AcquireDirect3D12BufferResource
The IHolographicCameraInterop::AcquireDirect3D12BufferResource function acquires a Direct3D 12 buffer resource. |
AcquireDirect3D12BufferResource
The IHolographicQuadLayerInterop::AcquireDirect3D12BufferResource function acquires a Direct3D 12 buffer resource. |
AcquireDirect3D12BufferResourceWithTimeout
The IHolographicCameraInterop::AcquireDirect3D12BufferResourceWithTimeout function acquires a Direct3D 12 buffer resource, with an optional timeout. |
AcquireDirect3D12BufferResourceWithTimeout
The IHolographicQuadLayerInterop::AcquireDirect3D12BufferResourceWithTimeout function acquires a Direct3D 12 buffer resource, with an optional timeout. |
AcquireWrappedResources
Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again. |
AddApplicationMessage
Adds a user-defined message to the message queue and sends that message to debug output. |
AddMessage
Adds a debug message to the message queue and sends that message to debug output. |
AddRetrievalFilterEntries
Add storage filters to the top of the retrieval-filter stack. (ID3D12InfoQueue.AddRetrievalFilterEntries) |
AddStorageFilterEntries
Add storage filters to the top of the storage-filter stack. (ID3D12InfoQueue.AddStorageFilterEntries) |
AddToStateObject
Incrementally add to an existing state object. This incurs lower CPU overhead than creating a state object from scratch that is a superset of an existing one. |
AssertResourceState
Checks whether a resource, or subresource, is in a specified state, or not. (ID3D12DebugCommandList.AssertResourceState) |
AssertResourceState
Validates that the given state matches the state of the subresource, assuming the state of the given subresource is known during recording of a command list (e.g. |
AssertResourceState
Checks whether a resource, or subresource, is in a specified state, or not. (ID3D12DebugCommandQueue.AssertResourceState) |
AtomicCopyBufferUINT
Atomically copies a primary data element of type UINT from one resource to another, along with optional dependent resources. |
AtomicCopyBufferUINT64
Atomically copies a primary data element of type UINT64 from one resource to another, along with optional dependent resources. |
Barrier
Adds a collection of barriers into a graphics command list recording. |
BeginEvent
Not intended to be called directly. Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.BeginEvent) |
BeginEvent
Not intended to be called directly. Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.BeginEvent) |
BeginQuery
Starts a query running. (ID3D12GraphicsCommandList.BeginQuery) |
BeginRenderPass
Marks the beginning of a render pass by binding a set of output resources for the duration of the render pass. These bindings are to one or more render target views (RTVs), and/or to a depth stencil view (DSV). |
BuildRaytracingAccelerationStructure
Performs a raytracing acceleration structure build on the GPU and optionally outputs post-build information immediately after the build. |
CheckDriverMatchingIdentifier
Reports the compatibility of serialized data, such as a serialized raytracing acceleration structure resulting from a call to CopyRaytracingAccelerationStructure with mode D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_SERIALIZE, with the current device/driver. |
CheckFeatureSupport
Gets information about the features that are supported by the current graphics driver. (ID3D12Device.CheckFeatureSupport) |
ClearDepthStencilView
Clears the depth-stencil resource. (ID3D12GraphicsCommandList.ClearDepthStencilView) |
ClearRenderTargetView
Sets all the elements in a render target to one value. |
ClearRetrievalFilter
Remove a retrieval filter from the top of the retrieval-filter stack. (ID3D12InfoQueue.ClearRetrievalFilter) |
ClearState
Resets the state of a direct command list back to the state it was in when the command list was created. (ID3D12GraphicsCommandList.ClearState) |
ClearStorageFilter
Remove a storage filter from the top of the storage-filter stack. (ID3D12InfoQueue.ClearStorageFilter) |
ClearStoredMessages
Clear all messages from the message queue. (ID3D12InfoQueue.ClearStoredMessages) |
ClearUnorderedAccessViewFloat
Sets all the elements in a unordered access view to the specified float values. |
ClearUnorderedAccessViewUint
Sets all the elements in a unordered-access view (UAV) to the specified integer values. |
Close
Indicates that recording to the command list has finished. (ID3D12GraphicsCommandList.Close) |
CommitDirect3D12Resource
The IHolographicCameraRenderingParametersInterop::CommitDirect3D12Resource function commits a Direct3D 12 buffer for presentation on HolographicCamera outputs. |
CommitDirect3D12Resource
Commits a Direct3D 12 buffer for presentation on outputs associated with any HolographicCamera to which the quad layer is attached. |
CommitDirect3D12ResourceWithDepthData
The IHolographicCameraRenderingParametersInterop::CommitDirect3D12ResourceWithDepthData function commits a Direct3D 12 buffer for HolographicCamera outputs. |
