478 D3D12_ROOT_PARAMETER_TYPE_SRV D3D12_ROOT_PARAMETER_TYPE_SRV

The slot is for a unordered-access view (UAV).

dn879478 D3D12_ROOT_PARAMETER_TYPE_UAV D3D12_ROOT_PARAMETER_TYPE_UAV

Specifies options for root signature layout.

This enum is used in the structure.

The value in denying access to shader stages is a minor optimization on some hardware. If, for example, the flag has been set to broadcast the root signature to all shader stages, then denying access can overrule this and save the hardware some work. Alternatively if the shader is so simple that no root signature resources are needed, then denying access could be used here too.

dn879480 D3D12_ROOT_SIGNATURE_FLAGS D3D12_ROOT_SIGNATURE_FLAGS

Indicates default behavior.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_NONE D3D12_ROOT_SIGNATURE_FLAG_NONE

The app is opting in to using the Input Assembler (requiring an input layout that defines a set of vertex buffer bindings). Omitting this flag can result in one root argument space being saved on some hardware. Omit this flag if the Input Assembler is not required, though the optimization is minor.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT

Denies the vertex shader access to the root signature.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS

Denies the hull shader access to the root signature.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS

Denies the domain shader access to the root signature.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS

Denies the geometry shader access to the root signature.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS

Denies the pixel shader access to the root signature.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS

The root signature allows stream output. This flag can be specified for root signatures authored in HLSL, similar to how the other flags are specified. will fail if the geometry shader contains stream output but the root signature does not have this flag set. Omit this flag if stream output is not required.

dn879480 D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT

Specifies the version of root signature layout.

This enum is used by the method.

dn899107 D3D_ROOT_SIGNATURE_VERSION D3D_ROOT_SIGNATURE_VERSION

Version one of root signature layout.

dn899107 D3D_ROOT_SIGNATURE_VERSION_1 D3D_ROOT_SIGNATURE_VERSION_1

Specifies how memory gets routed by a shader resource view (SRV).

This enum allows the SRV to select how memory gets routed to the four return components in a shader after a memory fetch. The options for each shader component [0..3] (corresponding to RGBA) are: component 0..3 from the SRV fetch result or force 0 or force 1.

The default 1:1 mapping can be indicated by specifying D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, otherwise an arbitrary mapping can be specified using the macro D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING. See below.

Note the following defines:

#define D3D12_SHADER_COMPONENT_MAPPING_MASK 0x7 #define D3D12_SHADER_COMPONENT_MAPPING_SHIFT 3 #define D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES (1<<(D3D12_SHADER_COMPONENT_MAPPING_SHIFT*4)) #define D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(Src0,Src1,Src2,Src3) ((((Src0)&D3D12_SHADER_COMPONENT_MAPPING_MASK)| \ (((Src1)&D3D12_SHADER_COMPONENT_MAPPING_MASK)<<D3D12_SHADER_COMPONENT_MAPPING_SHIFT)| \ (((Src2)&D3D12_SHADER_COMPONENT_MAPPING_MASK)<<(D3D12_SHADER_COMPONENT_MAPPING_SHIFT*2))| \ (((Src3)&D3D12_SHADER_COMPONENT_MAPPING_MASK)<<(D3D12_SHADER_COMPONENT_MAPPING_SHIFT*3))| \ D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES)) #define D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(ComponentToExtract,Mapping) (()(Mapping >> (D3D12_SHADER_COMPONENT_MAPPING_SHIFT*ComponentToExtract) & D3D12_SHADER_COMPONENT_MAPPING_MASK)) #define D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0,1,2,3)
dn903814 D3D12_SHADER_COMPONENT_MAPPING D3D12_SHADER_COMPONENT_MAPPING

Indicates return component 0 (red).

dn903814 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0

Indicates return component 1 (green).

dn903814 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1

Indicates return component 2 (blue).

dn903814 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2

Indicates return component 3 (alpha).

dn903814 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3 D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3

Indicates forcing the resulting value to 0.

dn903814 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0

Indicates forcing the resulting value 1. The value of forcing 1 is either 0x1 or 1.0f depending on the format type for that component in the source format.

dn903814 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1 D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1

Describes minimum precision support options for shaders in the current graphics driver.

This enum is used by the structure.

The returned info just indicates that the graphics hardware can perform HLSL operations at a lower precision than the standard 32-bit float precision, but doesn?t guarantee that the graphics hardware will actually run at a lower precision.

dn879481 D3D12_SHADER_MIN_PRECISION_SUPPORT D3D12_SHADER_MIN_PRECISION_SUPPORT

The driver supports only full 32-bit precision for all shader stages.

dn879481 D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE

The driver supports 10-bit precision.

dn879481 D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT

The driver supports 16-bit precision.

dn879481 D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT

These flags identify the type of resource that will be viewed as a shader resource.

These flags are used by a shader-resource-view description (see ).

The D3D11_SRV_DIMENSION enumeration is type defined in the D3D11.h header file as a enumeration, which is fully defined in the D3DCommon.h header file.

 typedef  D3D11_SRV_DIMENSION;
ff476217 D3D12_SRV_DIMENSION D3D12_SRV_DIMENSION

The type is unknown.

ff476217 D3D12_SRV_DIMENSION_UNKNOWN D3D12_SRV_DIMENSION_UNKNOWN

The resource is a buffer.

ff476217 D3D12_SRV_DIMENSION_BUFFER D3D12_SRV_DIMENSION_BUFFER

The resource is a 1D texture.

ff476217 D3D12_SRV_DIMENSION_TEXTURE1D D3D12_SRV_DIMENSION_TEXTURE1D

The resource is an array of 1D textures.

ff476217 D3D12_SRV_DIMENSION_TEXTURE1DARRAY D3D12_SRV_DIMENSION_TEXTURE1DARRAY

The resource is a 2D texture.

ff476217 D3D12_SRV_DIMENSION_TEXTURE2D D3D12_SRV_DIMENSION_TEXTURE2D

The resource is an array of 2D textures.

ff476217 D3D12_SRV_DIMENSION_TEXTURE2DARRAY D3D12_SRV_DIMENSION_TEXTURE2DARRAY

The resource is a multisampling 2D texture.

ff476217 D3D12_SRV_DIMENSION_TEXTURE2DMS D3D12_SRV_DIMENSION_TEXTURE2DMS

The resource is an array of multisampling 2D textures.

ff476217 D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY

The resource is a 3D texture.

ff476217 D3D12_SRV_DIMENSION_TEXTURE3D D3D12_SRV_DIMENSION_TEXTURE3D

The resource is a cube texture.

ff476217 D3D12_SRV_DIMENSION_TEXTURECUBE D3D12_SRV_DIMENSION_TEXTURECUBE

The resource is an array of cube textures.

ff476217 D3D12_SRV_DIMENSION_TEXTURECUBEARRAY D3D12_SRV_DIMENSION_TEXTURECUBEARRAY

Specifies the shaders that can access the contents of a given root signature slot.

This enum is used by the structure.

The compute queue always uses because it has only one active stage. The 3D queue can choose values, but if it uses , all shader stages can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY D3D12_SHADER_VISIBILITY

Specifies that all shader stages can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY_ALL D3D12_SHADER_VISIBILITY_ALL

Specifies that the vertex shader stage can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY_VERTEX D3D12_SHADER_VISIBILITY_VERTEX

Specifies that the hull shader stage can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY_HULL D3D12_SHADER_VISIBILITY_HULL

Specifies that the domain shader stage can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY_DOMAIN D3D12_SHADER_VISIBILITY_DOMAIN

Specifies that the geometry shader stage can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY_GEOMETRY D3D12_SHADER_VISIBILITY_GEOMETRY

Specifies that the pixel shader stage can access whatever is bound at the root signature slot.

dn879482 D3D12_SHADER_VISIBILITY_PIXEL D3D12_SHADER_VISIBILITY_PIXEL

Specifies the border color for a static sampler.

This enum is used by the structure.

dn903815 D3D12_STATIC_BORDER_COLOR D3D12_STATIC_BORDER_COLOR

Indicates black, with the alpha component as fully transparent.

dn903815 D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK

Indicates black, with the alpha component as fully opaque.

dn903815 D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK

Indicates white, with the alpha component as fully opaque.

dn903815 D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE

Identifies the stencil operations that can be performed during depth-stencil testing.

This enum is used by the structure.

dn770409 D3D12_STENCIL_OP D3D12_STENCIL_OP

Keep the existing stencil data.

dn770409 D3D12_STENCIL_OP_KEEP D3D12_STENCIL_OP_KEEP

Set the stencil data to 0.

dn770409 D3D12_STENCIL_OP_ZERO D3D12_STENCIL_OP_ZERO

Set the stencil data to the reference value set by calling .

dn770409 D3D12_STENCIL_OP_REPLACE D3D12_STENCIL_OP_REPLACE

Increment the stencil value by 1, and clamp the result.

dn770409 D3D12_STENCIL_OP_INCR_SAT D3D12_STENCIL_OP_INCR_SAT

Decrement the stencil value by 1, and clamp the result.

dn770409 D3D12_STENCIL_OP_DECR_SAT D3D12_STENCIL_OP_DECR_SAT

Invert the stencil data.

dn770409 D3D12_STENCIL_OP_INVERT D3D12_STENCIL_OP_INVERT

Increment the stencil value by 1, and wrap the result if necessary.

dn770409 D3D12_STENCIL_OP_INCR D3D12_STENCIL_OP_INCR

Decrement the stencil value by 1, and wrap the result if necessary.

dn770409 D3D12_STENCIL_OP_DECR D3D12_STENCIL_OP_DECR

Identifies a technique for resolving texture coordinates that are outside of the boundaries of a texture.

This enum is used by the structure.

dn770441 D3D12_TEXTURE_ADDRESS_MODE D3D12_TEXTURE_ADDRESS_MODE

Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.

dn770441 D3D12_TEXTURE_ADDRESS_MODE_WRAP D3D12_TEXTURE_ADDRESS_MODE_WRAP

Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on.

dn770441 D3D12_TEXTURE_ADDRESS_MODE_MIRROR D3D12_TEXTURE_ADDRESS_MODE_MIRROR

Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.

dn770441 D3D12_TEXTURE_ADDRESS_MODE_CLAMP D3D12_TEXTURE_ADDRESS_MODE_CLAMP

Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in or HLSL code.

dn770441 D3D12_TEXTURE_ADDRESS_MODE_BORDER D3D12_TEXTURE_ADDRESS_MODE_BORDER

Similar to and . Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.

dn770441 D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE

Specifies what type of texture copy is to take place.

This enum is used by the structure.

dn986750 D3D12_TEXTURE_COPY_TYPE D3D12_TEXTURE_COPY_TYPE

Indicates a subresource, identified by an index, is to be copied.

dn986750 D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX

Indicates a place footprint, identified by a structure, is to be copied.

dn986750 D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT

Specifies texture layout options.

This enum is used by the structure.

This enumeration controls the swizzle pattern of default textures and enable map support on default textures. Callers must query to ensure that each option is supported.

The standard swizzle formats applies within each page-sized chunk, and pages are laid out in linear order with respect to one another. A 16-bit interleave pattern defines the conversion from pre-swizzled intra-page location to the post-swizzled location.

To demonstrate, consider the 32bpp swizzle format above. This is represented by the following interleave masks, where bits on the left are most-significant:

UINT xBytesMask = 1010 1010 1000 1111 UINT yMask = 0101 0101 0111 0000

To compute the swizzled address, the following code could be used (where the _pdep_u32 instruction is supported):

UINT swizzledOffset = resourceBaseOffset + _pdep_u32(xOffset, xBytesMask) + _pdep_u32(yOffset, yBytesMask);
dn770442 D3D12_TEXTURE_LAYOUT D3D12_TEXTURE_LAYOUT

Indicates that the layout is unknown, and is likely adapter-dependent. During creation, the driver chooses the most efficient layout based on other resource properties, especially resource size and flags. Prefer this choice unless certain functionality is required from another texture layout.

Zero-copy texture upload optimizations exist for UMA architectures; see .

dn770442 D3D12_TEXTURE_LAYOUT_UNKNOWN D3D12_TEXTURE_LAYOUT_UNKNOWN

Indicates that data for the texture is stored in row-major order (sometimes called "pitch-linear order").

This texture layout locates consecutive texels of a row contiguously in memory, before the texels of the next row. Similarly, consecutive texels of a particular depth or array slice are contiguous in memory before the texels of the next depth or array slice. Padding may exist between rows and between depth or array slices to align collections of data. A stride is the distance in memory between rows, depth, or array slices; and it includes any padding.

This texture layout enables sharing of the texture data between multiple adapters, when other layouts aren't available.

Many restrictions apply, because this layout is generally not efficient for extensive usage:

  • The locality of nearby texels is not rotationally invariant.
  • Only the following texture properties are supported:
    • _TEXTURE_2D.
    • A single mip level.
    • A single array slice.
    • 64KB alignment.
    • Non-MSAA.
    • No D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL.
    • The format cannot be a YUV format.
  • The texture must be created on a heap with D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER.

Buffers are created with _ROW_MAJOR, because row-major texture data can be located in them without creating a texture object. This is commonly used for uploading or reading back texture data, especially for discrete/NUMA adapters. However, _ROW_MAJOR can also be used when marshaling texture data between GPUs or adapters. For examples of usage with , see some of the following topics:

  • Default Texture Mapping and Standard Swizzle
  • Predication
  • Synchronization and Multi-Engine
  • Uploading Texture Data
dn770442 D3D12_TEXTURE_LAYOUT_ROW_MAJOR D3D12_TEXTURE_LAYOUT_ROW_MAJOR

Indicates that the layout within 64KB tiles and tail mip packing is up to the driver. No standard swizzle pattern.

This texture layout is arranged into contiguous 64KB regions, also known as tiles, containing near equilateral amount of consecutive number of texels along each dimension. Tiles are arranged in row-major order. While there is no padding between tiles, there are typically unused texels within the last tile in each dimension. The layout of texels within the tile is undefined. Each subresource immediately follows where the previous subresource end, and the subresource order follows the same sequence as subresource ordinals. However, tail mip packing is adapter-specific. For more details, see tiled resource tier and .

This texture layout enables partially resident or sparse texture scenarios when used together with virtual memory page mapping functionality. This texture layout must be used together with to enable the usage of .

Some restrictions apply to textures with this layout:

  • The adapter must support tiled resource tier 1 or greater.
  • 64KB alignment must be used.
  • _TEXTURE1D is not supported, nor are all formats.
  • The tiled resource tier indicates whether textures with _TEXTURE3D is supported.
dn770442 D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE

Indicates that a default texture uses the standardized swizzle pattern.

This texture layout is arranged the same way that is, except that the layout of texels within the tile is defined. Tail mip packing is adapter-specific.

This texture layout enables optimizations when marshalling data between multiple adapters or between the CPU and GPU. The amount of copying can be reduced when multiple components understand the texture memory layout. This layout is generally more efficient for extensive usage than row-major layout, due to the rotationally invariant locality of neighboring texels. This layout can typically only be used with adapters that support standard swizzle, but exceptions exist for cross-adapter shared heaps.

The restrictions for this layout are that the following aren't supported:

  • _TEXTURE1D
  • Multi-sample anti-aliasing (MSAA)
  • D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL
  • Formats within the _R32G32B32_TYPELESS group
dn770442 D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE

Specifies how to copy a tile.

This enum is used by the CopyTiles method.

dn986751 D3D12_TILE_COPY_FLAGS D3D12_TILE_COPY_FLAGS

No tile-copy flags are specified.

dn986751 D3D12_TILE_COPY_FLAG_NONE D3D12_TILE_COPY_FLAG_NONE

Indicates that the GPU isn't currently referencing any of the portions of destination memory being written.

dn986751 D3D12_TILE_COPY_FLAG_NO_HAZARD D3D12_TILE_COPY_FLAG_NO_HAZARD

Indicates that the operation involves copying a linear buffer to a swizzled tiled resource. This means to copy tile data from the specified buffer location, reading tiles sequentially, to the specified tile region (in x,y,z order if the region is a box), swizzling to optimal hardware memory layout as needed. In this call, you specify the source data with the pBuffer parameter and the destination with the pTiledResource parameter.

dn986751 D3D12_TILE_COPY_FLAG_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE D3D12_TILE_COPY_FLAG_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE

Indicates that the operation involves copying a swizzled tiled resource to a linear buffer. This means to copy tile data from the tile region, reading tiles sequentially (in x,y,z order if the region is a box), to the specified buffer location, deswizzling to linear memory layout as needed. In this call, you specify the source data with the pTiledResource parameter and the destination with the pBuffer parameter.

dn986751 D3D12_TILE_COPY_FLAG_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER D3D12_TILE_COPY_FLAG_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER

Identifies the tier level at which tiled resources are supported.

This enum is used by the structure.

There are three discrete pieces of functionality bundled together for tiled resource functionality:

  • A tile-based texture layout option where nearby texel addresses contain nearby data coordinates. A tile of texels contains nearly the same amount of texels in each cardinal dimension of the resource. This layout is represented in D3D12 by .
  • Reserve a region of virtual address space for a resource, where each page is initially null-mapped. In D3D12, this is operation is encapsulated within , which only works with textures that have the layout.
  • The ability to change page mappings and manipulate texture data on tile granularities. In D3D12, these operations are , , and .

Three significant changes over D3D11 are:

  • Tile pools are replaced by heaps. Heaps provide a superset of capabilities than D3D11 tile pools do.
  • Reserved resources may be mapped to pages from multiple heaps at the same time. The D3D11 restriction that all non-null mapped pages must come from the same heap does not exist.
  • Applications should be aware of GPU virtual address capabilities, which enable litmus tests for particular usage scenarios. See .
dn879489 D3D12_TILED_RESOURCES_TIER D3D12_TILED_RESOURCES_TIER

Indicates that textures cannot be created with the layout.

cannot be used, not even for buffers.

dn879489 D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED

Indicates that 2D textures can be created with the layout. Limitations exist for certain resource formats and properties. For more details, see .

can be used.

GPU reads or writes to null mappings are undefined. Applications are encouraged to workaround this limitation by repeatedly mapping the same page to everywhere a null mapping would've been used.

