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
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CD3DX12_ROOT_PARAMETER1()
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Erstellt eine neue, nicht initialisierte instance eines CD3DX12_ROOT_PARAMETER1.
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explizite CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o)
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Erstellt eine neue instance einer CD3DX12_ROOT_PARAMETER1, die mit dem Inhalt einer anderen D3D12_ROOT_PARAMETER1-Struktur initialisiert wird.
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static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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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
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static inline InitAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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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
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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)
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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
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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)
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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
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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)
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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
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inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Gibt eine Funktion an, die die folgenden Parameter initialisiert:
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Gibt eine Funktion an, die die folgenden Parameter initialisiert:
UINT num32BitValues
UINT-ShaderRegister
UINT registerSpace = 0
D3D12_SHADER_VISIBILITY Sichtbarkeit = D3D12_SHADER_VISIBILITY_ALL
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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)
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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
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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)
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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
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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)
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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
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