CopyBufferRegion
Copies a region of a buffer from one resource to another. |
CopyDescriptors
Copies descriptors from a source to a destination. (ID3D12Device.CopyDescriptors) |
CopyDescriptorsSimple
Copies descriptors from a source to a destination. (ID3D12Device.CopyDescriptorsSimple) |
CopyRaytracingAccelerationStructure
Copies a source acceleration structure to destination memory while applying the specified transformation. |
CopyResource
Copies the entire contents of the source resource to the destination resource. |
CopyTextureRegion
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. |
CopyTileMappings
Copies mappings from a source reserved resource to a destination reserved resource. |
CopyTiles
Copies tiles from buffer to tiled resource or vice versa. (ID3D12GraphicsCommandList.CopyTiles) |
CreateCommandAllocator
Creates a command allocator object. |
CreateCommandList
Creates a command list. |
CreateCommandList1
Creates a command list in the closed state. |
CreateCommandQueue
Creates a command queue. |
CreateCommandQueue1
Creates a command queue with a creator ID. |
CreateCommandSignature
This method creates a command signature. |
CreateCommittedResource
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. |
CreateCommittedResource1
Creates both a resource and an implicit heap (optionally for a protected session), such that the heap is big enough to contain the entire resource, and the resource is mapped to the heap. (ID3D12Device4::CreateCommittedResource1) |
CreateCommittedResource2
Creates both a resource and an implicit heap (optionally for a protected session), such that the heap is big enough to contain the entire resource, and the resource is mapped to the heap. |
CreateCommittedResource3
Creates a committed resource with an initial layout rather than an initial state. |
CreateComputePipelineState
Creates a compute pipeline state object. |
CreateConstantBufferView
Creates a constant-buffer view for accessing resource data. |
CreateDepthStencilView
Creates a depth-stencil view for accessing resource data. |
CreateDescriptorHeap
Creates a descriptor heap object. |
CreateDirect3D12BackBufferResource
Creates a Direct3D 12 resource for use as a content buffer for the camera. |
CreateDirect3D12ContentBufferResource
Creates a Direct3D 12 resource for use as a content buffer for the layer. |
CreateDirect3D12HardwareProtectedBackBufferResource
IHolographicCameraInterop::CreateDirect3D12HardwareProtectedBackBufferResource creates a Direct3D 12 resource for use as a content buffer for the camera. |
CreateDirect3D12HardwareProtectedContentBufferResource
The IHolographicQuadLayerInterop::CreateDirect3D12HardwareProtectedContentBufferResource function creates a Direct3D 12 resource content buffer for the camera. |
CreateFence
Creates a fence object. (ID3D12Device.CreateFence) |
CreateFenceFd
TBD |
CreateGraphicsPipelineState
Creates a graphics pipeline state object. |
CreateHeap
Creates a heap that can be used with placed resources and reserved resources. |
CreateHeap1
Creates a heap (optionally for a protected session) that can be used with placed resources and reserved resources. |
CreateLifetimeTracker
Creates a lifetime tracker associated with an application-defined callback; the callback receives notifications when the lifetime of a tracked object is changed. |
CreateMetaCommand
Creates an instance of the specified meta command. |
CreatePipelineLibrary
Creates a cached pipeline library. |
CreatePipelineState
Creates a pipeline state object from a pipeline state stream description. |
CreatePlacedResource
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. |
CreatePlacedResource1
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. |
CreatePlacedResource2
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. |
CreateProtectedResourceSession
Creates an object that represents a session for content protection. |
CreateProtectedResourceSession1
Revises the ID3D12Device4::CreateProtectedResourceSession method with provision GUID that indicates the type of protected resource session. |
CreateQueryHeap
Creates a query heap. A query heap contains an array of queries. |
CreateRenderTargetView
Creates a render-target view for accessing resource data. (ID3D12Device.CreateRenderTargetView) |
CreateReservedResource
Creates a resource that is reserved, and not yet mapped to any pages in a heap. |
CreateReservedResource1
Creates a resource (optionally for a protected session) that is reserved, and not yet mapped to any pages in a heap. |
CreateReservedResource2
Creates a resource that is reserved, and not yet mapped to any pages in a heap. |
CreateRootSignature
Creates a root signature layout. |
CreateSampler
Create a sampler object that encapsulates sampling information for a texture. |
CreateSamplerFeedbackUnorderedAccessView
For purposes of sampler feedback, creates a descriptor suitable for binding. |