When the size of a texture mipmap level is an integer multiple of the standard tile shape for its format, it is guaranteed to be nonpacked.

dn879489 D3D12_TILED_RESOURCES_TIER_1 D3D12_TILED_RESOURCES_TIER_1

Indicates that a superset of Tier_1 functionality is supported, including this additional support:

  • When the size of a texture mipmap level is at least one standard tile shape for its format, the mipmap level is guaranteed to be nonpacked. For more info, see .
  • Shader instructions are available for clamping level-of-detail (LOD) and for obtaining status about the shader operation. For info about one of these shader instructions, see Sample(S,float,int,float,uint). Sample(S,float,int,float,uint).
  • Reading from null-mapped tiles treat that sampled value as zero. Writes to null-mapped tiles are discarded.

Adapters that support feature level 12_0 all support TIER_2 or greater.

dn879489 D3D12_TILED_RESOURCES_TIER_2 D3D12_TILED_RESOURCES_TIER_2

Indicates that a superset of Tier 2 is supported, with the addition that 3D textures (Volume Tiled Resources) are supported.

dn879489 D3D12_TILED_RESOURCES_TIER_3 D3D12_TILED_RESOURCES_TIER_3

Specifies how to perform a tile-mapping operation.

This enum is used by the following methods:

  • CopyTileMappings
  • UpdateTileMappings
dn986752 D3D12_TILE_MAPPING_FLAGS D3D12_TILE_MAPPING_FLAGS

No tile-mapping flags are specified.

dn986752 D3D12_TILE_MAPPING_FLAG_NONE D3D12_TILE_MAPPING_FLAG_NONE

Means the caller promises that previously submitted commands to the device that may still be executing do not reference any of the tile region being updated. This allows the device to avoid having to flush previously submitted work in order to do the tile mapping update. If the app violates this promise by updating tile mappings for locations in tiled resources still being referenced by outstanding commands, undefined rendering behavior results, which includes the potential for significant slowdowns on some architectures. This is like the "no overwrite" concept that exists elsewhere in the Direct3D API (for example, ), except applied to tile mapping data structure itself, which in hardware is a page table. The absence of this flag requires that tile mapping updates specified by the UpdateTileMappings call must be completed before any subsequent Direct3D command can proceed.

dn986752 D3D12_TILE_MAPPING_FLAG_NO_HAZARD D3D12_TILE_MAPPING_FLAG_NO_HAZARD

Specifies a range of tile mappings.

Use these flags with .

dn986753 D3D12_TILE_RANGE_FLAGS D3D12_TILE_RANGE_FLAGS

No tile-mapping flags are specified.

dn986753 D3D12_TILE_RANGE_FLAG_NONE D3D12_TILE_RANGE_FLAG_NONE

The tile range is null.

dn986753 D3D12_TILE_RANGE_FLAG_NULL D3D12_TILE_RANGE_FLAG_NULL

Skip the tile range.

dn986753 D3D12_TILE_RANGE_FLAG_SKIP D3D12_TILE_RANGE_FLAG_SKIP

Reuse a single tile in the tile range.

dn986753 D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE

Identifies unordered-access view options.

Specify one of the values in this enumeration in the ViewDimension member of a structure.

dn770450 D3D12_UAV_DIMENSION D3D12_UAV_DIMENSION

The view type is unknown.

dn770450 D3D12_UAV_DIMENSION_UNKNOWN D3D12_UAV_DIMENSION_UNKNOWN

View the resource as a buffer.

dn770450 D3D12_UAV_DIMENSION_BUFFER D3D12_UAV_DIMENSION_BUFFER

View the resource as a 1D texture.

dn770450 D3D12_UAV_DIMENSION_TEXTURE1D D3D12_UAV_DIMENSION_TEXTURE1D

View the resource as a 1D texture array.

dn770450 D3D12_UAV_DIMENSION_TEXTURE1DARRAY D3D12_UAV_DIMENSION_TEXTURE1DARRAY

View the resource as a 2D texture.

dn770450 D3D12_UAV_DIMENSION_TEXTURE2D D3D12_UAV_DIMENSION_TEXTURE2D

View the resource as a 2D texture array.

dn770450 D3D12_UAV_DIMENSION_TEXTURE2DARRAY D3D12_UAV_DIMENSION_TEXTURE2DARRAY

View the resource as a 3D texture array.

dn770450 D3D12_UAV_DIMENSION_TEXTURE3D D3D12_UAV_DIMENSION_TEXTURE3D
Functions

Deserializes a root signature so you can determine the layout definition ().

No documentation. No documentation. No documentation. No documentation.

Returns if successful; otherwise, returns one of the Direct3D 12 Return Codes.

If an application has a serialized root signature already or has a compiled shader that contains a root signature and wants to determine the layout definition, it can call to generate a interface. ID3D12RootSignatureDeserializer::GetRootSignature can return the deserialized data structure (). just owns the lifetime of the memory for the deserialized data structure.

The REFIID, or , of the interface to the root signature deserializer can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a root signature deserializer.

The function signature PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.

dn859362 HRESULT D3D12CreateRootSignatureDeserializer([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSizeInBytes,[In] const GUID& pRootSignatureDeserializerInterface,[Out] void** ppRootSignatureDeserializer) D3D12CreateRootSignatureDeserializer

Creates a device that represents the display adapter.

A reference 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 IDXGIFactory1::EnumAdapters.

Note?? Do not mix the use of DXGI 1.0 () and DXGI 1.1 () in an application. Use or , but not both in an application. ?

The , which represents the driver type to create.

A handle to a DLL that implements a software rasterizer. If DriverType is , Software must not be null. Get the handle by calling LoadLibrary, LoadLibraryEx , or GetModuleHandle.

Returns the address of a reference to an object that represents the device created. If this parameter is null, no will be returned.

This method can return one of the Direct3D 11 Return Codes.

This method returns E_INVALIDARG if you set the pAdapter parameter to a non-null value and the DriverType parameter to the value.

This method returns if you specify in Flags and the incorrect version of the debug layer is installed on your computer. Install the latest Windows SDK to get the correct version.

This entry-point is supported by the Direct3D 11 runtime, which is available on Windows 7, Windows Server 2008 R2, and as an update to Windows Vista (KB971644).

To create a Direct3D 11.1 device (), which is available on Windows?8, Windows Server?2012, and Windows?7 and Windows Server?2008?R2 with the Platform Update for Windows 7 installed, you first create a with this function, and then call the QueryInterface method on the object to obtain the interface.

To create a Direct3D 11.2 device (), which is available on Windows?8.1 and Windows Server?2012?R2, you first create a with this function, and then call the QueryInterface method on the object to obtain the interface.

Set ppDevice and ppImmediateContext to null to determine which feature level is supported by looking at pFeatureLevel without creating a device.

For an example, see How To: Create a Device and Immediate Context; to create a device and a swap chain at the same time, use D3D11CreateDeviceAndSwapChain.

If you set the pAdapter parameter to a non-null value, you must also set the DriverType parameter to the value. If you set the pAdapter parameter to a non-null value and the DriverType parameter to the value, returns an of E_INVALIDARG.

Differences between Direct3D 10 and Direct3D 11:

In Direct3D 10, the presence of pAdapter dictated which adapter to use and the DriverType could mismatch what the adapter was.

In Direct3D 11, if you are trying to create a hardware or a software device, set pAdapter != null which constrains the other inputs to be:

  • DriverType must be
  • Software must be null.

On the other hand, if pAdapter == null, the DriverType cannot be set to ; it can be set to either:

  • If DriverType == , Software cannot be null.
  • If DriverType == , the adapter used will be the default adapter, which is the first adapter that is enumerated by IDXGIFactory1::EnumAdapters

?

The function signature PFN_D3D11_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.

Windows?Phone?8: This API is supported.

Windows Phone 8.1: This API is supported.

ff476082 HRESULT D3D12CreateDevice([In, Optional] IUnknown* pAdapter,[In] D3D_FEATURE_LEVEL MinimumFeatureLevel,[In] const GUID& riid,[Out, Fast] ID3D12Device** ppDevice) D3D12CreateDevice
No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob) D3D12SerializeRootSignature

Gets a debug interface.

The globally unique identifier () for the debug interface. The REFIID, or , of the debug interface can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the debug interface.

The debug interface, as a reference to reference to void. See and .

This method returns one of the Direct3D 12 Return Codes.

The function signature PFN_D3D12_GET_DEBUG_INTERFACE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.

dn986869 HRESULT D3D12GetDebugInterface([In] const GUID& riid,[Out, Optional] void** ppvDebug) D3D12GetDebugInterface

Represents the allocations of storage for graphics processing unit (GPU) commands.

Use to create a command allocator object.

The command allocator object corresponds to the underlying allocations in which GPU commands are stored. The command allocator object applies to both direct command lists and bundles. You must use a command allocator object in a DirectX 12 app.

dn770463 ID3D12CommandAllocator ID3D12CommandAllocator
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Indicates to re-use the memory that is associated with the command allocator.

This method returns E_FAIL if there is an actively recording command list referencing the command allocator. The debug layer will also issue an error in this case. See Direct3D 12 Return Codes for other possible return values.

Apps call Reset to re-use the memory that is associated with a command allocator. From this call to Reset, the runtime and driver determine that the graphics processing unit (GPU) is no longer executing any command lists that have recorded commands with the command allocator.

Unlike , it is not recommended that you call Reset on the command allocator while a command list is still being executed.

The debug layer will issue a warning if it can't prove that there are no pending GPU references to command lists that have recorded commands in the allocator.

The debug layer will issue an error if Reset is called concurrently by multiple threads (on the same allocator object).

dn770464 HRESULT ID3D12CommandAllocator::Reset() ID3D12CommandAllocator::Reset
No documentation. ID3D12CommandList ID3D12CommandList Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the type of the command list, such as direct, bundle, compute, or copy.

dn903824 GetType GetType D3D12_COMMAND_LIST_TYPE ID3D12CommandList::GetType()

Gets the type of the command list, such as direct, bundle, compute, or copy.

This method returns the type of the command list, as a enumeration constant, such as direct, bundle, compute, or copy.

dn903824 D3D12_COMMAND_LIST_TYPE ID3D12CommandList::GetType() ID3D12CommandList::GetType

A command signature object enables apps to specify indirect drawing, including the buffer format, command type and resource bindings to be used.

To create a command signature, call , as described in Indirect Drawing.

dn891446 ID3D12CommandSignature ID3D12CommandSignature
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Provides methods to monitor and debug a command list.

dn950154 ID3D12DebugCommandList ID3D12DebugCommandList
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Returns or sets the debug feature flags that have been set on a command list.

dn950156 GetFeatureMask / SetFeatureMask GetFeatureMask D3D12_DEBUG_FEATURE ID3D12DebugCommandList::GetFeatureMask()

Checks whether a resource, or subresource, is in a specified state, or not.

Specifies the to check.

The index of the subresource to check. This can be set to an index, or D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES.

Specifies the state to check for. This can be one or more flags Or'ed together.

This method returns true if the resource or subresource is in the specified state, false otherwise.

dn950155 BOOL ID3D12DebugCommandList::AssertResourceState([In] ID3D12Resource* pResource,[In] unsigned int Subresource,[In] unsigned int State) ID3D12DebugCommandList::AssertResourceState

Turns the debug features for a command list on or off.

A combination of feature-mask flags that are combined by using a bitwise OR operation. If a flag is present, that feature will be set to on, otherwise the feature will be set to off.

This method returns one of the Direct3D 12 Return Codes.

dn950157 HRESULT ID3D12DebugCommandList::SetFeatureMask([In] D3D12_DEBUG_FEATURE Mask) ID3D12DebugCommandList::SetFeatureMask

Returns the debug feature flags that have been set on a command list.

A bit mask containing the set debug features.

dn950156 D3D12_DEBUG_FEATURE ID3D12DebugCommandList::GetFeatureMask() ID3D12DebugCommandList::GetFeatureMask

Provides methods to monitor and debug a command queue.

dn950158 ID3D12DebugCommandQueue ID3D12DebugCommandQueue
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Provides methods to monitor and debug a command queue.

No documentation. No documentation. No documentation. No documentation. dn950158 BOOL ID3D12DebugCommandQueue::AssertResourceState([In] ID3D12Resource* pResource,[In] unsigned int Subresource,[In] unsigned int State) ID3D12DebugCommandQueue::AssertResourceState

This interface represents a graphics device for debugging.

dn986873 ID3D12DebugDevice ID3D12DebugDevice
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets or sets a bit field of flags that indicates which debug features are on or off.

dn986874 GetFeatureMask / SetFeatureMask GetFeatureMask D3D12_DEBUG_FEATURE ID3D12DebugDevice::GetFeatureMask()

Set a bit field of flags that will turn debug features on and off.

Feature-mask flags, as a bitwise-OR'd combination of enumeration constants. If a flag is present, that feature will be set to on; otherwise, the feature will be set to off.

This method returns one of the Direct3D 12 Return Codes.

dn986876 HRESULT ID3D12DebugDevice::SetFeatureMask([In] D3D12_DEBUG_FEATURE Mask) ID3D12DebugDevice::SetFeatureMask

Gets a bit field of flags that indicates which debug features are on or off.

Mask of feature-mask flags, as a bitwise OR'ed combination of enumeration constants. If a flag is present, then that feature will be set to on, otherwise the feature will be set to off.

dn986874 D3D12_DEBUG_FEATURE ID3D12DebugDevice::GetFeatureMask() ID3D12DebugDevice::GetFeatureMask

Reports information about a device object's lifetime.

A value from the enumeration. This method uses the value in Flags to determine the amount of information to report about a device object's lifetime.

This method returns one of the Direct3D 12 Return Codes.

dn986875 HRESULT ID3D12DebugDevice::ReportLiveDeviceObjects([In] D3D12_RLDO_FLAGS Flags) ID3D12DebugDevice::ReportLiveDeviceObjects

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.

dn788648 ID3D12DescriptorHeap ID3D12DescriptorHeap
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the descriptor heap description.

dn788649 GetDesc GetDesc D3D12_DESCRIPTOR_HEAP_DESC ID3D12DescriptorHeap::GetDesc()

Gets the CPU descriptor handle that represents the start of the heap.

dn899174 GetCPUDescriptorHandleForHeapStart GetCPUDescriptorHandleForHeapStart D3D12_CPU_DESCRIPTOR_HANDLE ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart()

Gets the GPU descriptor handle that represents the start of the heap.

dn899175 GetGPUDescriptorHandleForHeapStart GetGPUDescriptorHandleForHeapStart D3D12_GPU_DESCRIPTOR_HANDLE ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart()

Gets the descriptor heap description.

The description of the descriptor heap, as a structure.

dn788649 D3D12_DESCRIPTOR_HEAP_DESC ID3D12DescriptorHeap::GetDesc() ID3D12DescriptorHeap::GetDesc

Gets the CPU descriptor handle that represents the start of the heap.

Returns the CPU descriptor handle that represents the start of the heap.

dn899174 D3D12_CPU_DESCRIPTOR_HANDLE ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart() ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart

Gets the GPU descriptor handle that represents the start of the heap.

Returns the GPU descriptor handle that represents the start of the heap.

dn899175 D3D12_GPU_DESCRIPTOR_HANDLE ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart() ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart

An interface from which other core interfaces inherit from, including , , and . It provides a method to get back to the device object it was created against.

dn788651 ID3D12DeviceChild ID3D12DeviceChild
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets a reference to the device that created this interface.

The globally unique identifier () for the device interface. The REFIID, or , of the interface to the device can be obtained by using the __uuidof() macro. For example, __uuidof() will get the of the interface to a device.

A reference to a memory block that receives a reference to the interface for the device.

This method returns one of the Direct3D 12 Return Codes.

Any returned interfaces have their reference count incremented by one, so be sure to call ::release() on the returned references before they are freed or else you will have a memory leak.

dn788652 HRESULT ID3D12DeviceChild::GetDevice([In] const GUID& riid,[Out, Optional] void** ppvDevice) ID3D12DeviceChild::GetDevice
No documentation. ID3D12Fence ID3D12Fence Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the current value of the fence.

dn899189 GetCompletedValue GetCompletedValue unsigned longlong ID3D12Fence::GetCompletedValue()

Gets the current value of the fence.

Returns the current value of the fence.

dn899189 unsigned longlong ID3D12Fence::GetCompletedValue() ID3D12Fence::GetCompletedValue
No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Fence::SetEventOnCompletion([In] unsigned longlong Value,[In] void* hEvent) ID3D12Fence::SetEventOnCompletion

Sets the fence to the specified value.

The value to set the fence to.

This method returns one of the Direct3D 12 Return Codes.

Use this method to set a fence value from the CPU side. Use to set a fence from the GPU side.

dn899191 HRESULT ID3D12Fence::Signal([In] unsigned longlong Value) ID3D12Fence::Signal

A heap is an abstraction of contiguous memory allocation, used to manage physical memory. This heap can be used with objects to support placed resources or reserved resources.

dn788687 ID3D12Heap ID3D12Heap
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the heap description.

dn788689 GetDesc GetDesc D3D12_HEAP_DESC ID3D12Heap::GetDesc()

Gets the heap description.

Returns the structure that describes the heap.

dn788689 D3D12_HEAP_DESC ID3D12Heap::GetDesc() ID3D12Heap::GetDesc

An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack.

This interface is obtained by querying it from the using IUnknown::QueryInterface.

dn950163 ID3D12InfoQueue ID3D12InfoQueue
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get or sets the maximum number of messages that can be added to the message queue.

dn950175 GetMessageCountLimit / SetMessageCountLimit GetMessageCountLimit unsigned longlong ID3D12InfoQueue::GetMessageCountLimit()

Get the number of messages that were allowed to pass through a storage filter.

dn950177 GetNumMessagesAllowedByStorageFilter GetNumMessagesAllowedByStorageFilter unsigned longlong ID3D12InfoQueue::GetNumMessagesAllowedByStorageFilter()

Get the number of messages that were denied passage through a storage filter.

dn950178 GetNumMessagesDeniedByStorageFilter GetNumMessagesDeniedByStorageFilter unsigned longlong ID3D12InfoQueue::GetNumMessagesDeniedByStorageFilter()

Get the number of messages currently stored in the message queue.

dn950180 GetNumStoredMessages GetNumStoredMessages unsigned longlong ID3D12InfoQueue::GetNumStoredMessages()

Get the number of messages that are able to pass through a retrieval filter.

dn950181 GetNumStoredMessagesAllowedByRetrievalFilter GetNumStoredMessagesAllowedByRetrievalFilter unsigned longlong ID3D12InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()

Get the number of messages that were discarded due to the message count limit.

