CD3DX12_ROOT_PARAMETER1 Struktur

Eine Hilfsstruktur, um eine einfache Initialisierung einer D3D12_ROOT_PARAMETER1 Struktur zu ermöglichen.

Syntax

struct CD3DX12_ROOT_PARAMETER1  : public D3D12_ROOT_PARAMETER1{
       CD3DX12_ROOT_PARAMETER1();
       explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o);
  void static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
};

Member

CD3DX12_ROOT_PARAMETER1()

Erstellt eine neue, nicht initialisierte instance eines CD3DX12_ROOT_PARAMETER1.

explizite CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o)

Erstellt eine neue instance einer CD3DX12_ROOT_PARAMETER1, die mit dem Inhalt einer anderen D3D12_ROOT_PARAMETER1-Struktur initialisiert wird.

static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

& D3D12_ROOT_PARAMETER1 rootParam

UINT numDescriptorRanges

const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

& D3D12_ROOT_PARAMETER1 rootParam

UINT num32BitValues

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

& D3D12_ROOT_PARAMETER1 rootParam

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

& D3D12_ROOT_PARAMETER1 rootParam

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

& D3D12_ROOT_PARAMETER1 rootParam

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

UINT numDescriptorRanges

const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

UINT num32BitValues

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

Gibt eine Funktion an, die die folgenden Parameter initialisiert:

UINT-ShaderRegister

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL

Anforderungen

Anforderung Wert
Header
D3dx12.h

Siehe auch

D3D12_ROOT_PARAMETER1

Strukturen des Hilfsprogramms für D3D12