CreateShaderCacheSession
Creates an object that grants access to a shader cache, potentially opening an existing cache or creating a new one. |
CreateShaderResourceView
Creates a shader-resource view for accessing data in a resource. (ID3D12Device.CreateShaderResourceView) |
CreateSharedHandle
Creates a shared handle to a heap, resource, or fence object. |
CreateStateObject
Creates an ID3D12StateObject. |
CreateUnorderedAccessView
Creates a view for unordered accessing. |
CreateWrappedResource
This method creates D3D11 resources for use with D3D 11on12. |
D3D11On12CreateDevice
Creates a device that uses Direct3D 11 functionality in Direct3D 12, specifying a pre-existing Direct3D 12 device to use for Direct3D 11 interop. |
D3D12_DECODE_FILTER_REDUCTION
|
D3D12_DECODE_IS_ANISOTROPIC_FILTER
|
D3D12_DECODE_IS_COMPARISON_FILTER
|
D3D12_DECODE_MAG_FILTER
|
D3D12_DECODE_MIN_FILTER
|
D3D12_DECODE_MIP_FILTER
|
D3D12_DECODE_SHADER_4_COMPONENT_MAPPING
|
D3D12_ENCODE_ANISOTROPIC_FILTER
|
D3D12_ENCODE_BASIC_FILTER
|
D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING
|
D3D12_GET_COARSE_SHADING_RATE_X_AXIS
|
D3D12_GET_COARSE_SHADING_RATE_Y_AXIS
|
D3D12_MAKE_COARSE_SHADING_RATE
|
D3D12CreateDevice
Creates a device that represents the display adapter. (D3D12CreateDevice) |
D3D12CreateRootSignatureDeserializer
Deserializes a root signature so you can determine the layout definition (D3D12_ROOT_SIGNATURE_DESC). |
D3D12CreateVersionedRootSignatureDeserializer
Generates an interface that can return the deserialized data structure, via GetUnconvertedRootSignatureDesc. |
D3D12EnableExperimentalFeatures
Enables a list of experimental features. |
D3D12GetDebugInterface
Gets a debug interface. |
D3D12GetInterface
Selects an SDK version at runtime when the system is in Windows Developer Mode. |
D3D12SerializeRootSignature
Serializes a root signature version 1.0 that can be passed to ID3D12Device::CreateRootSignature. |
D3D12SerializeVersionedRootSignature
Serializes a root signature of any version that can be passed to ID3D12Device::CreateRootSignature. |
DestroyOwnedObject
Destroys a lifetime-tracked object. |
DisableDebugLayer
Disables the debug layer. |
DiscardResource
Discards a resource. |
Dispatch
Executes a compute shader on a thread group. |
DispatchMesh
|
DispatchRays
Launch the threads of a ray generation shader. |
DrawIndexedInstanced
Draws indexed, instanced primitives. |
DrawInstanced
Draws non-indexed, instanced primitives. |
EmitRaytracingAccelerationStructurePostbuildInfo
Emits post-build properties for a set of acceleration structures. This enables applications to know the output resource requirements for performing acceleration structure operations via ID3D12GraphicsCommandList4::CopyRaytracingAccelerationStructure. |
EnableDebugLayer
Enables the debug layer. (ID3D12Debug.EnableDebugLayer) |
EnableDebugLayer
Enables the debug layer. (ID3D12Debug1.EnableDebugLayer) |
EnableShaderInstrumentation
This method enables tools such as PIX to instrument shaders. |
EndEvent
Not intended to be called directly. Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.EndEvent) |
EndEvent
Not intended to be called directly. Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.EndEvent) |
EndQuery
Ends a running query. |
EndRenderPass
Marks the ending of a render pass. |
EnqueueMakeResident
Asynchronously makes objects resident for the device. |
EnumerateMetaCommandParameters
Queries reflection metadata about the parameters of the specified meta command. |
EnumerateMetaCommands
Queries reflection metadata about available meta commands. |
Evict
Enables the page-out of data, which precludes GPU access of that data. |
ExecuteBundle
Executes a bundle. |
ExecuteCommandLists
Submits an array of command lists for execution. |
ExecuteIndirect
Apps perform indirect draws/dispatches using the ExecuteIndirect method. |
ExecuteMetaCommand
Records the execution (or invocation) of the specified meta command into a graphics command list. |
FindValue
Looks up an entry in the cache whose key exactly matches the provided key. |
GetAdapterLuid
Gets a locally unique identifier for the current device (adapter). |
GetAutoBreadcrumbsOutput
Retrieves the Device Removed Extended Data (DRED) auto-breadcrumbs output after device removal. |
GetAutoBreadcrumbsOutput1
|
GetBaseClass
Gets an ID3D12ShaderReflectionType Interface interface containing the variable base class type. |
GetBitwiseInstructionCount
Gets the number of bitwise instructions. (ID3D12ShaderReflection.GetBitwiseInstructionCount) |
GetBreakOnCategory
Get a message category to break on when a message with that category passes through the storage filter. (ID3D12InfoQueue.GetBreakOnCategory) |
GetBreakOnID
Get a message identifier to break on when a message with that identifier passes through the storage filter. (ID3D12InfoQueue.GetBreakOnID) |
GetBreakOnSeverity