Get and set the message count limit with GetMessageCountLimit and SetMessageCountLimit, respectively.

dn950179 GetNumMessagesDiscardedByMessageCountLimit GetNumMessagesDiscardedByMessageCountLimit unsigned longlong ID3D12InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()

Get the size of the storage-filter stack in bytes.

dn950185 GetStorageFilterStackSize GetStorageFilterStackSize unsigned int ID3D12InfoQueue::GetStorageFilterStackSize()

Get the size of the retrieval-filter stack in bytes.

dn950183 GetRetrievalFilterStackSize GetRetrievalFilterStackSize unsigned int ID3D12InfoQueue::GetRetrievalFilterStackSize()

Get or sets a boolean that determines if debug output is on or off.

dn950176 GetMuteDebugOutput / SetMuteDebugOutput GetMuteDebugOutput BOOL ID3D12InfoQueue::GetMuteDebugOutput()

Set the maximum number of messages that can be added to the message queue.

Maximum number of messages that can be added to the message queue. -1 means no limit. When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.

This method returns one of the Direct3D 12 Return Codes.

dn950198 HRESULT ID3D12InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit) ID3D12InfoQueue::SetMessageCountLimit

Clear all messages from the message queue.

dn950170 void ID3D12InfoQueue::ClearStoredMessages() ID3D12InfoQueue::ClearStoredMessages

Get a message from the message queue.

Index into message queue after an optional retrieval filter has been applied. This can be between 0 and the number of messages in the message queue that pass through the retrieval filter (which can be obtained with GetNumStoredMessagesAllowedByRetrievalFilter). 0 is the message at the front of the message queue.

Returned message.

Size of pMessage in bytes.

This method returns one of the Direct3D 12 Return Codes.

This method does not remove any messages from the message queue.

This method gets messages from the message queue after an optional retrieval filter has been applied.

Applications should call this method twice to retrieve a message - first to obtain the size of the message and second to get the message. Here is a typical example:

// Get the size of the message messageLength = 0; hr = pInfoQueue->GetMessage(0, null, &messageLength); // Allocate space and get the message * pMessage = (*)malloc(messageLength); hr = pInfoQueue->GetMessage(0, pMessage, &messageLength);
dn950174 HRESULT ID3D12InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] void* pMessage,[InOut] SIZE_T* pMessageByteLength) ID3D12InfoQueue::GetMessageW

Get the number of messages that were allowed to pass through a storage filter.

Number of messages allowed by a storage filter.

dn950177 unsigned longlong ID3D12InfoQueue::GetNumMessagesAllowedByStorageFilter() ID3D12InfoQueue::GetNumMessagesAllowedByStorageFilter

Get the number of messages that were denied passage through a storage filter.

Number of messages denied by a storage filter.

dn950178 unsigned longlong ID3D12InfoQueue::GetNumMessagesDeniedByStorageFilter() ID3D12InfoQueue::GetNumMessagesDeniedByStorageFilter

Get the number of messages currently stored in the message queue.

Number of messages currently stored in the message queue.

dn950180 unsigned longlong ID3D12InfoQueue::GetNumStoredMessages() ID3D12InfoQueue::GetNumStoredMessages

Get the number of messages that are able to pass through a retrieval filter.

Number of messages allowed by a retrieval filter.

dn950181 unsigned longlong ID3D12InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter() ID3D12InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter

Get the number of messages that were discarded due to the message count limit.

Number of messages discarded.

Get and set the message count limit with GetMessageCountLimit and SetMessageCountLimit, respectively.

dn950179 unsigned longlong ID3D12InfoQueue::GetNumMessagesDiscardedByMessageCountLimit() ID3D12InfoQueue::GetNumMessagesDiscardedByMessageCountLimit

Get the maximum number of messages that can be added to the message queue.

Maximum number of messages that can be added to the queue. -1 means no limit. When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.

dn950175 unsigned longlong ID3D12InfoQueue::GetMessageCountLimit() ID3D12InfoQueue::GetMessageCountLimit

Add storage filters to the top of the storage-filter stack.

Array of storage filters.

This method returns one of the Direct3D 12 Return Codes.

dn950167 HRESULT ID3D12InfoQueue::AddStorageFilterEntries([In] D3D12_INFO_QUEUE_FILTER* pFilter) ID3D12InfoQueue::AddStorageFilterEntries

Get the storage filter at the top of the storage-filter stack.

Storage filter at the top of the storage-filter stack.

Size of the storage filter in bytes. If pFilter is null, the size of the storage filter will be output to this parameter.

This method returns one of the Direct3D 12 Return Codes.

dn950184 HRESULT ID3D12InfoQueue::GetStorageFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength) ID3D12InfoQueue::GetStorageFilter

Remove a storage filter from the top of the storage-filter stack.

dn950169 void ID3D12InfoQueue::ClearStorageFilter() ID3D12InfoQueue::ClearStorageFilter

Push an empty storage filter onto the storage-filter stack.

This method returns one of the Direct3D 12 Return Codes.

An empty storage filter allows all messages to pass through.

dn950191 HRESULT ID3D12InfoQueue::PushEmptyStorageFilter() ID3D12InfoQueue::PushEmptyStorageFilter

Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack.

This method returns one of the Direct3D 12 Return Codes.

dn950189 HRESULT ID3D12InfoQueue::PushCopyOfStorageFilter() ID3D12InfoQueue::PushCopyOfStorageFilter

Push a storage filter onto the storage-filter stack.

Pointer to a storage filter.

This method returns one of the Direct3D 12 Return Codes.

dn950193 HRESULT ID3D12InfoQueue::PushStorageFilter([In] D3D12_INFO_QUEUE_FILTER* pFilter) ID3D12InfoQueue::PushStorageFilter

Pop a storage filter from the top of the storage-filter stack.

dn950187 void ID3D12InfoQueue::PopStorageFilter() ID3D12InfoQueue::PopStorageFilter

Get the size of the storage-filter stack in bytes.

Size of the storage-filter stack in bytes.

dn950185 unsigned int ID3D12InfoQueue::GetStorageFilterStackSize() ID3D12InfoQueue::GetStorageFilterStackSize

Add storage filters to the top of the retrieval-filter stack.

Array of retrieval filters.

This method returns one of the Direct3D 12 Return Codes.

The following code example shows how to use this method:

cats[] = { ..., ..., ... }; sevs[] = { ..., ..., ... }; UINT ids[] = { ..., ..., ... }; filter; memset( &filter, 0, sizeof(filter) ); // To set the type of messages to allow, // set filter.AllowList as follows: filter.AllowList.NumCategories = sizeof(cats / sizeof()); filter.AllowList.pCategoryList = cats; filter.AllowList.NumSeverities = sizeof(sevs / sizeof()); filter.AllowList.pSeverityList = sevs; filter.AllowList.NumIDs = sizeof(ids) / sizeof(UINT); filter.AllowList.pIDList = ids; // To set the type of messages to deny, set filter.DenyList // similarly to the preceding filter.AllowList. // The following single call sets all of the preceding information. hr = infoQueue->AddRetrievalFilterEntries( &filter );
dn950166 HRESULT ID3D12InfoQueue::AddRetrievalFilterEntries([In] D3D12_INFO_QUEUE_FILTER* pFilter) ID3D12InfoQueue::AddRetrievalFilterEntries

Get the retrieval filter at the top of the retrieval-filter stack.

Retrieval filter at the top of the retrieval-filter stack.

Size of the retrieval filter in bytes. If pFilter is null, the size of the retrieval filter will be output to this parameter.

This method returns one of the Direct3D 12 Return Codes.

dn950182 HRESULT ID3D12InfoQueue::GetRetrievalFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength) ID3D12InfoQueue::GetRetrievalFilter

Remove a retrieval filter from the top of the retrieval-filter stack.

dn950168 void ID3D12InfoQueue::ClearRetrievalFilter() ID3D12InfoQueue::ClearRetrievalFilter

Push an empty retrieval filter onto the retrieval-filter stack.

This method returns one of the Direct3D 12 Return Codes.

An empty retrieval filter allows all messages to pass through.

dn950190 HRESULT ID3D12InfoQueue::PushEmptyRetrievalFilter() ID3D12InfoQueue::PushEmptyRetrievalFilter

Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack.

This method returns one of the Direct3D 12 Return Codes.

dn950188 HRESULT ID3D12InfoQueue::PushCopyOfRetrievalFilter() ID3D12InfoQueue::PushCopyOfRetrievalFilter
No documentation. No documentation. No documentation. HRESULT ID3D12InfoQueue::PushRetrievalFilter([In] D3D12_INFO_QUEUE_FILTER* pFilter) ID3D12InfoQueue::PushRetrievalFilter

Pop a retrieval filter from the top of the retrieval-filter stack.

dn950186 void ID3D12InfoQueue::PopRetrievalFilter() ID3D12InfoQueue::PopRetrievalFilter

Get the size of the retrieval-filter stack in bytes.

Size of the retrieval-filter stack in bytes.

dn950183 unsigned int ID3D12InfoQueue::GetRetrievalFilterStackSize() ID3D12InfoQueue::GetRetrievalFilterStackSize

Adds a debug message to the message queue and sends that message to debug output.

Category of a message.

Severity of a message.

Unique identifier of a message.

User-defined message.

This method returns one of the Direct3D 12 Return Codes.

This method is used by the runtime's internal mechanisms to add debug messages to the message queue and send them to debug output. For applications to add their own custom messages to the message queue and send them to debug output, call .

dn950165 HRESULT ID3D12InfoQueue::AddMessage([In] D3D12_MESSAGE_CATEGORY Category,[In] D3D12_MESSAGE_SEVERITY Severity,[In] D3D12_MESSAGE_ID ID,[In] const char* pDescription) ID3D12InfoQueue::AddMessage

Adds a user-defined message to the message queue and sends that message to debug output.

Severity of a message.

Specifies the message string.

This method returns one of the Direct3D 12 Return Codes.

dn950164 HRESULT ID3D12InfoQueue::AddApplicationMessage([In] D3D12_MESSAGE_SEVERITY Severity,[In] const char* pDescription) ID3D12InfoQueue::AddApplicationMessage

Set a message category to break on when a message with that category passes through the storage filter.

Message category to break on.

Turns this breaking condition on or off (true for on, false for off).

This method returns one of the Direct3D 12 Return Codes.

dn950195 HRESULT ID3D12InfoQueue::SetBreakOnCategory([In] D3D12_MESSAGE_CATEGORY Category,[In] BOOL bEnable) ID3D12InfoQueue::SetBreakOnCategory

Set a message severity level to break on when a message with that severity level passes through the storage filter.

A message severity level to break on.

Turns this breaking condition on or off (true for on, false for off).

This method returns one of the Direct3D 12 Return Codes.

dn950197 HRESULT ID3D12InfoQueue::SetBreakOnSeverity([In] D3D12_MESSAGE_SEVERITY Severity,[In] BOOL bEnable) ID3D12InfoQueue::SetBreakOnSeverity

Set a message identifier to break on when a message with that identifier passes through the storage filter.

Message identifier to break on.

Turns this breaking condition on or off (true for on, false for off).

This method returns one of the Direct3D 12 Return Codes.

dn950196 HRESULT ID3D12InfoQueue::SetBreakOnID([In] D3D12_MESSAGE_ID ID,[In] BOOL bEnable) ID3D12InfoQueue::SetBreakOnID

Get a message category to break on when a message with that category passes through the storage filter.

Message category to break on.

Whether this breaking condition is turned on or off (true for on, false for off).

dn950171 BOOL ID3D12InfoQueue::GetBreakOnCategory([In] D3D12_MESSAGE_CATEGORY Category) ID3D12InfoQueue::GetBreakOnCategory

Get a message severity level to break on when a message with that severity level passes through the storage filter.

Message severity level to break on.

Whether this breaking condition is turned on or off (true for on, false for off).

dn950173 BOOL ID3D12InfoQueue::GetBreakOnSeverity([In] D3D12_MESSAGE_SEVERITY Severity) ID3D12InfoQueue::GetBreakOnSeverity

Get a message identifier to break on when a message with that identifier passes through the storage filter.

Message identifier to break on.

Whether this breaking condition is turned on or off (true for on, false for off).

dn950172 BOOL ID3D12InfoQueue::GetBreakOnID([In] D3D12_MESSAGE_ID ID) ID3D12InfoQueue::GetBreakOnID

Set a boolean that turns the debug output on or off.

Disable/Enable the debug output (true to disable or mute the output, false to enable the output).

This will stop messages that pass the storage filter from being printed out in the debug output, however those messages will still be added to the message queue.

dn950199 void ID3D12InfoQueue::SetMuteDebugOutput([In] BOOL bMute) ID3D12InfoQueue::SetMuteDebugOutput

Get a boolean that determines if debug output is on or off.

Whether the debug output is on or off (true for on, false for off).

dn950176 BOOL ID3D12InfoQueue::GetMuteDebugOutput() ID3D12InfoQueue::GetMuteDebugOutput

Associates a name with the device object. This name is for use in debug diagnostics and tools.

This method takes UNICODE names. The older Direct3D 11 debug object naming system through with used ASCII.

dn788701 ID3D12Object ID3D12Object
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Associates a name with the device object. This name is for use in debug diagnostics and tools.

This method takes UNICODE names. The older Direct3D 11 debug object naming system through with used ASCII.

dn788701 SetName SetName HRESULT ID3D12Object::SetName([In] const wchar_t* Name)

Gets application-defined data from a device object.

The that is associated with the data.

A reference to a variable that on input contains the size, in bytes, of the buffer that pData points to, and on output contains the size, in bytes, of the amount of data that GetPrivateData retrieved.

A reference to a memory block that receives the data from the device object if pDataSize points to a value that specifies a buffer large enough to hold the data.

This method returns one of the Direct3D 12 Return Codes.

dn788700 HRESULT ID3D12Object::GetPrivateData([In] const GUID& guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData) ID3D12Object::GetPrivateData

Associates a name with the device object. This name is for use in debug diagnostics and tools.

A null-terminated UNICODE string that contains the name to associate with the device object.

No documentation. No documentation.

This method returns one of the Direct3D 12 Return Codes.

This method takes UNICODE names. The older Direct3D 11 debug object naming system through with used ASCII.

dn788701 HRESULT ID3D12Object::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData) ID3D12Object::SetPrivateData

Associates an -derived interface with the device object and associates that interface with an application-defined .

No documentation. No documentation.

This method returns one of the Direct3D 12 Return Codes.

dn788703 HRESULT ID3D12Object::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData) ID3D12Object::SetPrivateDataInterface

Associates a name with the device object. This name is for use in debug diagnostics and tools.

A null-terminated UNICODE string that contains the name to associate with the device object.

This method returns one of the Direct3D 12 Return Codes.

This method takes UNICODE names. The older Direct3D 11 debug object naming system through with used ASCII.

dn788701 HRESULT ID3D12Object::SetName([In] const wchar_t* Name) ID3D12Object::SetName

An interface from which many other core interfaces inherit from. It indicates that the object type encapsulates some amount of GPU-accessible memory; but does not strongly indicate whether the application can manipulate the object's residency.

For more details, refer to Memory Management in Direct3D 12 and the MakeResident method reference.

dn788704 ID3D12Pageable ID3D12Pageable
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Represents the state of all currently set shaders as well as certain fixed function state objects.

Use or to create a pipeline state object (PSO).

A pipeline state object corresponds to a significant portion of the state of the graphics processing unit (GPU). This state includes all currently set shaders and certain fixed function state objects. The only way to change states contained within the pipeline object is to change the currently bound pipeline object.

dn788705 ID3D12PipelineState ID3D12PipelineState
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the cached blob representing the pipeline state.

Refer to the remarks for .

dn914413 GetCachedBlob GetCachedBlob HRESULT ID3D12PipelineState::GetCachedBlob([Out] ID3D10Blob** ppBlob)

Gets the cached blob representing the pipeline state.

After this method returns, points to the cached blob representing the pipeline state.

This method returns one of the Direct3D 12 Return Codes.

Refer to the remarks for .

dn914413 HRESULT ID3D12PipelineState::GetCachedBlob([Out] ID3D10Blob** ppBlob) ID3D12PipelineState::GetCachedBlob

Manages a query heap. A query heap holds an array of queries, referenced by indexes.

For more information, refer to Queries.

dn891447 ID3D12QueryHeap ID3D12QueryHeap
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion. No documentation. ID3D12Resource ID3D12Resource Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the resource description.

dn788710 GetDesc GetDesc D3D12_RESOURCE_DESC ID3D12Resource::GetDesc()

This method returns the GPU virtual address of the resource.

For more information on the use of GPU virtual addresses, refer to Indirect Drawing.

dn903923 GetGPUVirtualAddress GetGPUVirtualAddress unsigned longlong ID3D12Resource::GetGPUVirtualAddress()
No documentation. No documentation. No documentation. No documentation. HRESULT ID3D12Resource::Map([In] unsigned int Subresource,[In, Optional] const D3D12_RANGE* pReadRange,[Out] void** ppData) ID3D12Resource::Map

Invalidates the CPU reference to the specified subresource in the resource. Unmap also flushes the CPU cache, when necessary, so that GPU reads to this address reflect any modifications made by the CPU.

Specifies the index of the subresource.

A reference to a structure that describes the range of memory to unmap.

This indicates the region the CPU might have modified, and the coordinates are subresource-relative. A null reference indicates the entire subresource might have been modified by the CPU. It is valid to specify the CPU didn't write any data by passing a range where End is less than or equal to Begin.

Refer to the extensive Remarks and Examples for the Map method.

dn788713 void ID3D12Resource::Unmap([In] unsigned int Subresource,[In, Optional] const D3D12_RANGE* pWrittenRange) ID3D12Resource::Unmap

Gets the resource description.

A Direct3D 12 resource description structure.

dn788710 D3D12_RESOURCE_DESC ID3D12Resource::GetDesc() ID3D12Resource::GetDesc

This method returns the GPU virtual address of the resource.

This method returns the GPU virtual address. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd synonym of UINT64.

