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D3D12_STATE_SUBOBJECT_TYPE-Enumeration (d3d12.h)

Der Typ eines Zustandsunterobjekts. Verwenden Sie mit D3D12_STATE_SUBOBJECT.

Syntax

typedef enum D3D12_STATE_SUBOBJECT_TYPE {
  D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG = 0,
  D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE = 1,
  D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE = 2,
  D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK = 3,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY = 5,
  D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION = 6,
  D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 7,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 8,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG = 9,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG = 10,
  D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP = 11,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1,
  D3D12_STATE_SUBOBJECT_TYPE_WORK_GRAPH,
  D3D12_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT,
  D3D12_STATE_SUBOBJECT_TYPE_BLEND,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
  D3D12_STATE_SUBOBJECT_TYPE_RASTERIZER,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL,
  D3D12_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT,
  D3D12_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE,
  D3D12_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY,
  D3D12_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
  D3D12_STATE_SUBOBJECT_TYPE_FLAGS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
  D3D12_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING,
  D3D12_STATE_SUBOBJECT_TYPE_GENERIC_PROGRAM,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2,
  D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
} ;

Konstanten

 
D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG
Wert: 0
Der Unterobjekttyp ist D3D12_STATE_OBJECT_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE
Wert: 1
Der Unterobjekttyp ist D3D12_GLOBAL_ROOT_SIGNATURE.
D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE
Wert: 2
Der Unterobjekttyp ist D3D12_LOCAL_ROOT_SIGNATURE.
D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK
Wert: 3
Der Unterobjekttyp ist D3D12_NODE_MASK.

WICHTIG

Bei einigen Versionen der DirectX-Runtime, die einen Knoten über D3D12_NODE_MASK in einem D3D12_STATE_SUBOBJECT mit typ D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK angeben, behandelt die Laufzeit fälschlicherweise den Knotenformatwert , 0der Knoten #1 verwenden sollte, was zu Fehlern führt, wenn versucht wird, das Zustandsobjekt später zu verwenden. Geben Sie den expliziten Knotenwert 1 an, oder lassen Sie das D3D12_NODE_MASK Unterobjekt aus, um dieses Problem zu vermeiden.

D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY
Wert: 5
Der Unterobjekttyp ist D3D12_DXIL_LIBRARY_DESC.
D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION
Wert: 6
Der Unterobjekttyp ist D3D12_EXISTING_COLLECTION_DESC.
D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION
Wert: 7
Der Unterobjekttyp ist D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION.
D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
Wert: 8
Der Unterobjekttyp ist D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION.
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG
Wert: 9
Der Unterobjekttyp ist D3D12_RAYTRACING_SHADER_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG
Wert: 10
Der Unterobjekttyp ist D3D12_RAYTRACING_PIPELINE_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP
Wert: 11
Der Unterobjekttyp ist D3D12_HIT_GROUP_DESC
D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
Der maximal gültige Unterobjekttypwert.

Anforderungen

   
Kopfzeile d3d12.h