Get a message severity level to break on when a message with that severity level passes through the storage filter. (ID3D12InfoQueue.GetBreakOnSeverity) |
GetBuffer
Returns the ID3D12ShaderReflectionConstantBuffer of the present ID3D12ShaderReflectionVariable. |
GetCachedBlob
Gets the cached blob representing the pipeline state. |
GetClockCalibration
This method samples the CPU and GPU timestamp counters at the same moment in time. |
GetCompletedValue
Gets the current value of the fence. (ID3D12Fence.GetCompletedValue) |
GetConstantBufferByIndex
The ID3D12FunctionReflection::GetConstantBufferByIndex method (d3d12shader.h) gets a constant buffer by index for a function. |
GetConstantBufferByIndex
Gets a constant buffer by index. |
GetConstantBufferByName
Gets a constant buffer by name for a function. (ID3D12FunctionReflection.GetConstantBufferByName) |
GetConstantBufferByName
Gets a constant buffer by name. |
GetConversionInstructionCount
Gets the number of conversion instructions. (ID3D12ShaderReflection.GetConversionInstructionCount) |
GetCopyableFootprints
Gets a resource layout that can be copied. Helps the app fill-in D3D12_PLACED_SUBRESOURCE_FOOTPRINT and D3D12_SUBRESOURCE_FOOTPRINT when suballocating space in upload heaps. |
GetCopyableFootprints1
Gets a resource layout that can be copied. Helps your app fill in D3D12_PLACED_SUBRESOURCE_FOOTPRINT and D3D12_SUBRESOURCE_FOOTPRINT when suballocating space in upload heaps. |
GetCPUDescriptorHandleForHeapStart
Gets the CPU descriptor handle that represents the start of the heap. |
GetCreationFlags
Gets the flags used to create the fence represented by the current instance. |
GetCurrentResourceAndCommandQueue
|
GetCustomHeapProperties
Divulges the equivalent custom heap properties that are used for non-custom heap types, based on the adapter's architectural properties. |
GetD3D12Device
Retrieves the Direct3D 12 device being interoperated with. |
GetDebugParameter
Gets optional Command List Debug Layer settings. |
GetDebugParameter
Gets optional device-wide Debug Layer settings. |
GetDesc
Gets the description of the command queue. |
GetDesc
Gets the descriptor heap description. |
GetDesc
Gets the heap description. |
GetDesc
Retrieves a description of the protected resource session. (ID3D12ProtectedResourceSession.GetDesc) |
GetDesc
Gets the resource description. |
GetDesc
Retrieves the description used to create the cache session. |
GetDesc
Fills the parameter descriptor structure for the function's parameter. (ID3D12FunctionParameterReflection.GetDesc) |
GetDesc
Fills the function descriptor structure for the function. (ID3D12FunctionReflection.GetDesc) |
GetDesc
Fills the library descriptor structure for the library reflection. (ID3D12LibraryReflection.GetDesc) |
GetDesc
Gets a shader description. |
GetDesc
Gets a constant-buffer description. |
GetDesc
Gets the description of a shader-reflection-variable type. |
GetDesc
Gets a shader-variable description. |
GetDesc1
Retrieves a description of the protected resource session. (ID3D12ProtectedResourceSession1::GetDesc1) |
GetDesc1
|
GetDescriptorHandleIncrementSize
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. |
GetDevice
Gets a pointer to the device that created this interface. |
GetDeviceRemovedReason
Gets the reason that the device was removed. |
GetDeviceState
|
GetFeatureMask
Returns the debug feature flags that have been set on a command list. |
GetFeatureMask
Gets a bit field of flags that indicates which debug features are on or off. |
GetFunctionByIndex
The ID3D12LibraryReflection::GetFunctionByIndex method (d3d12shader.h) gets the function reflector. |
GetFunctionParameter
Gets the function parameter reflector. (ID3D12FunctionReflection.GetFunctionParameter) |
GetGPUDescriptorHandleForHeapStart
Gets the GPU descriptor handle that represents the start of the heap. |
GetGPUVirtualAddress
This method returns the GPU virtual address of a buffer resource. |
GetGSInputPrimitive
Gets the geometry-shader input-primitive description. (ID3D12ShaderReflection.GetGSInputPrimitive) |
GetHeapProperties
Retrieves the properties of the resource heap, for placed and committed resources. |
GetInputParameterDesc
Gets an input-parameter description for a shader. |
GetInterfaceByIndex
Gets an interface by index. |
GetInterfaceSlot
Gets the corresponding interface slot for a variable that represents an interface pointer. (ID3D12ShaderReflectionVariable.GetInterfaceSlot) |
GetLUID
|
GetMemberTypeByIndex
Gets a shader-reflection-variable type by index. |
GetMemberTypeByName
Gets a shader-reflection-variable type by name. |
GetMemberTypeName
Gets a shader-reflection-variable type. |
GetMessage
Get a message from the message queue. (ID3D12InfoQueue.GetMessage) |
GetMessageCountLimit
Get the maximum number of messages that can be added to the message queue. (ID3D12InfoQueue.GetMessageCountLimit) |
GetMinFeatureLevel
Gets the minimum feature level. (ID3D12ShaderReflection.GetMinFeatureLevel) |
GetMovcInstructionCount