For more information on the use of GPU virtual addresses, refer to Indirect Drawing.

dn903923 unsigned longlong ID3D12Resource::GetGPUVirtualAddress() ID3D12Resource::GetGPUVirtualAddress

Uses the CPU to copy data into a subresource, enabling the CPU to modify the contents of most textures with undefined layouts.

Specifies the index of the subresource.

A reference to a box that defines the portion of the destination subresource to copy the resource data into. If null, the data is written to the destination subresource with no offset. The dimensions of the source must fit the destination (see ).

An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, this method doesn't perform any operation.

A reference to the source data in memory.

The distance from one row of source data to the next row.

The distance from one depth slice of source data to the next.

This method returns one of the Direct3D 12 Return Codes.

The resource should first be mapped using Map. Textures must be in the state for CPU access through WriteToSubresource and ReadFromSubresource to be legal; but buffers do not.

For efficiency, ensure the bounds and alignment of the extents within the box are ( 64 / [bytes per pixel] ) pixels horizontally. Vertical bounds and alignment should be 2 rows, except when 1-byte-per-pixel formats are used, in which case 4 rows are recommended. Single depth slices per call are handled efficiently. It is recommended but not necessary to provide references and strides which are 128-byte aligned.

When writing to sub mipmap levels, it is recommended to use larger width and heights than described above. This is because small mipmap levels may actually be stored within a larger block of memory, with an opaque amount of offsetting which can interfere with alignment to cache lines.

WriteToSubresource and ReadFromSubresource enable near zero-copy optimizations for UMA adapters, but can prohibitively impair the efficiency of discrete/ NUMA adapters as the texture data cannot reside in local video memory. Typical applications should stick to discrete-friendly upload techniques, unless they recognize the adapter architecture is UMA. For more details on uploading, refer to CopyTextureRegion, and for more details on UMA, refer to .

On UMA systems, this routine can be used to minimize the cost of memory copying through the loop optimization known as loop tiling. By breaking up the upload into chucks that comfortably fit in the CPU cache, the effective bandwidth between the CPU and main memory more closely achieves theoretical maximums.

dn914416 HRESULT ID3D12Resource::WriteToSubresource([In] unsigned int DstSubresource,[In, Optional] const D3D12_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch) ID3D12Resource::WriteToSubresource

Uses the CPU to copy data from a subresource, enabling the CPU to read the contents of most textures with undefined layouts.

A reference to the destination data in memory.

The distance from one row of destination data to the next row.

The distance from one depth slice of destination data to the next.

Specifies the index of the subresource to read from.

A reference to a box that defines the portion of the destination subresource to copy the resource data from. If null, the data is read from the destination subresource with no offset. The dimensions of the destination must fit the destination (see ).

An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, this method doesn't perform any operation.

This method returns one of the Direct3D 12 Return Codes.

See the Remarks section for WriteToSubresource.

dn914415 HRESULT ID3D12Resource::ReadFromSubresource([In, Value] void* pDstData,[In] unsigned int DstRowPitch,[In] unsigned int DstDepthPitch,[In] unsigned int SrcSubresource,[In, Optional] const D3D12_BOX* pSrcBox) ID3D12Resource::ReadFromSubresource

Retrieves the properties of the resource heap, for placed and committed resources.

Pointer to a structure, that on successful completion of the method will contain the resource heap properties.

Specifies a variable, that on successful completion of the method will contain any miscellaneous heap flags.

This method returns one of the Direct3D 12 Return Codes. If the resource was created as reserved, E_INVALIDARG is returned.

This method only works on placed and committed resources, not on reserved resources. If the resource was created as reserved, E_INVALIDARG is returned. The pages could be mapped to none, one, or more heaps.

For more information, refer to Memory Management in Direct3D 12.

dn914414 HRESULT ID3D12Resource::GetHeapProperties([Out, Optional] D3D12_HEAP_PROPERTIES* pHeapProperties,[Out, Optional] D3D12_HEAP_FLAGS* pHeapFlags) ID3D12Resource::GetHeapProperties

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.

dn788714 ID3D12RootSignature ID3D12RootSignature
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Contains a method to return the deserialized data structure, of a serialized root signature.

dn899192 ID3D12RootSignatureDeserializer ID3D12RootSignatureDeserializer
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the layout of the root signature.

Returns a reference to a structure that describes the layout of the root signature.

dn986887 const D3D12_ROOT_SIGNATURE_DESC* ID3D12RootSignatureDeserializer::GetRootSignatureDesc() ID3D12RootSignatureDeserializer::GetRootSignatureDesc

Gets the layout of the root signature.

Returns a reference to a structure that describes the layout of the root signature.

dn986887 const D3D12_ROOT_SIGNATURE_DESC* ID3D12RootSignatureDeserializer::GetRootSignatureDesc() ID3D12RootSignatureDeserializer::GetRootSignatureDesc

Stores a pipeline state.

This structure is used by the structure, and the structure.

This structure is intended to be filled with the data retrieved from . This cached PSO contains data specific to the hardware, driver, and machine that it was retrieved from. Compilation using this data should be faster than compilation without. The rest of the data in the PSO needs to still be valid, and needs to match the cached PSO, otherwise E_INVALIDARG might be returned.

If the driver has been upgraded to a D3D12 driver after the PSO was cached, you might see a D3D12_ERROR_DRIVER_VERSION_MISMATCH return code, or if you?re running on a different GPU, the D3D12_ERROR_ADAPTER_NOT_FOUND return code.

dn914407 D3D12_CACHED_PIPELINE_STATE D3D12_CACHED_PIPELINE_STATE

Specifies reference that references the memory location of the cache.

dn914407 const void* pCachedBlob void pCachedBlob

Specifies the size of the cache in bytes.

dn914407 SIZE_T CachedBlobSizeInBytes SIZE_T CachedBlobSizeInBytes

Describes a value used to optimize clear operations for a particular resource.

This structure is optionally passed into the following methods:

dn903795 D3D12_CLEAR_VALUE D3D12_CLEAR_VALUE

Specifies one member of the enum.

The format of the commonly cleared color follows the same validation rules as a view/ descriptor creation. In general, the format of the clear color can be any format in the same typeless group that the resource format belongs to.

This Format must match the format of the view used during the clear operation. It indicates whether the Color or the DepthStencil member is valid and how to convert the values for usage with the resource.

dn903795 DXGI_FORMAT Format DXGI_FORMAT Format

Specifies a 4-entry array of float values (each value in the range 0.0 to 1.0), determining the RGBA value. The order of RGBA matches the order used with ClearRenderTargetView.

dn903795 SHARPDX_VECTOR4 Color SHARPDX_VECTOR4 Color

Specifies one member of . These values match the semantics of Depth and Stencil in ClearDepthStencilView.

dn903795 D3D12_DEPTH_STENCIL_VALUE DepthStencil D3D12_DEPTH_STENCIL_VALUE DepthStencil

Describes a constant buffer to view.

This structure is used by CreateConstantBufferView.

dn770351 D3D12_CONSTANT_BUFFER_VIEW_DESC D3D12_CONSTANT_BUFFER_VIEW_DESC

The D3D12_GPU_VIRTUAL_ADDRESS of the constant buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.

dn770351 unsigned longlong BufferLocation unsigned longlong BufferLocation

The size in bytes of the constant buffer.

dn770351 unsigned int SizeInBytes unsigned int SizeInBytes

Describes stencil operations that can be performed based on the results of stencil test.

All stencil operations are specified as a -typed value. Each stencil operation can be set differently based on the outcome of the stencil test, which is referred to as StencilFunc, in the stencil test portion of depth-stencil testing.

Members of have this structure for their data type.

dn770355 D3D12_DEPTH_STENCILOP_DESC D3D12_DEPTH_STENCILOP_DESC

A -typed value that identifies the stencil operation to perform when stencil testing fails.

dn770355 D3D12_STENCIL_OP StencilFailOp D3D12_STENCIL_OP StencilFailOp

A -typed value that identifies the stencil operation to perform when stencil testing passes and depth testing fails.

dn770355 D3D12_STENCIL_OP StencilDepthFailOp D3D12_STENCIL_OP StencilDepthFailOp

A -typed value that identifies the stencil operation to perform when stencil testing and depth testing both pass.

dn770355 D3D12_STENCIL_OP StencilPassOp D3D12_STENCIL_OP StencilPassOp

A -typed value that identifies the function that compares stencil data against existing stencil data.

dn770355 D3D12_COMPARISON_FUNC StencilFunc D3D12_COMPARISON_FUNC StencilFunc

Specifies a depth and stencil value.

This structure is used in the structure.

dn903799 D3D12_DEPTH_STENCIL_VALUE D3D12_DEPTH_STENCIL_VALUE

Specifies the depth value.

dn903799 float Depth float Depth

Specifies the stencil value.

dn903799 unsigned char Stencil unsigned char Stencil

Describes the subresources of a texture that are accessible from a depth-stencil view.

These are valid formats for a depth-stencil view:

A depth-stencil view can't use a typeless format. If the format chosen is , the format of the parent resource is used.

Pass a depth-stencil-view description into to create a depth-stencil view.

dn770357 D3D12_DEPTH_STENCIL_VIEW_DESC D3D12_DEPTH_STENCIL_VIEW_DESC

Describes the subresource from a multi sampled 2D texture that is accessible to a depth-stencil view.

This structure is a member of the structure.

Because a multi sampled 2D texture contains a single subresource, there is nothing to specify in . Consequently, UnusedField_NothingToDefine is included so that this structure will compile in C.

dn770425 D3D12_TEX2DMS_DSV D3D12_TEX2DMS_DSV

Unused.

dn770425 unsigned int UnusedField_NothingToDefine unsigned int UnusedField_NothingToDefine

Describes the subresources from an array of 2D textures that are accessible to a depth-stencil view.

Use this structure with a structure to view the resource as an array of 2D textures.

dn770428 D3D12_TEX2D_ARRAY_DSV D3D12_TEX2D_ARRAY_DSV

The index of the first mipmap level to use.

dn770428 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

dn770428 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

dn770428 unsigned int ArraySize unsigned int ArraySize

Describes the subresources from an array of 1D textures to use in a depth-stencil view.

Use this structure with a structure to view the resource as an array of 1D textures.

dn770414 D3D12_TEX1D_ARRAY_DSV D3D12_TEX1D_ARRAY_DSV

The index of the first mipmap level to use.

dn770414 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

dn770414 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

dn770414 unsigned int ArraySize unsigned int ArraySize

Describes the subresource from a 1D texture that is accessible to a depth-stencil view.

Use this structure with a structure to view the resource as a 1D texture.

dn770418 D3D12_TEX1D_DSV D3D12_TEX1D_DSV

The index of the first mipmap level to use.

dn770418 unsigned int MipSlice unsigned int MipSlice

Describes the subresources from an array of multi sampled 2D textures for a depth-stencil view.

Use this structure with a structure to view the resource as an array of multi sampled 2D textures.

dn770422 D3D12_TEX2DMS_ARRAY_DSV D3D12_TEX2DMS_ARRAY_DSV

The index of the first texture to use in an array of textures.

dn770422 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

dn770422 unsigned int ArraySize unsigned int ArraySize

Describes the subresource from a 2D texture that is accessible to a depth-stencil view.

Use this structure with a structure to view the resource as a 2D texture.

dn770432 D3D12_TEX2D_DSV D3D12_TEX2D_DSV

The index of the first mipmap level to use.

dn770432 unsigned int MipSlice unsigned int MipSlice

A -typed value that specifies the viewing format. For allowable formats, see Remarks.

dn770357 DXGI_FORMAT Format DXGI_FORMAT Format

A -typed value that specifies how the depth-stencil resource will be accessed. This member also determines which _DSV to use in the following union.

dn770357 D3D12_DSV_DIMENSION ViewDimension D3D12_DSV_DIMENSION ViewDimension

A combination of enumeration constants that are combined by using a bitwise OR operation. The resulting value specifies whether the texture is read only. Pass 0 to specify that it isn't read only; otherwise, pass one or more of the members of the enumerated type.

dn770357 D3D12_DSV_FLAGS Flags D3D12_DSV_FLAGS Flags

A structure that specifies a 1D texture subresource.

dn770357 D3D12_TEX1D_DSV Texture1D D3D12_TEX1D_DSV Texture1D

A structure that specifies an array of 1D texture subresources.

dn770357 D3D12_TEX1D_ARRAY_DSV Texture1DArray D3D12_TEX1D_ARRAY_DSV Texture1DArray

A structure that specifies a 2D texture subresource.

dn770357 D3D12_TEX2D_DSV Texture2D D3D12_TEX2D_DSV Texture2D

A structure that specifies an array of 2D texture subresources.

dn770357 D3D12_TEX2D_ARRAY_DSV Texture2DArray D3D12_TEX2D_ARRAY_DSV Texture2DArray

A structure that specifies a multisampled 2D texture.

dn770357 D3D12_TEX2DMS_DSV Texture2DMS D3D12_TEX2DMS_DSV Texture2DMS

A structure that specifies an array of multisampled 2D textures.

dn770357 D3D12_TEX2DMS_ARRAY_DSV Texture2DMSArray D3D12_TEX2DMS_ARRAY_DSV Texture2DMSArray

Describes the descriptor heap.

This structure is used by the following:

dn770359 D3D12_DESCRIPTOR_HEAP_DESC D3D12_DESCRIPTOR_HEAP_DESC

A -typed value that specifies the types of descriptors in the heap.

dn770359 D3D12_DESCRIPTOR_HEAP_TYPE Type D3D12_DESCRIPTOR_HEAP_TYPE Type

The number of descriptors in the heap.

dn770359 unsigned int NumDescriptors unsigned int NumDescriptors

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies options for the heap.

dn770359 D3D12_DESCRIPTOR_HEAP_FLAGS Flags D3D12_DESCRIPTOR_HEAP_FLAGS Flags

For single-adapter operation, set this to zero. If there are multiple adapter nodes, set a bit to identify the node (one of the device's physical adapters) to which the descriptor heap applies. Each bit in the mask corresponds to a single node. Only one bit must be set. See Multi-Adapter.

dn770359 unsigned int NodeMask unsigned int NodeMask

Describes details for the discard-resource operation.

This structure is used by the method.

If rectangles are supplied in this structure, the resource must have 2D subresources with all specified subresources the same dimension.

dn986726 D3D12_DISCARD_REGION D3D12_DISCARD_REGION

The number of rectangles in the array that the pRects member specifies.

dn986726 unsigned int NumRects unsigned int NumRects

An array of D3D12_RECT structures for the rectangles in the resource to discard. If null, DiscardResource discards the entire resource.

dn986726 const RECT* pRects RECT pRects

Index of the first subresource in the resource to discard.

dn986726 unsigned int FirstSubresource unsigned int FirstSubresource

The number of subresources in the resource to discard.

dn986726 unsigned int NumSubresources unsigned int NumSubresources

Describes dispatch parameters, for use by the compute shader.

The members of this structure serve the same purpose as the parameters of Dispatch.

A compiled compute shader defines the set of instructions to execute per thread and the number of threads to run per group. The thread-group parameters indicate how many thread groups to execute. Each thread group contains the same number of threads, as defined by the compiled compute shader. The thread groups are organized in a three-dimensional grid. The total number of thread groups that the compiled compute shader executes is determined by the following calculation:

ThreadGroupCountX * ThreadGroupCountY * ThreadGroupCountZ

In particular, if any of the values in the thread-group parameters are 0, nothing will happen.

The maximum size of any dimension is 65535.

dn903800 D3D12_DISPATCH_ARGUMENTS D3D12_DISPATCH_ARGUMENTS

The size, in thread groups, of the x-dimension of the thread-group grid.

dn903800 unsigned int ThreadGroupCountX unsigned int ThreadGroupCountX

The size, in thread groups, of the y-dimension of the thread-group grid.

dn903800 unsigned int ThreadGroupCountY unsigned int ThreadGroupCountY

The size, in thread groups, of the z-dimension of the thread-group grid.

dn903800 unsigned int ThreadGroupCountZ unsigned int ThreadGroupCountZ

Describes parameters for drawing instances.

The members of this structure serve the same purpose as the parameters of DrawInstanced.

dn903801 D3D12_DRAW_ARGUMENTS D3D12_DRAW_ARGUMENTS

Specifies the number of vertices to draw, per instance.

dn903801 unsigned int VertexCountPerInstance unsigned int VertexCountPerInstance

Specifies the number of instances.

dn903801 unsigned int InstanceCount unsigned int InstanceCount

Specifies an index to the first vertex to start drawing from.

dn903801 unsigned int StartVertexLocation unsigned int StartVertexLocation

Specifies an index to the first instance to start drawing from.

dn903801 unsigned int StartInstanceLocation unsigned int StartInstanceLocation

Describes parameters for drawing indexed instances.

The members of this structure serve the same purpose as the parameters of DrawIndexedInstanced.

dn903802 D3D12_DRAW_INDEXED_ARGUMENTS D3D12_DRAW_INDEXED_ARGUMENTS

The number of indices read from the index buffer for each instance.

dn903802 unsigned int IndexCountPerInstance unsigned int IndexCountPerInstance

The number of instances to draw.

dn903802 unsigned int InstanceCount unsigned int InstanceCount

The location of the first index read by the GPU from the index buffer.

dn903802 unsigned int StartIndexLocation unsigned int StartIndexLocation

A value added to each index before reading a vertex from the vertex buffer.

dn903802 int BaseVertexLocation int BaseVertexLocation

A value added to each index before reading per-instance data from a vertex buffer.

dn903802 unsigned int StartInstanceLocation unsigned int StartInstanceLocation

Provide detail about the adapter architecture, helping applications better optimize for certain adapter properties.

dn859384 D3D12_FEATURE_DATA_ARCHITECTURE D3D12_FEATURE_DATA_ARCHITECTURE

In multi-adapter operation, this indicates which physical adapter of the device is relevant. See Multi-Adapter. NodeIndex is filled out by the application before calling CheckFeatureSupport, as the application can retrieve details about the architecture of each adapter.

dn859384 unsigned int NodeIndex unsigned int NodeIndex

Specifies whether the hardware and driver support a tile-based renderer. The runtime sets this member to TRUE if the hardware and driver support a tile-based renderer.

dn859384 BOOL TileBasedRenderer BOOL TileBasedRenderer

Specifies whether the hardware and driver support UMA. The runtime sets this member to TRUE if the hardware and driver support UMA.

dn859384 BOOL UMA BOOL UMA

Specifies whether the hardware and driver support cache-coherent UMA. The runtime sets this member to TRUE if the hardware and driver support cache-coherent UMA.

dn859384 BOOL CacheCoherentUMA BOOL CacheCoherentUMA

Describes Direct3D 12 feature options in the current graphics driver.

