D3D12_COMPUTE_PIPELINE_STATE_DESC structure (d3d12.h)
Describes a compute pipeline state object.
Syntax
typedef struct D3D12_COMPUTE_PIPELINE_STATE_DESC {
ID3D12RootSignature *pRootSignature;
D3D12_SHADER_BYTECODE CS;
UINT NodeMask;
D3D12_CACHED_PIPELINE_STATE CachedPSO;
D3D12_PIPELINE_STATE_FLAGS Flags;
} D3D12_COMPUTE_PIPELINE_STATE_DESC;
Members
pRootSignature
A pointer to the ID3D12RootSignature object.
CS
A D3D12_SHADER_BYTECODE structure that describes the compute shader.
NodeMask
For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the device's physical adapters) for which the compute pipeline state is to apply. Each bit in the mask corresponds to a single node. Refer to Multi-adapter systems.
CachedPSO
A cached pipeline state object, as a D3D12_CACHED_PIPELINE_STATE structure. pCachedBlob and CachedBlobSizeInBytes may be set to NULL and 0 respectively.
Flags
A D3D12_PIPELINE_STATE_FLAGS enumeration constant such as for "tool debug".
Remarks
This structure is used by CreateComputePipelineState.
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |