Debug Layer Enumerations

The following enumerations are declared in d3d12sdklayers.h.

In this section

Topic Description
D3D12_DEBUG_COMMAND_LIST_PARAMETER_TYPE
Indicates the debug parameter type used by ID3D12DebugCommandList1::SetDebugParameter and ID3D12DebugCommandList1::GetDebugParameter.
D3D12_DEBUG_DEVICE_PARAMETER_TYPE
Specifies the data type of the memory pointed to by the pData parameter of ID3D12DebugDevice1::SetDebugParameter and ID3D12DebugDevice1::GetDebugParameter.
D3D12_DEBUG_FEATURE
Flags for optional D3D12 Debug Layer features.
D3D12_GPU_BASED_VALIDATION_FLAGS
Describes the level of GPU-based validation to perform at runtime.
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
Specifies how GPU-Based Validation handles patched pipeline states during ID3D12Device::CreateGraphicsPipelineState and ID3D12Device::CreateComputePipelineState.
D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE
Specifies the type of shader patching used by GPU-Based Validation at either the device or command list level.
D3D12_MESSAGE_CATEGORY
Specifies categories of debug messages. This will identify the category of a message when retrieving a message with ID3D12InfoQueue::GetMessage and when adding a message with ID3D12InfoQueue::AddMessage. 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.
D3D12_MESSAGE_ID
Specifies debug message IDs for setting up an info-queue filter (see D3D12_INFO_QUEUE_FILTER); 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 ID3D12InfoQueue::GetMessage or ID3D12InfoQueue::AddMessage.
D3D12_MESSAGE_SEVERITY
Debug message severity levels for an information queue.
D3D12_RLDO_FLAGS
Specifies options for the amount of information to report about a live device object's lifetime.

Direct3D 12 Programming Environment Setup

Debug Layer Reference

Direct3D 12 Reference