See .

dn770364 D3D12_FEATURE_DATA_D3D12_OPTIONS D3D12_FEATURE_DATA_D3D12_OPTIONS

Specifies whether double types are allowed for shader operations. If TRUE, double types are allowed; otherwise . The supported operations are equivalent to Direct3D 11's ExtendedDoublesShaderInstructions member of the structure.

To use any HLSL shader that is compiled with a double type, the runtime must set DoublePrecisionFloatShaderOps to TRUE.

dn770364 BOOL DoublePrecisionFloatShaderOps BOOL DoublePrecisionFloatShaderOps

Specifies whether logic operations are available in blend state. The runtime sets this member to TRUE if logic operations are available in blend state and otherwise. This member is for feature level 9.1, 9.2, and 9.3. This member is optional for feature level 10, 10.1, and 11. This member is TRUE for feature level 11.1 and 12.

dn770364 BOOL OutputMergerLogicOp BOOL OutputMergerLogicOp

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for shader stages. A value of zero indicates that the driver supports only full 32-bit precision for all shader stages.

dn770364 D3D12_SHADER_MIN_PRECISION_SUPPORT MinPrecisionSupport D3D12_SHADER_MIN_PRECISION_SUPPORT MinPrecisionSupport

Specifies whether the hardware and driver support tiled resources. The runtime sets this member to a -typed value that indicates if the hardware and driver support tiled resources and at what tier level.

dn770364 D3D12_TILED_RESOURCES_TIER TiledResourcesTier D3D12_TILED_RESOURCES_TIER TiledResourcesTier

Specifies the level at which the hardware and driver support resource binding. The runtime sets this member to a -typed value that indicates the tier level.

dn770364 D3D12_RESOURCE_BINDING_TIER ResourceBindingTier D3D12_RESOURCE_BINDING_TIER ResourceBindingTier

Specifies whether pixel shader stencil ref is supported. If TRUE, it's supported; otherwise .

dn770364 BOOL PSSpecifiedStencilRefSupported BOOL PSSpecifiedStencilRefSupported

Specifies whether the loading of additional formats for typed unordered-access views (UAVs) is supported. If TRUE, it's supported; otherwise .

dn770364 BOOL TypedUAVLoadAdditionalFormats BOOL TypedUAVLoadAdditionalFormats

Specifies whether Rasterizer Order Views (ROVs) are supported. If TRUE, they're supported; otherwise .

dn770364 BOOL ROVsSupported BOOL ROVsSupported

Specifies the level at which the hardware and driver support conservative rasterization. The runtime sets this member to a -typed value that indicates the tier level.

dn770364 D3D12_CONSERVATIVE_RASTERIZATION_TIER ConservativeRasterizationTier D3D12_CONSERVATIVE_RASTERIZATION_TIER ConservativeRasterizationTier

Don't use this field; instead, use the query (a structure with a MaxGPUVirtualAddressBitsPerResource member), which is more accurate.

dn770364 unsigned int MaxGPUVirtualAddressBitsPerResource unsigned int MaxGPUVirtualAddressBitsPerResource

TRUE if the hardware supports textures with the 64KB standard swizzle pattern. Support for this pattern enables zero-copy texture optimizations while providing near-equilateral locality for each dimension within the texture. For texture swizzle options and restrictions, see .

dn770364 BOOL StandardSwizzle64KBSupported BOOL StandardSwizzle64KBSupported

A enumeration constant that specifies the level of sharing across nodes of an adapter that has multiple nodes, such as Tier 1 Emulated, Tier 1, or Tier 2.

dn770364 D3D12_CROSS_NODE_SHARING_TIER CrossNodeSharingTier D3D12_CROSS_NODE_SHARING_TIER CrossNodeSharingTier

means the device only supports copy operations to and from cross-adapter row-major textures. TRUE means the device supports shader resource views, unordered access views, and render target views of cross-adapter row-major textures. "Cross-adapter" means between multiple adapters (even from different IHVs).

dn770364 BOOL CrossAdapterRowMajorTextureSupported BOOL CrossAdapterRowMajorTextureSupported

Whether the viewport (VP) and Render Target (RT) array index from any shader feeding the rasterizer are supported without geometry shader emulation. Compare the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer member of the structure. In ID3D12ShaderReflection::GetRequiresFlags, see the #define .

dn770364 BOOL VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation BOOL VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation

Specifies the level at which the hardware and driver require heap attribution related to resource type. The runtime sets this member to a enumeration constant.

dn770364 D3D12_RESOURCE_HEAP_TIER ResourceHeapTier D3D12_RESOURCE_HEAP_TIER ResourceHeapTier
No documentation. D3D12_FEATURE_DATA_FEATURE_LEVELS D3D12_FEATURE_DATA_FEATURE_LEVELS No documentation. unsigned int NumFeatureLevels unsigned int NumFeatureLevels No documentation. const D3D_FEATURE_LEVEL* pFeatureLevelsRequested D3D_FEATURE_LEVEL pFeatureLevelsRequested No documentation. D3D_FEATURE_LEVEL MaxSupportedFeatureLevel D3D_FEATURE_LEVEL MaxSupportedFeatureLevel

Describes the DXGI data format.

See .

dn986728 D3D12_FEATURE_DATA_FORMAT_INFO D3D12_FEATURE_DATA_FORMAT_INFO

A -typed value for the format to return info about.

dn986728 DXGI_FORMAT Format DXGI_FORMAT Format

The number of planes to provide information about.

dn986728 unsigned char PlaneCount unsigned char PlaneCount

Describes which resources are supported by the current graphics driver for a given format.

Refer to the enum .

dn859386 D3D12_FEATURE_DATA_FORMAT_SUPPORT D3D12_FEATURE_DATA_FORMAT_SUPPORT

A -typed value for the format to return info about.

dn859386 DXGI_FORMAT Format DXGI_FORMAT Format

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies which resources are supported.

dn859386 D3D12_FORMAT_SUPPORT1 Support1 D3D12_FORMAT_SUPPORT1 Support1

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies which unordered resource options are supported.

dn859386 D3D12_FORMAT_SUPPORT2 Support2 D3D12_FORMAT_SUPPORT2 Support2

Details the adapter's GPU virtual address space limitations, including maximum address bits per resource and per process.

See the enumeration constant in the enumeration.

mt186607 D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT

The maximum GPU virtual address bits per resource.

Some adapters have significantly less bits available per resource than per process, while other adapters have significantly greater bits available per resource than per process. The latter scenario tends to happen in less common scenarios, like when running a 32-bit process on certain UMA adapters. When per resource capabilities are greater than per process, the greater per resource capabilities can only be leveraged by reserved resources or null mapped pages.

mt186607 unsigned int MaxGPUVirtualAddressBitsPerResource unsigned int MaxGPUVirtualAddressBitsPerResource

The maximum GPU virtual address bits per process.

When this value is nearly equal to the available residency budget, Evict will not be a feasible option to manage residency. See MakeResident for more details.

mt186607 unsigned int MaxGPUVirtualAddressBitsPerProcess unsigned int MaxGPUVirtualAddressBitsPerProcess

Describes the image quality levels for a given format and sample count.

See .

dn859387 D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS

A -typed value for the format to return info about.

dn859387 DXGI_FORMAT Format DXGI_FORMAT Format

The number of multi-samples per pixel to return info about.

dn859387 unsigned int SampleCount unsigned int SampleCount

Flags to control quality levels, as a bitwise-OR'd combination of enumeration constants. The resulting value specifies options for determining quality levels.

dn859387 D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS Flags D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS Flags

The number of quality levels.

dn859387 unsigned int NumQualityLevels unsigned int NumQualityLevels
No documentation. D3D12_GRAPHICS_PIPELINE_STATE_DESC D3D12_GRAPHICS_PIPELINE_STATE_DESC dn770370 No documentation. ID3D12RootSignature* pRootSignature ID3D12RootSignature pRootSignature No documentation. D3D12_SHADER_BYTECODE VS D3D12_SHADER_BYTECODE VS No documentation. D3D12_SHADER_BYTECODE PS D3D12_SHADER_BYTECODE PS No documentation. D3D12_SHADER_BYTECODE DS D3D12_SHADER_BYTECODE DS No documentation. D3D12_SHADER_BYTECODE HS D3D12_SHADER_BYTECODE HS No documentation. D3D12_SHADER_BYTECODE GS D3D12_SHADER_BYTECODE GS No documentation. D3D12_STREAM_OUTPUT_DESC StreamOutput D3D12_STREAM_OUTPUT_DESC StreamOutput No documentation. D3D12_BLEND_DESC BlendState D3D12_BLEND_DESC BlendState No documentation. unsigned int SampleMask unsigned int SampleMask No documentation. D3D12_RASTERIZER_DESC RasterizerState D3D12_RASTERIZER_DESC RasterizerState No documentation. D3D12_DEPTH_STENCIL_DESC DepthStencilState D3D12_DEPTH_STENCIL_DESC DepthStencilState No documentation. D3D12_INPUT_LAYOUT_DESC InputLayout D3D12_INPUT_LAYOUT_DESC InputLayout No documentation. D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IBStripCutValue No documentation. D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType No documentation. unsigned int NumRenderTargets unsigned int NumRenderTargets No documentation. DXGI_FORMAT RTVFormats[8] DXGI_FORMAT RTVFormats No documentation. DXGI_FORMAT DSVFormat DXGI_FORMAT DSVFormat No documentation. DXGI_SAMPLE_DESC SampleDesc DXGI_SAMPLE_DESC SampleDesc No documentation. unsigned int NodeMask unsigned int NodeMask No documentation. D3D12_CACHED_PIPELINE_STATE CachedPSO D3D12_CACHED_PIPELINE_STATE CachedPSO No documentation. D3D12_PIPELINE_STATE_FLAGS Flags D3D12_PIPELINE_STATE_FLAGS Flags

Describes the purpose of a query heap. A query heap contains an array of individual queries.

Use this structure with CreateQueryHeap.

dn903810 D3D12_HEAP_DESC D3D12_HEAP_DESC

Specifies one member of .

dn903810 unsigned longlong SizeInBytes unsigned longlong SizeInBytes

Specifies the number of queries the heap should contain.

dn903810 D3D12_HEAP_PROPERTIES Properties D3D12_HEAP_PROPERTIES Properties

For single GPU operation, set this to zero. If there are multiple GPU nodes, set a bit to identify the node (the device's physical adapter) to which the query heap applies. Each bit in the mask corresponds to a single node. Only 1 bit must be set. Refer to Multi-Adapter.

dn903810 unsigned longlong Alignment unsigned longlong Alignment
No documentation. dn903810 D3D12_HEAP_FLAGS Flags D3D12_HEAP_FLAGS Flags

Describes heap properties.

This structure is used by the following:

  • structure

Valid combinations of struct member values:

  • When Type is _CUSTOM, CPUPageProperty and MemoryPoolPreference must not be ..._UNKNOWN.
  • When Type is not , CPUPageProperty and MemoryPoolPreference must be ..._UNKNOWN.
  • When using and _L1, on NUMA adapters, CPUPageProperty must be _NOT_AVAILABLE. To differentiate NUMA from UMA adapters, see _ARCHITECTURE and .
dn770373 D3D12_HEAP_PROPERTIES D3D12_HEAP_PROPERTIES

A -typed value that specifies the type of heap.

dn770373 D3D12_HEAP_TYPE Type D3D12_HEAP_TYPE Type

A -typed value that specifies the CPU-page properties for the heap.

dn770373 D3D12_CPU_PAGE_PROPERTY CPUPageProperty D3D12_CPU_PAGE_PROPERTY CPUPageProperty

A -typed value that specifies the memory pool for the heap.

dn770373 D3D12_MEMORY_POOL MemoryPoolPreference D3D12_MEMORY_POOL MemoryPoolPreference

For multi-adapter operation, this indicates the node where the resource should be created. Exactly one bit of this UINT must be set. See Multi-Adapter.

Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters.

dn770373 unsigned int CreationNodeMask unsigned int CreationNodeMask

For multi-adapter operation, this indicates the set of nodes where the resource is visible. VisibleNodeMask must have the same bits set as CreationNodeMask has. See Multi-Adapter.

Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters.

dn770373 unsigned int VisibleNodeMask unsigned int VisibleNodeMask
Initializes a new instance of the struct. The type. The cpu page properties. The memory pool preference. Initializes a new instance of the struct with The cpu page properties. The memory pool preference. Initializes a new instance of the struct. The type. Gets a value indicating whether this instance is cpu accessible. true if this instance is cpu accessible; otherwise, false. No documentation. D3D12_INDEX_BUFFER_VIEW D3D12_INDEX_BUFFER_VIEW No documentation. unsigned longlong BufferLocation unsigned longlong BufferLocation No documentation. unsigned int SizeInBytes unsigned int SizeInBytes No documentation. DXGI_FORMAT Format DXGI_FORMAT Format

Describes an indirect argument (an indirect parameter), for use with a command signature.

Use this structure with the structure.

dn986733 D3D12_INDIRECT_ARGUMENT_DESC D3D12_INDIRECT_ARGUMENT_DESC
No documentation. D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_0 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_0 No documentation. unsigned int Slot unsigned int Slot No documentation. D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_1 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_1 No documentation. unsigned int RootParameterIndex unsigned int RootParameterIndex No documentation. unsigned int DestOffsetIn32BitValues unsigned int DestOffsetIn32BitValues No documentation. unsigned int Num32BitValuesToSet unsigned int Num32BitValuesToSet No documentation. D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_2 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_2 No documentation. unsigned int RootParameterIndex unsigned int RootParameterIndex No documentation. D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_3 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_3 No documentation. unsigned int RootParameterIndex unsigned int RootParameterIndex No documentation. D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_4 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_4 No documentation. unsigned int RootParameterIndex unsigned int RootParameterIndex

A single enumeration constant.

dn986733 D3D12_INDIRECT_ARGUMENT_TYPE Type D3D12_INDIRECT_ARGUMENT_TYPE Type
Slot

Specifies the slot containing the vertex buffer address.

dn986733 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_0 VertexBuffer D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_0 VertexBuffer
RootParameterIndex

Specifies the root index of the constant.

DestOffsetIn32BitValues

The offset, in 32-bit values, to set the first constant of the group. Supports multi-value constants at a given root index. Root constant entries must be sorted from smallest to largest DestOffsetIn32BitValues.

Num32BitValuesToSet

The number of 32-bit constants that are set at the given root index. Supports multi-value constants at a given root index.

dn986733 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_1 Constant D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_1 Constant
RootParameterIndex

Specifies the root index of the CBV.

dn986733 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_2 ConstantBufferView D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_2 ConstantBufferView
RootParameterIndex

Specifies the root index of the SRV.

dn986733 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_3 ShaderResourceView D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_3 ShaderResourceView
RootParameterIndex

Specifies the root index of the UAV.

dn986733 D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_4 UnorderedAccessView D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_4 UnorderedAccessView

Debug message filter; contains a lists of message types to allow or deny.

For use with an Interface.

dn950142 D3D12_INFO_QUEUE_FILTER D3D12_INFO_QUEUE_FILTER

Specifies types of messages that you want to allow. See .

dn950142 D3D12_INFO_QUEUE_FILTER_DESC AllowList D3D12_INFO_QUEUE_FILTER_DESC AllowList

Specifies types of messages that you want to deny.

dn950142 D3D12_INFO_QUEUE_FILTER_DESC DenyList D3D12_INFO_QUEUE_FILTER_DESC DenyList

Allow or deny certain types of messages to pass through a filter.

For use with an Interface.

dn950143 D3D12_INFO_QUEUE_FILTER_DESC D3D12_INFO_QUEUE_FILTER_DESC

Number of message categories to allow or deny.

dn950143 unsigned int NumCategories unsigned int NumCategories

Array of message categories to allow or deny. Array must have at least NumCategories members (see ).

dn950143 D3D12_MESSAGE_CATEGORY* pCategoryList D3D12_MESSAGE_CATEGORY pCategoryList

Number of message severity levels to allow or deny.

dn950143 unsigned int NumSeverities unsigned int NumSeverities

Array of message severity levels to allow or deny. Array must have at least NumSeverities members (see ).

dn950143 D3D12_MESSAGE_SEVERITY* pSeverityList D3D12_MESSAGE_SEVERITY pSeverityList

Number of message IDs to allow or deny.

dn950143 unsigned int NumIDs unsigned int NumIDs

Array of message IDs to allow or deny. Array must have at least NumIDs members (see ).

dn950143 D3D12_MESSAGE_ID* pIDList D3D12_MESSAGE_ID pIDList
Gets or sets the categories. The categories. Gets or sets the severities. The severities. Gets or sets the ids. The ids.

A description of a single element for the input-assembler stage.

An input-layout object contains an array of structures, each structure defines one element being read from an input slot. Create an input-layout object by calling . For an example, see the "Create the Input-Layout Object" subtopic under the Getting Started with the Input-Assembler Stage topic.

ff476180 D3D12_INPUT_ELEMENT_DESC D3D12_INPUT_ELEMENT_DESC

The HLSL semantic associated with this element in a shader input-signature.

ff476180 const char* SemanticName char SemanticName

The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name

matrix

, however each of the four component would have different semantic indices (0, 1, 2, and 3).

ff476180 unsigned int SemanticIndex unsigned int SemanticIndex

The data type of the element data. See .

ff476180 DXGI_FORMAT Format DXGI_FORMAT Format

An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15, defined in D3D11.h.

ff476180 unsigned int InputSlot unsigned int InputSlot

Optional. Offset (in bytes) between each element. Use D3D11_APPEND_ALIGNED_ELEMENT for convenience to define the current element directly after the previous one, including any packing if necessary.

ff476180 unsigned int AlignedByteOffset unsigned int AlignedByteOffset

Identifies the input data class for a single input slot (see ).

ff476180 D3D12_INPUT_CLASSIFICATION InputSlotClass D3D12_INPUT_CLASSIFICATION InputSlotClass

The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data (the slot class is set to ).

ff476180 unsigned int InstanceDataStepRate unsigned int InstanceDataStepRate
Returns a value that can be used for the offset parameter of an InputElement to indicate that the element should be aligned directly after the previous element, including any packing if neccessary. A value used to align input elements. D3D11_APPEND_ALIGNED_ELEMENT Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Identifies the input data class for a single input slot. The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Implements the operator ==. The left. The right. The result of the operator. Implements the operator !=. The left. The right. The result of the operator.