Gets the number of Movc instructions. (ID3D12ShaderReflection.GetMovcInstructionCount) |
GetMovInstructionCount
Gets the number of Mov instructions. (ID3D12ShaderReflection.GetMovInstructionCount) |
GetMuteDebugOutput
Get a boolean that determines if debug output is on or off. |
GetNodeCount
Reports the number of physical adapters (nodes) that are associated with this device. |
GetNumInterfaces
Gets the number of interfaces. (ID3D12ShaderReflectionType.GetNumInterfaces) |
GetNumInterfaceSlots
Gets the number of interface slots in a shader. (ID3D12ShaderReflection.GetNumInterfaceSlots) |
GetNumMessagesAllowedByStorageFilter
Get the number of messages that were allowed to pass through a storage filter. (ID3D12InfoQueue.GetNumMessagesAllowedByStorageFilter) |
GetNumMessagesDeniedByStorageFilter
Get the number of messages that were denied passage through a storage filter. (ID3D12InfoQueue.GetNumMessagesDeniedByStorageFilter) |
GetNumMessagesDiscardedByMessageCountLimit
Get the number of messages that were discarded due to the message count limit. (ID3D12InfoQueue.GetNumMessagesDiscardedByMessageCountLimit) |
GetNumStoredMessages
Get the number of messages currently stored in the message queue. (ID3D12InfoQueue.GetNumStoredMessages) |
GetNumStoredMessagesAllowedByRetrievalFilter
Get the number of messages that are able to pass through a retrieval filter. (ID3D12InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter) |
GetOutputParameterDesc
Gets an output-parameter description for a shader. |
GetPageFaultAllocationOutput
Retrieves the Device Removed Extended Data (DRED) page fault data. |
GetPageFaultAllocationOutput1
|
GetPageFaultAllocationOutput2
|
GetPatchConstantParameterDesc
Gets a patch-constant parameter description for a shader. |
GetPipelineStackSize
Gets the current pipeline stack size. |
GetPrivateData
Gets application-defined data from a device object. |
GetProtectedResourceSession
|
GetProtectedResourceSession
|
GetRaytracingAccelerationStructurePrebuildInfo
Query the driver for resource requirements to build an acceleration structure. |
GetRequiredParameterResourceSize
Retrieves the amount of memory required for the specified runtime parameter resource for a meta command, for the specified stage. |
GetRequiresFlags
Gets a group of flags that indicates the requirements of a shader. (ID3D12ShaderReflection.GetRequiresFlags) |
GetResourceAllocationInfo
Gets the size and alignment of memory required for a collection of resources on this adapter. |
GetResourceAllocationInfo1
Gets rich info about the size and alignment of memory required for a collection of resources on this adapter. (ID3D12Device4::GetResourceAllocationInfo1) |
GetResourceAllocationInfo2
Gets rich info about the size and alignment of memory required for a collection of resources on this adapter. (ID3D12Device8::GetResourceAllocationInfo2) |
GetResourceBindingDesc
Gets a description of how a resource is bound to a function. (ID3D12FunctionReflection.GetResourceBindingDesc) |
GetResourceBindingDesc
Gets a description of how a resource is bound to a shader. (ID3D12ShaderReflection.GetResourceBindingDesc) |
GetResourceBindingDescByName
Gets a description of how a resource is bound to a function. (ID3D12FunctionReflection.GetResourceBindingDescByName) |
GetResourceBindingDescByName
Gets a description of how a resource is bound to a shader. (ID3D12ShaderReflection.GetResourceBindingDescByName) |
GetResourceTiling
Gets info about how a tiled resource is broken into tiles. (ID3D12Device.GetResourceTiling) |
GetRetrievalFilter
Get the retrieval filter at the top of the retrieval-filter stack. (ID3D12InfoQueue.GetRetrievalFilter) |
GetRetrievalFilterStackSize
Get the size of the retrieval-filter stack in bytes. (ID3D12InfoQueue.GetRetrievalFilterStackSize) |
GetRootSignatureDesc
Gets the layout of the root signature. |
GetRootSignatureDescAtVersion
Converts root signature description structures to a requested version. |
GetSerializedSize
Returns the amount of memory required to serialize the current contents of the database. |
GetSessionStatus
Gets the status of the protected session. |
GetShaderIdentifier
Retrieves the unique identifier for a shader that can be used in a shader record. |
GetShaderStackSize
Gets the amount of stack memory required to invoke a raytracing shader in HLSL. |
GetStatusFence
Retrieves the fence for the protected session. From the fence, you can retrieve the current uniqueness validity value (using ID3D12Fence::GetCompletedValue), and add monitors for changes to its value. This is a read-only fence. |
GetStorageFilter
Get the storage filter at the top of the storage-filter stack. (ID3D12InfoQueue.GetStorageFilter) |
GetStorageFilterStackSize
Get the size of the storage-filter stack in bytes. (ID3D12InfoQueue.GetStorageFilterStackSize) |
GetSubType
Gets the base class of a class. (ID3D12ShaderReflectionType.GetSubType) |
GetSwapChainObject
|
GetThreadGroupSize
Retrieves the sizes, in units of threads, of the X, Y, and Z dimensions of the shader's thread-group grid. (ID3D12ShaderReflection.GetThreadGroupSize) |
GetTimestampFrequency
This method is used to determine the rate at which the GPU timestamp counter increments. |
GetType
Gets the type of the command list, such as direct, bundle, compute, or copy. |
GetType
Gets a shader-variable type. |
GetUnconvertedRootSignatureDesc
Gets the layout of the root signature, without converting between root signature versions. |
GetVariableByIndex
Gets a shader-reflection variable by index. |
GetVariableByName
Gets a variable by name. (ID3D12FunctionReflection.GetVariableByName) |
GetVariableByName
Gets a variable by name. (ID3D12ShaderReflection.GetVariableByName) |
GetVariableByName
Gets a shader-reflection variable by name. |
IASetIndexBuffer
Sets the view for the index buffer. |
IASetPrimitiveTopology
Bind information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D12GraphicsCommandList.IASetPrimitiveTopology) |
IASetVertexBuffers
Sets a CPU descriptor handle for the vertex buffers. |
ImplementsInterface
Indicates whether a class type implements an interface. (ID3D12ShaderReflectionType.ImplementsInterface) |
InitializeMetaCommand
Initializes the specified meta command. |
InsertImplicitSync
|
IsEqual
Indicates whether two ID3D12ShaderReflectionType Interface pointers have the same underlying type. |
IsOfType
Indicates whether a variable is of the specified type. (ID3D12ShaderReflectionType.IsOfType) |
IsSampleFrequencyShader
Indicates whether a shader is a sample frequency shader. (ID3D12ShaderReflection.IsSampleFrequencyShader) |
LifetimeStateUpdated
Called when the lifetime state of a lifetime-tracked object changes. |
LoadComputePipeline
Retrieves the requested PSO from the library. The input desc is matched against the data in the current library database, and remembered in order to prevent duplication of PSO contents. |
LoadGraphicsPipeline
Retrieves the requested PSO from the library. |
LoadPipeline
Retrieves the requested PSO from the library. The pipeline stream description is matched against the library database, and remembered in order to prevent duplication of PSO contents. |
MakeResident
Makes objects resident for the device. |
Map
Gets a CPU pointer to the specified subresource in the resource, but may not disclose the pointer value to applications. Map also invalidates the CPU cache, when necessary, so that CPU reads to this address reflect any modifications made by the GPU. |
OMSetBlendFactor
Sets the blend factor that modulate values for a pixel shader, render target, or both. |
OMSetDepthBounds
This method enables you to change the depth bounds dynamically. |
OMSetRenderTargets
Sets CPU descriptor handles for the render targets and depth stencil. |
OMSetStencilRef
Sets the reference value for depth stencil tests. |
OpenExistingHeapFromAddress
Creates a special-purpose diagnostic heap in system memory from an address. The created heap can persist even in the event of a GPU-fault or device-removed scenario. |
OpenExistingHeapFromFileMapping
Creates a special-purpose diagnostic heap in system memory from a file mapping object. The created heap can persist even in the event of a GPU-fault or device-removed scenario. |
OpenSharedHandle
Opens a handle for shared resources, shared heaps, and shared fences, by using HANDLE and REFIID. |
OpenSharedHandleByName
Opens a handle for shared resources, shared heaps, and shared fences, by using Name and Access. |
PFN_D3D12_CREATE_DEVICE
|
PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER
|
PFN_D3D12_CREATE_VERSIONED_ROOT_SIGNATURE_DESERIALIZER
|
PFN_D3D12_GET_DEBUG_INTERFACE
|
PFN_D3D12_GET_INTERFACE
|
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE
|
PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE
|
PopRetrievalFilter
Pop a retrieval filter from the top of the retrieval-filter stack. (ID3D12InfoQueue.PopRetrievalFilter) |
PopStorageFilter
Pop a storage filter from the top of the storage-filter stack. (ID3D12InfoQueue.PopStorageFilter) |
Present
Shares a resource (or subresource) between the D3D layers and diagnostics tools. |
PushCopyOfRetrievalFilter
Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack. (ID3D12InfoQueue.PushCopyOfRetrievalFilter) |
PushCopyOfStorageFilter
Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack. (ID3D12InfoQueue.PushCopyOfStorageFilter) |
PushEmptyRetrievalFilter
Push an empty retrieval filter onto the retrieval-filter stack. (ID3D12InfoQueue.PushEmptyRetrievalFilter) |
PushEmptyStorageFilter
Push an empty storage filter onto the storage-filter stack. (ID3D12InfoQueue.PushEmptyStorageFilter) |
PushRetrievalFilter
Push a retrieval filter onto the retrieval-filter stack. (ID3D12InfoQueue.PushRetrievalFilter) |
PushStorageFilter
Push a storage filter onto the storage-filter stack. (ID3D12InfoQueue.PushStorageFilter) |
ReadFromSubresource