Describes the input-buffer data for the input-assembler stage.

This structure is a member of the structure.

dn770378 D3D12_INPUT_LAYOUT_DESC D3D12_INPUT_LAYOUT_DESC

An array of structures that describe the data types of the input-assembler stage.

dn770378 const D3D12_INPUT_ELEMENT_DESC* pInputElementDescs D3D12_INPUT_ELEMENT_DESC pInputElementDescs

The number of input-data types in the array of input elements that the pInputElementDescs member points to.

dn770378 unsigned int NumElements unsigned int NumElements

An array of structures that describe the data types of the input-assembler stage.

dn770378 const D3D12_INPUT_ELEMENT_DESC* pInputElementDescs D3D12_INPUT_ELEMENT_DESC pInputElementDescs

A debug message in the Information Queue.

This structure is returned from as part of the Information Queue feature (see ).

dn950144 D3D12_MESSAGE D3D12_MESSAGE

The category of the message. See .

dn950144 D3D12_MESSAGE_CATEGORY Category D3D12_MESSAGE_CATEGORY Category

The severity of the message. See .

dn950144 D3D12_MESSAGE_SEVERITY Severity D3D12_MESSAGE_SEVERITY Severity

The ID of the message. See .

dn950144 D3D12_MESSAGE_ID ID D3D12_MESSAGE_ID ID

The message string.

dn950144 const char* pDescription char pDescription

The length of pDescription, in bytes.

dn950144 SIZE_T DescriptionByteLength SIZE_T DescriptionByteLength

Describes the tile structure of a tiled resource with mipmaps.

This structure is used by the GetResourceTiling method.

dn986736 D3D12_PACKED_MIP_INFO D3D12_PACKED_MIP_INFO

The number of standard mipmaps in the tiled resource.

dn986736 unsigned char NumStandardMips unsigned char NumStandardMips

The number of packed mipmaps in the tiled resource.

This number starts from the least detailed mipmap (either sharing tiles or using non standard tile layout). This number is 0 if no such packing is in the resource. For array surfaces, this value is the number of mipmaps that are packed for a given array slice where each array slice repeats the same packing.

On Tier_2 tiled resources hardware, mipmaps that fill at least one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps. On Tier_1 hardware, mipmaps that are an integer multiple of one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps. Mipmaps with at least one dimension less than the standard tile shape may or may not be packed. When a given mipmap needs to be packed, all coarser mipmaps for a given array slice are considered packed as well.

dn986736 unsigned char NumPackedMips unsigned char NumPackedMips

The number of tiles for the packed mipmaps in the tiled resource.

If there is no packing, this value is meaningless and is set to 0. Otherwise, it is set to the number of tiles that are needed to represent the set of packed mipmaps. The pixel layout within the packed mipmaps is hardware specific. If apps define only partial mappings for the set of tiles in packed mipmaps, read and write behavior is vendor specific and undefined. For arrays, this value is only the count of packed mipmaps within the subresources for each array slice.

dn986736 unsigned int NumTilesForPackedMips unsigned int NumTilesForPackedMips

The offset of the first packed tile for the resource in the overall range of tiles. If NumPackedMips is 0, this value is meaningless and is 0. Otherwise, it is the offset of the first packed tile for the resource in the overall range of tiles for the resource. A value of 0 for StartTileIndexInOverallResource means the entire resource is packed. For array surfaces, this is the offset for the tiles that contain the packed mipmaps for the first array slice. Packed mipmaps for each array slice in arrayed surfaces are at this offset past the beginning of the tiles for each array slice.

Note?? The number of overall tiles, packed or not, for a given array slice is simply the total number of tiles for the resource divided by the resource's array size, so it is easy to locate the range of tiles for any given array slice, out of which StartTileIndexInOverallResource identifies which of those are packed. ?
dn986736 unsigned int StartTileIndexInOverallResource unsigned int StartTileIndexInOverallResource

Describes the footprint of a placed subresource, including the offset and the .

This structure is used in the structure, and by .

Height times depth times row-pitch plus offset must fit within the bounds of the parent resource.

This structure is used by the method and a number of helper functions, refer to Helper Structures and Functions for D3D12.

When copying textures, use this structure along with .

dn986738 D3D12_PLACED_SUBRESOURCE_FOOTPRINT D3D12_PLACED_SUBRESOURCE_FOOTPRINT

The offset of the subresource within the parent resource, in bytes. The offset between the start of the parent resource and this subresource.

dn986738 unsigned longlong Offset unsigned longlong Offset

The format, width, height, depth, and row-pitch of the subresource, as a structure.

dn986738 D3D12_SUBRESOURCE_FOOTPRINT Footprint D3D12_SUBRESOURCE_FOOTPRINT Footprint

Query information about graphics-pipeline activity in between calls to BeginQuery and EndQuery.

Use this structure with and CreateQueryHeap.

dn903808 D3D12_QUERY_DATA_PIPELINE_STATISTICS D3D12_QUERY_DATA_PIPELINE_STATISTICS
No documentation. dn903808 unsigned longlong IAVertices unsigned longlong IAVertices No documentation. dn903808 unsigned longlong IAPrimitives unsigned longlong IAPrimitives No documentation. dn903808 unsigned longlong VSInvocations unsigned longlong VSInvocations No documentation. dn903808 unsigned longlong GSInvocations unsigned longlong GSInvocations No documentation. dn903808 unsigned longlong GSPrimitives unsigned longlong GSPrimitives No documentation. dn903808 unsigned longlong CInvocations unsigned longlong CInvocations No documentation. dn903808 unsigned longlong CPrimitives unsigned longlong CPrimitives No documentation. dn903808 unsigned longlong PSInvocations unsigned longlong PSInvocations No documentation. dn903808 unsigned longlong HSInvocations unsigned longlong HSInvocations No documentation. dn903808 unsigned longlong DSInvocations unsigned longlong DSInvocations No documentation. dn903808 unsigned longlong CSInvocations unsigned longlong CSInvocations

Describes the purpose of a query heap. A query heap contains an array of individual queries.

Use this structure with CreateQueryHeap.

dn903810 D3D12_QUERY_HEAP_DESC D3D12_QUERY_HEAP_DESC

Specifies one member of .

dn903810 D3D12_QUERY_HEAP_TYPE Type D3D12_QUERY_HEAP_TYPE Type

Specifies the number of queries the heap should contain.

dn903810 unsigned int Count unsigned int Count

For single GPU operation, set this to zero. If there are multiple GPU nodes, set a bit to identify the node (the device's physical adapter) to which the query heap applies. Each bit in the mask corresponds to a single node. Only 1 bit must be set. Refer to Multi-Adapter.

dn903810 unsigned int NodeMask unsigned int NodeMask

Describes a memory range.

End is one-past-the-end. When Begin equals End, the range is empty. The size of the range is (End - Begin).

This structure is used by the Map and Unmap methods.

dn770386 D3D12_RANGE D3D12_RANGE

The offset, in bytes, denoting the beginning of a memory range.

dn770386 SIZE_T Begin SIZE_T Begin

The offset, in bytes, denoting the end of a memory range. End is one-past-the-end.

dn770386 SIZE_T End SIZE_T End

Describes rasterizer state.

A contains a rasterizer-state structure.

Rasterizer state defines the behavior of the rasterizer stage.

If you do not specify some rasterizer state, the Direct3D runtime uses the following default values for rasterizer state.

StateDefault Value
FillMode
CullMode
FrontCounterClockwise
DepthBias0
DepthBiasClamp0.0f
SlopeScaledDepthBias0.0f
DepthClipEnableTRUE
MultisampleEnable
AntialiasedLineEnable
ForcedSampleCount0
ConservativeRaster

?

dn770387 D3D12_RASTERIZER_DESC D3D12_RASTERIZER_DESC

A -typed value that specifies the fill mode to use when rendering.

dn770387 D3D12_FILL_MODE FillMode D3D12_FILL_MODE FillMode

A -typed value that specifies that triangles facing the specified direction are not drawn.

dn770387 D3D12_CULL_MODE CullMode D3D12_CULL_MODE CullMode

Determines if a triangle is front- or back-facing. If this member is TRUE, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If this parameter is , the opposite is true.

dn770387 BOOL FrontCounterClockwise BOOL FrontCounterClockwise

Depth value added to a given pixel. For info about depth bias, see Depth Bias.

dn770387 int DepthBias int DepthBias

Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.

dn770387 float DepthBiasClamp float DepthBiasClamp

Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.

dn770387 float SlopeScaledDepthBias float SlopeScaledDepthBias

Specifies whether to enable clipping based on distance.

The hardware always performs x and y clipping of rasterized coordinates. When DepthClipEnable is set to the default?TRUE, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).

0 < w -w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden) -w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden) 0 <= z <= w

When you set DepthClipEnable to , the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.

dn770387 BOOL DepthClipEnable BOOL DepthClipEnable

Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to TRUE to use the quadrilateral line anti-aliasing algorithm and to to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks.

dn770387 BOOL MultisampleEnable BOOL MultisampleEnable

Specifies whether to enable line antialiasing; only applies if doing line drawing and MultisampleEnable is . For more info about this member, see Remarks.

dn770387 BOOL AntialiasedLineEnable BOOL AntialiasedLineEnable

The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced.

dn770387 unsigned int ForcedSampleCount unsigned int ForcedSampleCount

A -typed value that identifies whether conservative rasterization is on or off.

dn770387 D3D12_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster D3D12_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster
Returns default values for . See MSDN documentation for default values.

Describes the blend state for a render target.

You specify an array of structures in the RenderTarget member of the structure to describe the blend states for render targets; you can bind up to eight render targets to the output-merger stage at one time.

For info about how blending is done, see the output-merger stage.

Here are the default values for blend state.

StateDefault Value
BlendEnable
LogicOpEnable
SrcBlend
DestBlend
BlendOp
SrcBlendAlpha
DestBlendAlpha
BlendOpAlpha
LogicOp
RenderTargetWriteMask

?

dn770388 D3D12_RENDER_TARGET_BLEND_DESC D3D12_RENDER_TARGET_BLEND_DESC

Specifies whether to enable (or disable) blending. Set to TRUE to enable blending.

dn770388 BOOL BlendEnable BOOL BlendEnable

Specifies whether to enable (or disable) a logical operation. Set to TRUE to enable a logical operation.

dn770388 BOOL LogicOpEnable BOOL LogicOpEnable

A -typed value that specifies the operation to perform on the RGB value that the pixel shader outputs. The BlendOp member defines how to combine the SrcBlend and DestBlend operations.

dn770388 D3D12_BLEND SrcBlend D3D12_BLEND SrcBlend

A -typed value that specifies the operation to perform on the current RGB value in the render target. The BlendOp member defines how to combine the SrcBlend and DestBlend operations.

dn770388 D3D12_BLEND DestBlend D3D12_BLEND DestBlend

A -typed value that defines how to combine the SrcBlend and DestBlend operations.

dn770388 D3D12_BLEND_OP BlendOp D3D12_BLEND_OP BlendOp

A -typed value that specifies the operation to perform on the alpha value that the pixel shader outputs. Blend options that end in _COLOR are not allowed. The BlendOpAlpha member defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

dn770388 D3D12_BLEND SrcBlendAlpha D3D12_BLEND SrcBlendAlpha

A -typed value that specifies the operation to perform on the current alpha value in the render target. Blend options that end in _COLOR are not allowed. The BlendOpAlpha member defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

dn770388 D3D12_BLEND DestBlendAlpha D3D12_BLEND DestBlendAlpha

A -typed value that defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

dn770388 D3D12_BLEND_OP BlendOpAlpha D3D12_BLEND_OP BlendOpAlpha

A -typed value that specifies the logical operation to configure for the render target.

dn770388 D3D12_LOGIC_OP LogicOp D3D12_LOGIC_OP LogicOp

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies a write mask.

dn770388 D3D12_COLOR_WRITE_ENABLE RenderTargetWriteMask D3D12_COLOR_WRITE_ENABLE RenderTargetWriteMask

Describes the subresources from a resource that are accessible by using a render-target view.

Pass a render-target-view description into to create a render-target view.

A render-target view can't use the following formats:

  • Any typeless format.
  • DXGI_FORMAT_R32G32B32 if the view will be used to bind a buffer (vertex, index, constant, or stream-output).

If the format is set to , then the format of the resource that the view binds to the pipeline will be used.

dn770389 D3D12_RENDER_TARGET_VIEW_DESC D3D12_RENDER_TARGET_VIEW_DESC

Describes the subresources from a 3D texture to use in a render-target view.

Use this structure with a structure to view the resource as a 3D texture.

dn770436 D3D12_TEX3D_RTV D3D12_TEX3D_RTV

The index of the mipmap level to use mip slice.

dn770436 unsigned int MipSlice unsigned int MipSlice

First depth level to use.

dn770436 unsigned int FirstWSlice unsigned int FirstWSlice

Number of depth levels to use in the render-target view, starting from FirstWSlice. A value of -1 indicates all of the slices along the w axis, starting from FirstWSlice.

dn770436 unsigned int WSize unsigned int WSize

Describes the elements in a buffer resource to use in a render-target view.

Use this structure with a structure to view the resource as a buffer.

dn770342 D3D12_BUFFER_RTV D3D12_BUFFER_RTV

Number of bytes between the beginning of the buffer and the first element to access.

dn770342 unsigned longlong FirstElement unsigned longlong FirstElement

The total number of elements in the view.

dn770342 unsigned int NumElements unsigned int NumElements

Describes the subresource from a 1D texture to use in a render-target view.

Use this structure with a structure to view the resource as a 1D texture.

dn770419 D3D12_TEX1D_RTV D3D12_TEX1D_RTV

The index of the mipmap level to use mip slice.

dn770419 unsigned int MipSlice unsigned int MipSlice

Describes the subresources from an array of 1D textures to use in a render-target view.

Use this structure with a structure to view the resource as an array of 1D textures.

dn770415 D3D12_TEX1D_ARRAY_RTV D3D12_TEX1D_ARRAY_RTV

The index of the mipmap level to use mip slice.

dn770415 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

dn770415 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

dn770415 unsigned int ArraySize unsigned int ArraySize

Describes the subresource from a 2D texture to use in a render-target view.

Use this structure with a structure to view the resource as a 2D texture.

dn770433 D3D12_TEX2D_RTV D3D12_TEX2D_RTV

The index of the mipmap level to use.

dn770433 unsigned int MipSlice unsigned int MipSlice

The index (plane slice number) of the plane to use in the texture.

dn770433 unsigned int PlaneSlice unsigned int PlaneSlice

Describes the subresources from an array of 2D textures to use in a render-target view.

Use this structure with a structure to view the resource as an array of 2D textures.

dn770429 D3D12_TEX2D_ARRAY_RTV D3D12_TEX2D_ARRAY_RTV

The index of the mipmap level to use mip slice.

dn770429 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

dn770429 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array to use in the render target view, starting from FirstArraySlice.

dn770429 unsigned int ArraySize unsigned int ArraySize

The index (plane slice number) of the plane to use in an array of textures.

dn770429 unsigned int PlaneSlice unsigned int PlaneSlice

Describes the subresource from a multi sampled 2D texture to use in a render-target view.

This structure is a member of the structure.

Because a multi sampled 2D texture contains a single subresource, there is actually nothing to specify in . Consequently, UnusedField_NothingToDefine is included so that this structure will compile in C.

dn770426 D3D12_TEX2DMS_RTV D3D12_TEX2DMS_RTV

Integer of any value. See remarks.

dn770426 unsigned int UnusedField_NothingToDefine unsigned int UnusedField_NothingToDefine

Describes the subresources from an array of multi sampled 2D textures to use in a render-target view.

Use this structure with a structure to view the resource as an array of multi sampled 2D textures.

dn770423 D3D12_TEX2DMS_ARRAY_RTV D3D12_TEX2DMS_ARRAY_RTV

The index of the first texture to use in an array of textures.

dn770423 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of textures to use.

dn770423 unsigned int ArraySize unsigned int ArraySize

A -typed value that specifies the viewing format.

dn770389 DXGI_FORMAT Format DXGI_FORMAT Format

A -typed value that specifies how the render-target resource will be accessed. This type specifies how the resource will be accessed. This member also determines which _RTV to use in the following union.

dn770389 D3D12_RTV_DIMENSION ViewDimension D3D12_RTV_DIMENSION ViewDimension

A structure that specifies which buffer elements can be accessed.

dn770389 D3D12_BUFFER_RTV Buffer D3D12_BUFFER_RTV Buffer

A structure that specifies the subresources in a 1D texture that can be accessed.

dn770389 D3D12_TEX1D_RTV Texture1D D3D12_TEX1D_RTV Texture1D

A structure that specifies the subresources in a 1D texture array that can be accessed.

dn770389 D3D12_TEX1D_ARRAY_RTV Texture1DArray D3D12_TEX1D_ARRAY_RTV Texture1DArray

A structure that specifies the subresources in a 2D texture that can be accessed.

dn770389 D3D12_TEX2D_RTV Texture2D D3D12_TEX2D_RTV Texture2D

A structure that specifies the subresources in a 2D texture array that can be accessed.

dn770389 D3D12_TEX2D_ARRAY_RTV Texture2DArray D3D12_TEX2D_ARRAY_RTV Texture2DArray

A structure that specifies a single subresource because a multisampled 2D texture only contains one subresource.

dn770389 D3D12_TEX2DMS_RTV Texture2DMS D3D12_TEX2DMS_RTV Texture2DMS

A structure that specifies the subresources in a multisampled 2D texture array that can be accessed.

dn770389 D3D12_TEX2DMS_ARRAY_RTV Texture2DMSArray D3D12_TEX2DMS_ARRAY_RTV Texture2DMSArray

A structure that specifies subresources in a 3D texture that can be accessed.

dn770389 D3D12_TEX3D_RTV Texture3D D3D12_TEX3D_RTV Texture3D

Describes the transition between usages of two different resources that have mappings into the same heap.

This structure is a member of the structure.

Both the before and the after resources can be specified or one or both resources can be null, which indicates that any placed or reserved resource could cause aliasing.

Refer to the usage models described in CreatePlacedResource.

dn986739 D3D12_RESOURCE_ALIASING_BARRIER D3D12_RESOURCE_ALIASING_BARRIER

A reference to the object that represents the before resource used in the transition.

dn986739 ID3D12Resource* pResourceBefore ID3D12Resource pResourceBefore

A reference to the object that represents the after resource used in the transition.

dn986739 ID3D12Resource* pResourceAfter ID3D12Resource pResourceAfter
Initializes a new instance of the struct. The resource before. The resource after. resourceBefore

Describes parameters needed to allocate resources.

This structure is used by the GetResourceAllocationInfo method.

dn770391 D3D12_RESOURCE_ALLOCATION_INFO D3D12_RESOURCE_ALLOCATION_INFO

The size, in bytes, of the resource.

dn770391 unsigned longlong SizeInBytes unsigned longlong SizeInBytes

The alignment value for the resource; one of 4KB (4096), 64KB (65536) and 4MB (4194304) alignment.

dn770391 unsigned longlong Alignment unsigned longlong Alignment

Specifies a type of resource barrier (transition in resource use) description.

This enum is used in the structure. Use these values with the method.

dn770393 D3D12_RESOURCE_BARRIER D3D12_RESOURCE_BARRIER
No documentation. D3D12_RESOURCE_BARRIER_FLAGS Flags D3D12_RESOURCE_BARRIER_FLAGS Flags Initializes a new instance of the struct. The transition. Initializes a new instance of the struct. The aliasing. Initializes a new instance of the struct. The unordered access view. Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrier.Type to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrier

Describes a resource, such as a texture. This structure is used extensively.

Use this structure with:

  • A number of the helper functions, refer to Helper Structures and Functions for D3D12.

Two common resources are buffers and textures, which both use this structure, but with quite different uses of the fields.

dn903813 D3D12_RESOURCE_DESC D3D12_RESOURCE_DESC

One member of , specifying the dimensions of the resource (for example, ), or whether it is a buffer (().

dn903813 D3D12_RESOURCE_DIMENSION Dimension D3D12_RESOURCE_DIMENSION Dimension

Specifies the alignment.

dn903813 unsigned longlong Alignment unsigned longlong Alignment

Specifies the width of the resource.

dn903813 unsigned longlong Width unsigned longlong Width

Specifies the height of the resource.

dn903813 unsigned int Height unsigned int Height

Specifies the depth of the resource, if it is 3D, or the array size if it is an array of 1D or 2D resources.

dn903813 unsigned short DepthOrArraySize unsigned short DepthOrArraySize

Specifies the number of MIP levels.

dn903813 unsigned short MipLevels unsigned short MipLevels

Specifies one member of .

dn903813 DXGI_FORMAT Format DXGI_FORMAT Format

Specifies a structure.

dn903813 DXGI_SAMPLE_DESC SampleDesc DXGI_SAMPLE_DESC SampleDesc

Specifies one member of .

dn903813 D3D12_TEXTURE_LAYOUT Layout D3D12_TEXTURE_LAYOUT Layout

Bitwise-OR'd flags, as enumeration constants.

dn903813 D3D12_RESOURCE_FLAGS Flags D3D12_RESOURCE_FLAGS Flags

Describes a 3D box.

This structure is used by the methods WriteToSubresource, ReadFromSubresource and CopyTextureRegion.

dn770341 D3D12_BOX D3D12_BOX

The x position of the left hand side of the box.

dn770341 unsigned int left unsigned int left

The y position of the top of the box.

dn770341 unsigned int top unsigned int top

The z position of the front of the box.

dn770341 unsigned int front unsigned int front

The x position of the right hand side of the box, plus 1. This means that right - left equals the width of the box.

dn770341 unsigned int right unsigned int right

The y position of the bottom of the box, plus 1. This means that top - bottom equals the height of the box.

dn770341 unsigned int bottom unsigned int bottom

The z position of the back of the box, plus 1. This means that front - back equals the depth of the box.

dn770341 unsigned int back unsigned int back

Describes the transition of subresources between different usages.

This struct is used by the Transition member of the struct.

dn986745 D3D12_RESOURCE_TRANSITION_BARRIER D3D12_RESOURCE_TRANSITION_BARRIER

A reference to the object that represents the resource used in the transition.

dn986745 ID3D12Resource* pResource ID3D12Resource pResource

The index of the subresource for the transition. Use the D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag ( 0xffffffff ) to transition all subresources in a resource at the same time.

dn986745 unsigned int Subresource unsigned int Subresource

The "before" usages of the subresources, as a bitwise-OR'd combination of enumeration constants.

dn986745 D3D12_RESOURCE_STATES StateBefore D3D12_RESOURCE_STATES StateBefore

The "after" usages of the subresources, as a bitwise-OR'd combination of enumeration constants.

dn986745 D3D12_RESOURCE_STATES StateAfter D3D12_RESOURCE_STATES StateAfter
Initializes a new instance of the struct. The resource. The state before. The state after. resource Initializes a new instance of the struct. The resource. The subresource. The state before. The state after. resource

Represents a resource in which all UAV accesses must complete before any future UAV accesses can begin.

This struct represents a resource in which all unordered access view (UAV) accesses (reads or writes) must complete before any future UAV accesses (read or write) can begin.

This structure is a member of the structure.

You don't need to insert a UAV barrier between 2 draw or dispatch calls that only read a UAV. Additionally, you don't need to insert a UAV barrier between 2 draw or dispatch calls that write to the same UAV if you know that it's safe to execute the UAV accesses in any order. The resource can be null, which indicates that any UAV access could require the barrier.

dn986746 D3D12_RESOURCE_UAV_BARRIER D3D12_RESOURCE_UAV_BARRIER

The resource used in the transition, as a reference to .

dn986746 ID3D12Resource* pResource ID3D12Resource pResource

Describes constants inline in the root signature that appear in shaders as one constant buffer.

Refer to Resource Binding in HLSL for more information on shader registers and spaces.

is the data type of the Constants member of . Use a when you set 's SlotType field to the member of .

dn879475 D3D12_ROOT_CONSTANTS D3D12_ROOT_CONSTANTS

The shader register.

dn879475 unsigned int ShaderRegister unsigned int ShaderRegister

The register space.

dn879475 unsigned int RegisterSpace unsigned int RegisterSpace

The number of constants that occupy a single shader slot (these constants appear like a single constant buffer). All constants occupy a single root signature bind slot.

dn879475 unsigned int Num32BitValues unsigned int Num32BitValues
Initializes a new instance of the struct. The shader register. The register space. The number of constants that occupy a single shader slot (these constants appear like a single constant buffer). All constants occupy a single root signature bind slot. .

Describes descriptors inline in the root signature that appear in shaders.

is the data type of the Descriptor member of . Use a when you set 's SlotType field to the , , or members of .

dn879476 D3D12_ROOT_DESCRIPTOR D3D12_ROOT_DESCRIPTOR

The shader register.

dn879476 unsigned int ShaderRegister unsigned int ShaderRegister

The register space.

dn879476 unsigned int RegisterSpace unsigned int RegisterSpace
Initializes a new instance of the struct. The shader register. The register space.

Describes the layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap.

Samplers are not allowed in the same descriptor table as constant-buffer views (CBVs), unordered-access views (UAVs), and shader-resource views (SRVs).

is the data type of the DescriptorTable member of . Use a when you set 's SlotType member to .

dn859382 D3D12_ROOT_DESCRIPTOR_TABLE D3D12_ROOT_DESCRIPTOR_TABLE

The number of descriptor ranges in the table layout.

dn859382 unsigned int NumDescriptorRanges unsigned int NumDescriptorRanges

An array of structures that describe the descriptor ranges.

dn859382 const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges D3D12_DESCRIPTOR_RANGE pDescriptorRanges

Specifies the type of root signature slot.

This enum is used by the structure.

dn879478 D3D12_ROOT_PARAMETER D3D12_ROOT_PARAMETER
Initializes a new instance of the struct. The descriptor table. The shader visibility. Initializes a new instance of the struct. The root constants. The shader visibility. Initializes a new instance of the struct. The root descriptor. The type. The visibility. type Gets the type of the parameter. The type of the parameter. Gets the descriptor table. The descriptor table. Gets the constants. The constants. Gets the descriptor. The descriptor. Gets or sets the shader visibility. The shader visibility. Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrierDescription.Type to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrierDescription

Describes the layout of a root signature.

This structure is used by the function and is returned by the method.

There is one graphics root signature, and one compute root signature.

dn986747 D3D12_ROOT_SIGNATURE_DESC D3D12_ROOT_SIGNATURE_DESC
Initializes a new instance of the class. Initializes a new instance of the class. The flags. The parameters. The samplers. The parameters The static samplers. The flags Serializes this description to a blob. A serialized version of this description. If an error occured while serializing the description dn859363 HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob) D3D12SerializeRootSignature Serializes this description to a blob. A serialized version of this description. dn859363 HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob) D3D12SerializeRootSignature unsigned int NumParameters D3D12_ROOT_PARAMETER pParameters unsigned int Flags

Describes a sampler state.

These are the default values for sampler state.

StateDefault Value
Filter
AddressU
AddressV
AddressW
MinLOD-3.402823466e+38F (-FLT_MAX)
MaxLOD3.402823466e+38F (FLT_MAX)
MipMapLODBias0.0f
MaxAnisotropy1
ComparisonFunc
BorderColorfloat4(1.0f,1.0f,1.0f,1.0f)
TextureN/A

?

ff476207 D3D12_SAMPLER_DESC D3D12_SAMPLER_DESC

Filtering method to use when sampling a texture (see ).

ff476207 D3D12_FILTER Filter D3D12_FILTER Filter

Method to use for resolving a u texture coordinate that is outside the 0 to 1 range (see ).

ff476207 D3D12_TEXTURE_ADDRESS_MODE AddressU D3D12_TEXTURE_ADDRESS_MODE AddressU

Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.

ff476207 D3D12_TEXTURE_ADDRESS_MODE AddressV D3D12_TEXTURE_ADDRESS_MODE AddressV

Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.

ff476207 D3D12_TEXTURE_ADDRESS_MODE AddressW D3D12_TEXTURE_ADDRESS_MODE AddressW

Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.

ff476207 float MipLODBias float MipLODBias

Clamping value used if or is specified in Filter. Valid values are between 1 and 16.

ff476207 unsigned int MaxAnisotropy unsigned int MaxAnisotropy

A function that compares sampled data against existing sampled data. The function options are listed in .

ff476207 D3D12_COMPARISON_FUNC ComparisonFunc D3D12_COMPARISON_FUNC ComparisonFunc

Border color to use if is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive.

ff476207 SHARPDX_COLOR4 BorderColor SHARPDX_COLOR4 BorderColor

Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.

ff476207 float MinLOD float MinLOD

Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D11_FLOAT32_MAX.

ff476207 float MaxLOD float MaxLOD

Describes shader data.

The and objects contain structures that describe various shader types.

dn770405 D3D12_SHADER_BYTECODE D3D12_SHADER_BYTECODE

A reference to a memory block that contains the shader data.

dn770405 const void* pShaderBytecode void pShaderBytecode

The size, in bytes, of the shader data that the pShaderBytecode member points to.

dn770405 SIZE_T BytecodeLength SIZE_T BytecodeLength

Describes a shader-resource view.

A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read.

When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you can't create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a resource can be viewed with one of these typed formats: , , and , since these typed formats are compatible with the typeless resource.

Create a shader-resource-view description by calling .

dn770406 D3D12_SHADER_RESOURCE_VIEW_DESC D3D12_SHADER_RESOURCE_VIEW_DESC

Identifies how to view a buffer resource.

This enumeration is used by .

dn986719 D3D12_BUFFER_SRV D3D12_BUFFER_SRV

Indicates a default view.

dn986719 unsigned longlong FirstElement unsigned longlong FirstElement

View the buffer as raw. For more info about raw viewing of buffers, see Raw Views of Buffers.

dn986719 unsigned int NumElements unsigned int NumElements
No documentation. dn986719 unsigned int StructureByteStride unsigned int StructureByteStride No documentation. dn986719 D3D12_BUFFER_SRV_FLAGS Flags D3D12_BUFFER_SRV_FLAGS Flags

Specifies the subresource from a 1D texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

As an example, assuming MostDetailedMip = 6 and MipLevels = 2, the view will have access to 2 mipmap levels, 6 and 7, of the original texture for which creates the view. In this situation, MostDetailedMip is greater than the MipLevels in the view. However, MostDetailedMip is not greater than the MipLevels in the original resource.

dn770420 D3D12_TEX1D_SRV D3D12_TEX1D_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture1D for which creates a view) -1.

dn770420 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks.

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770420 unsigned int MipLevels unsigned int MipLevels

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770420 float ResourceMinLODClamp float ResourceMinLODClamp

Describes the subresources from an array of 1D textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770416 D3D12_TEX1D_ARRAY_SRV D3D12_TEX1D_ARRAY_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture1D for which creates a view) -1.

dn770416 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770416 unsigned int MipLevels unsigned int MipLevels

The index of the first texture to use in an array of textures.

dn770416 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array.

dn770416 unsigned int ArraySize unsigned int ArraySize

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770416 float ResourceMinLODClamp float ResourceMinLODClamp

Describes the subresource from a 2D texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770434 D3D12_TEX2D_SRV D3D12_TEX2D_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture2D for which creates a view) -1.

dn770434 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770434 unsigned int MipLevels unsigned int MipLevels

The index (plane slice number) of the plane to use in the texture.

dn770434 unsigned int PlaneSlice unsigned int PlaneSlice

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770434 float ResourceMinLODClamp float ResourceMinLODClamp

Describes the subresources from an array of 2D textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770430 D3D12_TEX2D_ARRAY_SRV D3D12_TEX2D_ARRAY_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels -1 (where MipLevels is from the original Texture2D for which creates a view).

dn770430 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770430 unsigned int MipLevels unsigned int MipLevels

The index of the first texture to use in an array of textures.

dn770430 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array.

dn770430 unsigned int ArraySize unsigned int ArraySize

The index (plane slice number) of the plane to use in an array of textures.

dn770430 unsigned int PlaneSlice unsigned int PlaneSlice

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770430 float ResourceMinLODClamp float ResourceMinLODClamp

Describes the subresources from a multi sampled 2D texture to use in a shader-resource view.

This structure is a member of the structure.

Since a multi sampled 2D texture contains a single subresource, there is actually nothing to specify in . Consequently, UnusedField_NothingToDefine is included so that this structure will compile in C.

dn770427 D3D12_TEX2DMS_SRV D3D12_TEX2DMS_SRV

Integer of any value. See remarks.

dn770427 unsigned int UnusedField_NothingToDefine unsigned int UnusedField_NothingToDefine

Describes the subresources from an array of multi sampled 2D textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770424 D3D12_TEX2DMS_ARRAY_SRV D3D12_TEX2DMS_ARRAY_SRV

The index of the first texture to use in an array of textures.

dn770424 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures to use.

dn770424 unsigned int ArraySize unsigned int ArraySize

Describes the subresources from a 3D texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770437 D3D12_TEX3D_SRV D3D12_TEX3D_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture3D for which creates a view) -1.

dn770437 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770437 unsigned int MipLevels unsigned int MipLevels

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770437 float ResourceMinLODClamp float ResourceMinLODClamp

Describes the subresource from a cube texture to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770440 D3D12_TEXCUBE_SRV D3D12_TEXCUBE_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original TextureCube for which creates a view) -1.

dn770440 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770440 unsigned int MipLevels unsigned int MipLevels

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770440 float ResourceMinLODClamp float ResourceMinLODClamp

Describes the subresources from an array of cube textures to use in a shader-resource view.

This structure is one member of a shader-resource-view description, .

dn770439 D3D12_TEXCUBE_ARRAY_SRV D3D12_TEXCUBE_ARRAY_SRV

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original TextureCube for which creates a view) -1.

dn770439 unsigned int MostDetailedMip unsigned int MostDetailedMip

The maximum number of mipmap levels for the view of the texture. See the remarks in .

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

dn770439 unsigned int MipLevels unsigned int MipLevels

Index of the first 2D texture to use.

dn770439 unsigned int First2DArrayFace unsigned int First2DArrayFace

Number of cube textures in the array.

dn770439 unsigned int NumCubes unsigned int NumCubes

A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

dn770439 float ResourceMinLODClamp float ResourceMinLODClamp

A -typed value that specifies the viewing format. See remarks.

dn770406 DXGI_FORMAT Format DXGI_FORMAT Format

A -typed value that specifies the resource type of the view. This type is the same as the resource type of the underlying resource. This member also determines which _SRV to use in the union below.

dn770406 D3D12_SRV_DIMENSION ViewDimension D3D12_SRV_DIMENSION ViewDimension

A enumeration constant, such as return component 0 (red) from memory, or force the resulting value to 0. This mapping enables the shader resource view (SRV) to choose how memory gets routed to the 4 return components in a shader after a memory fetch.

dn770406 unsigned int Shader4ComponentMapping unsigned int Shader4ComponentMapping

A structure that views the resource as a buffer.

dn770406 D3D12_BUFFER_SRV Buffer D3D12_BUFFER_SRV Buffer

A structure that views the resource as a 1D texture.

dn770406 D3D12_TEX1D_SRV Texture1D D3D12_TEX1D_SRV Texture1D

A structure that views the resource as a 1D-texture array.

dn770406 D3D12_TEX1D_ARRAY_SRV Texture1DArray D3D12_TEX1D_ARRAY_SRV Texture1DArray

A structure that views the resource as a 2D-texture.

dn770406 D3D12_TEX2D_SRV Texture2D D3D12_TEX2D_SRV Texture2D

A structure that views the resource as a 2D-texture array.

dn770406 D3D12_TEX2D_ARRAY_SRV Texture2DArray D3D12_TEX2D_ARRAY_SRV Texture2DArray

A structure that views the resource as a 2D-multisampled texture.

dn770406 D3D12_TEX2DMS_SRV Texture2DMS D3D12_TEX2DMS_SRV Texture2DMS

A structure that views the resource as a 2D-multisampled-texture array.

dn770406 D3D12_TEX2DMS_ARRAY_SRV Texture2DMSArray D3D12_TEX2DMS_ARRAY_SRV Texture2DMSArray

A structure that views the resource as a 3D texture.

dn770406 D3D12_TEX3D_SRV Texture3D D3D12_TEX3D_SRV Texture3D

A structure that views the resource as a 3D-cube texture.

dn770406 D3D12_TEXCUBE_SRV TextureCube D3D12_TEXCUBE_SRV TextureCube

A structure that views the resource as a 3D-cube-texture array.

dn770406 D3D12_TEXCUBE_ARRAY_SRV TextureCubeArray D3D12_TEXCUBE_ARRAY_SRV TextureCubeArray

Describes a static sampler.