Uses the CPU to copy data from a subresource, enabling the CPU to read the contents of most textures with undefined layouts. |
ReleaseWrappedResources
Releases D3D11 resources that were wrapped for D3D 11on12. |
RemoveDevice
You can call RemoveDevice to indicate to the Direct3D 12 runtime that the GPU device encountered a problem, and can no longer be used. |
ReportLiveDeviceObjects
Reports information about a device object's lifetime. |
ReportLiveDeviceObjects
Specifies the amount of information to report on a device object's lifetime. |
Reset
Indicates to re-use the memory that is associated with the command allocator. |
Reset
Resets a command list back to its initial state as if a new command list was just created. (ID3D12GraphicsCommandList.Reset) |
ResolveQueryData
Extracts data from a query. ResolveQueryData works with all heap types (default, upload, and readback). ResolveQueryData works with all heap types (default, upload, and readback). . |
ResolveSubresource
Copy a multi-sampled resource into a non-multi-sampled resource. |
ResolveSubresourceRegion
Copy a region of a multisampled or compressed resource into a non-multisampled or non-compressed resource. |
ResourceBarrier
Notifies the driver that it needs to synchronize multiple accesses to resources. (ID3D12GraphicsCommandList.ResourceBarrier) |
ReturnUnderlyingResource
With this method, you can return a Direct3D 11 resource object to Direct3D11On12, and indicate when the resource will be ready to consume. |
RSSetScissorRects
Binds an array of scissor rectangles to the rasterizer stage. |
RSSetShadingRate
The ID3D12GraphicsCommandList5::RSSetShadingRate method (d3d12.h) sets the base shading rate, and combiners, for variable-rate shading (VRS). |
RSSetShadingRateImage
The ID3D12GraphicsCommandList5::RSSetShadingRateImage method (d3d12.h) sets the screen-space shading-rate image for variable-rate shading (VRS). |
RSSetViewports
Bind an array of viewports to the rasterizer stage of the pipeline. (ID3D12GraphicsCommandList.RSSetViewports) |
Serialize
Writes the contents of the library to the provided memory, to be provided back to the runtime at a later time. |
SetAutoBreadcrumbsEnablement
Configures the enablement settings for Device Removed Extended Data (DRED) auto-breadcrumbs. |
SetBackgroundProcessingMode
Sets the mode for driver background processing optimizations. |
SetBreadcrumbContextEnablement
|
SetBreakOnCategory
Set a message category to break on when a message with that category passes through the storage filter. (ID3D12InfoQueue.SetBreakOnCategory) |
SetBreakOnID
Set a message identifier to break on when a message with that identifier passes through the storage filter. (ID3D12InfoQueue.SetBreakOnID) |
SetBreakOnSeverity
Set a message severity level to break on when a message with that severity level passes through the storage filter. (ID3D12InfoQueue.SetBreakOnSeverity) |
SetComputeRoot32BitConstant
Sets a constant in the compute root signature. |
SetComputeRoot32BitConstants
Sets a group of constants in the compute root signature. |
SetComputeRootConstantBufferView
Sets a CPU descriptor handle for the constant buffer in the compute root signature. |
SetComputeRootDescriptorTable
Sets a descriptor table into the compute root signature. |
SetComputeRootShaderResourceView
Sets a CPU descriptor handle for the shader resource in the compute root signature. |
SetComputeRootSignature
Sets the layout of the compute root signature. |
SetComputeRootUnorderedAccessView
Sets a CPU descriptor handle for the unordered-access-view resource in the compute root signature. |
SetDebugParameter
Modifies optional Debug Layer settings of a command list. |
SetDebugParameter
Modifies the D3D12 optional device-wide Debug Layer settings. |
SetDeleteOnDestroy
When all cache session objects corresponding to a given cache are destroyed, the cache is cleared. |
SetDescriptorHeaps
Changes the currently bound descriptor heaps that are associated with a command list. |
SetEnableAutoName
Configures the auto-naming of objects. |
SetEnableGPUBasedValidation
This method enables or disables GPU-Based Validation (GBV) before creating a device with the debug layer enabled. |
SetEnableGPUBasedValidation
This method enables or disables GPU-based validation (GBV) before creating a device with the debug layer enabled. |
SetEnableSynchronizedCommandQueueValidation
Enables or disables dependent command queue synchronization when using a D3D12 device with the debug layer enabled. |
SetEnableSynchronizedCommandQueueValidation
Enables or disables dependent command queue synchronization when using a Direct3D 12 device with the debug layer enabled. |
SetEventOnCompletion
Specifies an event that should be fired when the fence reaches a certain value. (ID3D12Fence.SetEventOnCompletion) |
SetEventOnMultipleFenceCompletion
Specifies an event that should be fired when one or more of a collection of fences reach specific values. |
SetFeatureMask
Turns the debug features for a command list on or off. |