Use this structure with the structure.

dn986748 D3D12_STATIC_SAMPLER_DESC D3D12_STATIC_SAMPLER_DESC

The filtering method to use when sampling a texture, as a enumeration constant.

dn986748 D3D12_FILTER Filter D3D12_FILTER Filter

Specifies the mode to use for resolving a u texture coordinate that is outside the 0 to 1 range.

dn986748 D3D12_TEXTURE_ADDRESS_MODE AddressU D3D12_TEXTURE_ADDRESS_MODE AddressU

Specifies the mode to use for resolving a v texture coordinate that is outside the 0 to 1 range.

dn986748 D3D12_TEXTURE_ADDRESS_MODE AddressV D3D12_TEXTURE_ADDRESS_MODE AddressV

Specifies the mode to use for resolving a w texture coordinate that is outside the 0 to 1 range.

dn986748 D3D12_TEXTURE_ADDRESS_MODE AddressW D3D12_TEXTURE_ADDRESS_MODE AddressW

Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.

dn986748 float MipLODBias float MipLODBias

Clamping value used if or is specified as the filter. Valid values are between 1 and 16.

dn986748 unsigned int MaxAnisotropy unsigned int MaxAnisotropy

A function that compares sampled data against existing sampled data. The function options are listed in .

dn986748 D3D12_COMPARISON_FUNC ComparisonFunc D3D12_COMPARISON_FUNC ComparisonFunc

One member of , the border color to use if is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive.

dn986748 D3D12_STATIC_BORDER_COLOR BorderColor D3D12_STATIC_BORDER_COLOR BorderColor

Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.

dn986748 float MinLOD float MinLOD

Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D12_FLOAT32_MAX.

dn986748 float MaxLOD float MaxLOD

The ShaderRegister and RegisterSpace parameters correspond to the binding syntax of HLSL. For example, in HLSL:

Texture2D<float4> a : register(t2, space3);

This corresponds to a ShaderRegister of 2 (indicating the type is SRV), and RegisterSpace is 3.

The ShaderRegister and RegisterSpace pair is needed to establish correspondence between shader resources and runtime heap descriptors, using the root signature data structure.

dn986748 unsigned int ShaderRegister unsigned int ShaderRegister

See the description for ShaderRegister. Register space is optional; the default register space is 0.

dn986748 unsigned int RegisterSpace unsigned int RegisterSpace

Specifies the visibility of the sampler to the pipeline shaders, one member of .

dn986748 D3D12_SHADER_VISIBILITY ShaderVisibility D3D12_SHADER_VISIBILITY ShaderVisibility
Initializes a new instance of the struct. The shader visibility. The shader register. The register space. Sets the (u,v,w) addressing mode with the same value. The (u,v,w) addressing mode with the same value. No documentation. D3D12_STREAM_OUTPUT_BUFFER_VIEW D3D12_STREAM_OUTPUT_BUFFER_VIEW No documentation. unsigned longlong BufferLocation unsigned longlong BufferLocation No documentation. unsigned longlong SizeInBytes unsigned longlong SizeInBytes No documentation. unsigned longlong BufferFilledSizeLocation unsigned longlong BufferFilledSizeLocation

Describes a streaming output buffer.

A object contains a structure.

dn770410 D3D12_STREAM_OUTPUT_DESC D3D12_STREAM_OUTPUT_DESC

An array of structures. Can't be null if NumEntries > 0.

dn770410 const D3D12_SO_DECLARATION_ENTRY* pSODeclaration D3D12_SO_DECLARATION_ENTRY pSODeclaration

The number of entries in the stream output declaration array that the pSODeclaration member points to.

dn770410 unsigned int NumEntries unsigned int NumEntries

An array of buffer strides; each stride is the size of an element for that buffer.

dn770410 const unsigned int* pBufferStrides unsigned int pBufferStrides

The number of strides (or buffers) that the pBufferStrides member points to.

dn770410 unsigned int NumStrides unsigned int NumStrides

The index number of the stream to be sent to the rasterizer stage.

dn770410 unsigned int RasterizedStream unsigned int RasterizedStream

An array of structures. Can't be null if NumEntries > 0.

dn770410 const D3D12_SO_DECLARATION_ENTRY* pSODeclaration D3D12_SO_DECLARATION_ENTRY pSODeclaration

Describes a vertex element in a vertex buffer in an output slot.

Specify an array of structures in the pSODeclaration member of a structure.

dn879483 D3D12_SO_DECLARATION_ENTRY D3D12_SO_DECLARATION_ENTRY

Zero-based, stream number.

dn879483 unsigned int Stream unsigned int Stream

Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.

dn879483 const char* SemanticName char SemanticName

Output element's zero-based index. Use, for example, if you have more than one texture coordinate stored in each vertex.

dn879483 unsigned int SemanticIndex unsigned int SemanticIndex

The component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, StartComponent is 1 and ComponentCount is 2.

dn879483 unsigned char StartComponent unsigned char StartComponent

The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, StartComponent is 1 and ComponentCount is 2. Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.

dn879483 unsigned char ComponentCount unsigned char ComponentCount

The associated stream output buffer that is bound to the pipeline. The valid range for OutputSlot is 0 to 3.

dn879483 unsigned char OutputSlot unsigned char OutputSlot

Describes query data for stream output.

Use this structure with and CreateQueryHeap.

dn903809 D3D12_QUERY_DATA_SO_STATISTICS D3D12_QUERY_DATA_SO_STATISTICS

Specifies the number of primitives written.

dn903809 unsigned longlong NumPrimitivesWritten unsigned longlong NumPrimitivesWritten

Specifies the total amount of storage needed by the primitives.

dn903809 unsigned longlong PrimitivesStorageNeeded unsigned longlong PrimitivesStorageNeeded

Describes subresource data.

This structure is used by a number of the helper functions, refer to Helper Structures and Functions for D3D12.

dn879485 D3D12_SUBRESOURCE_DATA D3D12_SUBRESOURCE_DATA

A reference to a memory block that contains the subresource data.

dn879485 const void* pData void pData

The row pitch, or width, or physical size, in bytes, of the subresource data.

dn879485 LONG_PTR RowPitch LONG_PTR RowPitch

The depth pitch, or width, or physical size, in bytes, of the subresource data.

dn879485 LONG_PTR SlicePitch LONG_PTR SlicePitch

Describes the format, width, height, depth, and row-pitch of the subresource into the parent resource.

Use this structure in the structure.

The helper structure is CD3DX12_SUBRESOURCE_FOOTPRINT.

dn986749 D3D12_SUBRESOURCE_FOOTPRINT D3D12_SUBRESOURCE_FOOTPRINT

A -typed value that specifies the viewing format.

dn986749 DXGI_FORMAT Format DXGI_FORMAT Format

The width of the subresource.

dn986749 unsigned int Width unsigned int Width

The height of the subresource.

dn986749 unsigned int Height unsigned int Height

The depth of the subresource.

dn986749 unsigned int Depth unsigned int Depth

The row pitch, or width, or physical size, in bytes, of the subresource data. This must be a multiple of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256), and must be greater than or equal to the size of the data within a row.

dn986749 unsigned int RowPitch unsigned int RowPitch

Describes subresource data.

dn770411 D3D12_SUBRESOURCE_INFO D3D12_SUBRESOURCE_INFO

Offset, in bytes, between the start of the parent resource and this subresource.

dn770411 unsigned longlong Offset unsigned longlong Offset

The row pitch, or width, or physical size, in bytes, of the subresource data.

dn770411 unsigned int RowPitch unsigned int RowPitch

The depth pitch, or width, or physical size, in bytes, of the subresource data.

dn770411 unsigned int DepthPitch unsigned int DepthPitch

Describes a tiled subresource volume.

This structure is used by the GetResourceTiling method.

dn770412 D3D12_SUBRESOURCE_TILING D3D12_SUBRESOURCE_TILING

The width in tiles of the subresource.

dn770412 unsigned int WidthInTiles unsigned int WidthInTiles

The height in tiles of the subresource.

dn770412 unsigned short HeightInTiles unsigned short HeightInTiles

The depth in tiles of the subresource.

dn770412 unsigned short DepthInTiles unsigned short DepthInTiles

The index of the tile in the overall tiled subresource to start with.

dn770412 unsigned int StartTileIndexInOverallResource unsigned int StartTileIndexInOverallResource

Describes a portion of a texture for the purpose of texture copies.

Use this structure with CopyTextureRegion.

dn903818 D3D12_TEXTURE_COPY_LOCATION D3D12_TEXTURE_COPY_LOCATION

Describes a portion of a texture for the purpose of texture copies.

Use this structure with CopyTextureRegion.

dn903818 D3D12_TEXTURE_COPY_LOCATION D3D12_TEXTURE_COPY_LOCATION
No documentation. ID3D12Resource* pResource ID3D12Resource pResource No documentation. D3D12_TEXTURE_COPY_TYPE Type D3D12_TEXTURE_COPY_TYPE Type No documentation. D3D12_PLACED_SUBRESOURCE_FOOTPRINT PlacedFootprint D3D12_PLACED_SUBRESOURCE_FOOTPRINT PlacedFootprint No documentation. unsigned int SubresourceIndex unsigned int SubresourceIndex Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrier.Type to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrier

Describes the coordinates of a tiled resource.

This structure is used by the CopyTiles, CopyTileMappings and UpdateTileMappings methods.

dn770443 D3D12_TILED_RESOURCE_COORDINATE D3D12_TILED_RESOURCE_COORDINATE

The x-coordinate of the tiled resource.

dn770443 unsigned int X unsigned int X

The y-coordinate of the tiled resource.

dn770443 unsigned int Y unsigned int Y

The z-coordinate of the tiled resource.

dn770443 unsigned int Z unsigned int Z

The index of the subresource for the tiled resource.

dn770443 unsigned int Subresource unsigned int Subresource

Describes the size of a tiled region.

This structure is used by the CopyTiles, CopyTileMappings and UpdateTileMappings methods.

dn770448 D3D12_TILE_REGION_SIZE D3D12_TILE_REGION_SIZE

The number of tiles in the tiled region.

dn770448 unsigned int NumTiles unsigned int NumTiles

Specifies whether the runtime uses the Width, Height, and Depth members to define the region.

If TRUE, the runtime uses the Width, Height, and Depth members to define the region. In this case, NumTiles should be equal to Width * Height * Depth.

If , the runtime ignores the Width, Height, and Depth members and uses the NumTiles member to traverse tiles in the resource linearly across x, then y, then z (as applicable) and then spills over mipmaps/arrays in subresource order. For example, use this technique to map an entire resource at once.

Regardless of whether you specify TRUE or for UseBox, you use a structure to specify the starting location for the region within the resource as a separate parameter outside of this structure by using x, y, and z coordinates.

When the region includes mipmaps that are packed with nonstandard tiling, UseBox must be because tile dimensions are not standard and the app only knows a count of how many tiles are consumed by the packed area, which is per array slice. The corresponding (separate) starting location parameter uses x to offset into the flat range of tiles in this case, and y and z coordinates must each be 0.

dn770448 BOOL UseBox BOOL UseBox

The width of the tiled region, in tiles. Used for buffer and 1D, 2D, and 3D textures. For more info, see Tile and toast image sizes.

dn770448 unsigned int Width unsigned int Width

The height of the tiled region, in tiles. Used for 2D and 3D textures. For more info, see Tile and toast image sizes.

dn770448 unsigned short Height unsigned short Height

The depth of the tiled region, in tiles. Used for 3D textures or arrays. For arrays, used for advancing in depth jumps to next slice of same mipmap size, which isn't contiguous in the subresource counting space if there are multiple mipmaps.

dn770448 unsigned short Depth unsigned short Depth

Describes the shape of a tile by specifying its dimensions.

This structure is used by the GetResourceTiling method.

dn770449 D3D12_TILE_SHAPE D3D12_TILE_SHAPE

The width in texels of the tile.

dn770449 unsigned int WidthInTexels unsigned int WidthInTexels

The height in texels of the tile.

dn770449 unsigned int HeightInTexels unsigned int HeightInTexels

The depth in texels of the tile.

dn770449 unsigned int DepthInTexels unsigned int DepthInTexels

Describes the subresources from a resource that are accessible by using an unordered-access view.

Pass an unordered-access-view description into to create a view.

dn770451 D3D12_UNORDERED_ACCESS_VIEW_DESC D3D12_UNORDERED_ACCESS_VIEW_DESC

Describes the elements in a buffer to use in a unordered-access view.

Use this structure with a structure to view the resource as a buffer.

dn770345 D3D12_BUFFER_UAV D3D12_BUFFER_UAV

The zero-based index of the first element to be accessed.

dn770345 unsigned longlong FirstElement unsigned longlong FirstElement

The number of elements in the resource. For structured buffers, this is the number of structures in the buffer.

dn770345 unsigned int NumElements unsigned int NumElements

The size of each element in the buffer structure (in bytes) when the buffer represents a structured buffer.

dn770345 unsigned int StructureByteStride unsigned int StructureByteStride

The counter offset, in bytes.

dn770345 unsigned longlong CounterOffsetInBytes unsigned longlong CounterOffsetInBytes

A -typed value that specifies the view options for the resource.

dn770345 D3D12_BUFFER_UAV_FLAGS Flags D3D12_BUFFER_UAV_FLAGS Flags

Describes a unordered-access 1D texture resource.

Use this structure with a structure to view the resource as a 1D texture.

dn770421 D3D12_TEX1D_UAV D3D12_TEX1D_UAV

The mipmap slice index.

dn770421 unsigned int MipSlice unsigned int MipSlice

Describes an array of unordered-access 1D texture resources.

Use this structure with a structure to view the resource as an array of 1D textures.

dn770417 D3D12_TEX1D_ARRAY_UAV D3D12_TEX1D_ARRAY_UAV

The mipmap slice index.

dn770417 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first array slice to be accessed.

dn770417 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of slices in the array.

dn770417 unsigned int ArraySize unsigned int ArraySize

Describes a unordered-access 2D texture resource.

Use this structure with a structure to view the resource as a 2D texture.

dn770435 D3D12_TEX2D_UAV D3D12_TEX2D_UAV

The mipmap slice index.

dn770435 unsigned int MipSlice unsigned int MipSlice

The index (plane slice number) of the plane to use in the texture.

dn770435 unsigned int PlaneSlice unsigned int PlaneSlice

Describes an array of unordered-access 2D texture resources.

Use this structure with a structure to view the resource as an array of 2D textures.

dn770431 D3D12_TEX2D_ARRAY_UAV D3D12_TEX2D_ARRAY_UAV

The mipmap slice index.

dn770431 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first array slice to be accessed.

dn770431 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of slices in the array.

dn770431 unsigned int ArraySize unsigned int ArraySize

The index (plane slice number) of the plane to use in an array of textures.

dn770431 unsigned int PlaneSlice unsigned int PlaneSlice

Describes a unordered-access 3D texture resource.

Use this structure with a structure to view the resource as a 3D texture.

dn770438 D3D12_TEX3D_UAV D3D12_TEX3D_UAV

The mipmap slice index.

dn770438 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first depth slice to be accessed.

dn770438 unsigned int FirstWSlice unsigned int FirstWSlice

The number of depth slices.

dn770438 unsigned int WSize unsigned int WSize

A -typed value that specifies the viewing format.

dn770451 DXGI_FORMAT Format DXGI_FORMAT Format

A -typed value that specifies the resource type of the view. This type specifies how the resource will be accessed. This member also determines which _UAV to use in the union below.

dn770451 D3D12_UAV_DIMENSION ViewDimension D3D12_UAV_DIMENSION ViewDimension

A structure that specifies which buffer elements can be accessed.

dn770451 D3D12_BUFFER_UAV Buffer D3D12_BUFFER_UAV Buffer

A structure that specifies the subresources in a 1D texture that can be accessed.

dn770451 D3D12_TEX1D_UAV Texture1D D3D12_TEX1D_UAV Texture1D

A structure that specifies the subresources in a 1D texture array that can be accessed.

dn770451 D3D12_TEX1D_ARRAY_UAV Texture1DArray D3D12_TEX1D_ARRAY_UAV Texture1DArray

A structure that specifies the subresources in a 2D texture that can be accessed.

dn770451 D3D12_TEX2D_UAV Texture2D D3D12_TEX2D_UAV Texture2D

A structure that specifies the subresources in a 2D texture array that can be accessed.

dn770451 D3D12_TEX2D_ARRAY_UAV Texture2DArray D3D12_TEX2D_ARRAY_UAV Texture2DArray

A structure that specifies subresources in a 3D texture that can be accessed.

dn770451 D3D12_TEX3D_UAV Texture3D D3D12_TEX3D_UAV Texture3D
No documentation. D3D12_VERTEX_BUFFER_VIEW D3D12_VERTEX_BUFFER_VIEW No documentation. unsigned longlong BufferLocation unsigned longlong BufferLocation No documentation. unsigned int SizeInBytes unsigned int SizeInBytes No documentation. unsigned int StrideInBytes unsigned int StrideInBytes

Describes the dimensions of a viewport.

Pass an array of these structures to the pViewports parameter in a call to to set viewports for the display.

dn770454 D3D12_VIEWPORT D3D12_VIEWPORT

X position of the left hand side of the viewport.

dn770454 float TopLeftX float TopLeftX

Y position of the top of the viewport.

dn770454 float TopLeftY float TopLeftY

Width of the viewport.

dn770454 float Width float Width

Height of the viewport.

dn770454 float Height float Height

Minimum depth of the viewport. Ranges between 0 and 1.

dn770454 float MinDepth float MinDepth

Maximum depth of the viewport. Ranges between 0 and 1.

dn770454 float MaxDepth float MaxDepth