SetFeatureMask
Set a bit field of flags that will turn debug features on and off. (ID3D12DebugDevice.SetFeatureMask) |
SetForceLegacyBarrierValidation
TBD |
SetGPUBasedValidationFlags
This method configures the level of GPU-based validation that the debug device is to perform at runtime. (ID3D12Debug2.SetGPUBasedValidationFlags) |
SetGPUBasedValidationFlags
This method configures the level of GPU-based validation that the debug device is to perform at runtime. (ID3D12Debug3.SetGPUBasedValidationFlags) |
SetGraphicsRoot32BitConstant
Sets a constant in the graphics root signature. |
SetGraphicsRoot32BitConstants
Sets a group of constants in the graphics root signature. |
SetGraphicsRootConstantBufferView
Sets a CPU descriptor handle for the constant buffer in the graphics root signature. |
SetGraphicsRootDescriptorTable
Sets a descriptor table into the graphics root signature. |
SetGraphicsRootShaderResourceView
Sets a CPU descriptor handle for the shader resource in the graphics root signature. |
SetGraphicsRootSignature
Sets the layout of the graphics root signature. |
SetGraphicsRootUnorderedAccessView
Sets a CPU descriptor handle for the unordered-access-view resource in the graphics root signature. |
SetMarker
Not intended to be called directly. Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.SetMarker) |
SetMarker
Not intended to be called directly. Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.SetMarker) |
SetMessageCountLimit
Set the maximum number of messages that can be added to the message queue. (ID3D12InfoQueue.SetMessageCountLimit) |
SetMuteDebugOutput
Set a boolean that turns the debug output on or off. (ID3D12InfoQueue.SetMuteDebugOutput) |
SetName
Associates a name with the device object. This name is for use in debug diagnostics and tools. |
SetPageFaultEnablement
Configures the enablement settings for Device Removed Extended Data (DRED) page fault reporting. |
SetPipelineStackSize
Set the current pipeline stack size. |
SetPipelineState
Sets all shaders and programs most of the fixed-function state of the graphics processing unit (GPU) pipeline. |
SetPipelineState1
Sets a state object on the command list. |
SetPredication
Sets a rendering predicate. |
SetPrivateData
Sets application-defined data to a device object and associates that data with an application-defined GUID. |
SetPrivateDataInterface
Associates an IUnknown-derived interface with the device object, and associates that interface with an application-defined GUID. |
SetProtectedResourceSession
Specifies whether or not protected resources can be accessed by subsequent commands in the command list. |
SetResidencyPriority
This method sets residency priorities of a specified list of objects. |
SetSamplePositions
This method configures the sample positions used by subsequent draw, copy, resolve, and similar operations. |
SetSDKVersion
Configures the SDK version to use. |
SetStablePowerState
A development-time aid for certain types of profiling and experimental prototyping. |
SetViewInstanceMask
Set a mask that controls which view instances are enabled for subsequent draws. |
SetWatsonDumpEnablement
Configures the enablement settings for Device Removed Extended Data (DRED) Watson dump creation. |
ShaderCacheControl
Modifies the behavior of caches used internally by Direct3D or by the driver. |
ShaderInstrumentationEnabled
Determines whether shader instrumentation is enabled. |
SharedFenceSignal
Signals a shared fence between the D3D layers and diagnostics tools. |
ShareWithHost
TBD |
Signal
Updates a fence to a specified value. |
Signal
Sets the fence to the specified value. |
SOSetTargets
Sets the stream output buffer views. |
StorePipeline
Adds the input PSO to an internal database with the corresponding name. |
StoreValue
Adds an entry to the cache. |
UnacquireDirect3D12BufferResource
The IHolographicCameraInterop::UnacquireDirect3D12BufferResource function un-acquires a Direct3D 12 buffer resource. |
UnacquireDirect3D12BufferResource
The IHolographicQuadLayerInterop::UnacquireDirect3D12BufferResource function un-acquires a Direct3D 12 buffer resource. |
Unmap
Invalidates the CPU pointer to the specified subresource in the resource. |
UnwrapUnderlyingResource
Unwraps a Direct3D 11 resource object, and retrieves it as a Direct3D 12 resource object. |
UpdateTileMappings
Updates mappings of tile locations in reserved resources to memory locations in a resource heap. |
Wait
Queues a GPU-side wait, and returns immediately. A GPU-side wait is where the GPU waits until the specified fence reaches or exceeds the specified value. |
WriteBufferImmediate
Writes a number of 32-bit immediate values to the specified buffer locations directly from the command stream. (ID3D12GraphicsCommandList2.WriteBufferImmediate) |
WriteToSubresource
Uses the CPU to copy data into a subresource, enabling the CPU to modify the contents of most textures with undefined layouts. |