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D3D12_RESOURCE_DESC structure (d3d12.h)

Describes a resource, such as a texture. This structure is used extensively.

Syntax

typedef struct D3D12_RESOURCE_DESC {
  D3D12_RESOURCE_DIMENSION Dimension;
  UINT64                   Alignment;
  UINT64                   Width;
  UINT                     Height;
  UINT16                   DepthOrArraySize;
  UINT16                   MipLevels;
  DXGI_FORMAT              Format;
  DXGI_SAMPLE_DESC         SampleDesc;
  D3D12_TEXTURE_LAYOUT     Layout;
  D3D12_RESOURCE_FLAGS     Flags;
} D3D12_RESOURCE_DESC;

Members

Dimension

One member of D3D12_RESOURCE_DIMENSION, specifying the dimensions of the resource (for example, D3D12_RESOURCE_DIMENSION_TEXTURE1D), or whether it is a buffer ((D3D12_RESOURCE_DIMENSION_BUFFER).

Alignment

Specifies the alignment.

Width

Specifies the width of the resource.

Height

Specifies the height of the resource.

DepthOrArraySize

Specifies the depth of the resource, if it is 3D, or the array size if it is an array of 1D or 2D resources.

MipLevels

Specifies the number of MIP levels.

Format

Specifies one member of DXGI_FORMAT.

SampleDesc

Specifies a DXGI_SAMPLE_DESC structure.

Layout

Specifies one member of D3D12_TEXTURE_LAYOUT.

Flags

Bitwise-OR'd flags, as D3D12_RESOURCE_FLAGS enumeration constants.

Remarks

Use this structure with:

Two common resources are buffers and textures, which both use this structure, but with quite different uses of the fields.

Buffers

Buffers are a contiguous memory region. Width may be between 1 and either the MaxGPUVirtualAddressBitsPerResource field of D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT for reserved resources or the MaxGPUVirtualAddressBitsPerProcess field for committed resources. However, exhaustion of GPU virtual address space, memory residency budget (see IDXGIAdapter3::QueryVideoMemoryInfo), and or system memory may easily occur first.

Alignment must be 64KB (D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT) or 0, which is effectively 64KB.

Height, DepthOrArraySize, and MipLevels must be 1.

Format must be DXGI_FORMAT_UNKNOWN.

SampleDesc.Count must be 1 and Quality must be 0.

Layout must be D3D12_TEXTURE_LAYOUT_ROW_MAJOR, as buffer memory layouts are understood by applications and row-major texture data is commonly marshaled through buffers.

Flags must still be accurately filled out by applications for buffers, with minor exceptions. However, applications can use the most amount of capability support without concern about the efficiency impact on buffers. The flags field is meant to control properties related to textures.

Textures

Textures are a multi-dimensional arrangement of texels in a contiguous region of memory, heavily optimized to maximize bandwidth for rendering and sampling. Texture sizes are hard to predict and vary from adapter to adapter. Applications must use ID3D12Device::GetResourceAllocationInfo to accurately understand their size.

TEXTURE1D, TEXTURE2D, and TEXTURE3D are not supported orthogonally on every format. See the use of D3D12_FORMAT_SUPPORT1_TEXTURE1D, D3D12_FORMAT_SUPPORT1_TEXTURE2D, and D3D12_FORMAT_SUPPORT1_TEXTURE3D in D3D12_FORMAT_SUPPORT1.

Width, Height, and DepthOrArraySize must be between 1 and the maximum dimension supported for the particular feature level and texture dimension. However, exhaustion of GPU virtual address space, memory residency budget (see IDXGIAdapter3::QueryVideoMemoryInfo), and or system memory may easily occur first. For compressed formats, these dimensions are logical. For example:

  • For TEXTURE1D:
    • Width must be less than or equal to D3D10_REQ_TEXTURE1D_U_DIMENSION on feature levels less than 11_0 and D3D11_REQ_TEXTURE1D_U_DIMENSION on feature level 11_0 or greater.
    • Height must be 1.
    • DepthOrArraySize is interpreted as array size and must be less than or equal to D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION on feature levels less than 11_0 and D3D11_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION on feature levels 11_0 or greater.
  • For TEXTURE2D:
    • Width and Height must be less than or equal to D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION on feature levels less than 11_0 and D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION or feature level 11_0 or greater.
    • DepthOrArraySize is interpreted as array size and must be less than or equal to D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION on feature levels less than 11_0 and D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION on feature levels 11_0 or greater.
  • For TEXTURE3D:
    • Width and Height and DepthOrArraySize must be less than or equal to D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION on feature levels less than 11_0 and D3D11_REQ_TEXTURE2D_U_V_OR_W_DIMENSION on feature level 11_0 or greater.
    • DepthOrArraySize is interpreted as depth.
The following notes are for all texture sizes.

Alignment

Alignment may be one of 0, 4KB, 64KB or 4MB.

If Alignment is set to 0, the runtime will use 4MB for MSAA textures and 64KB for everything else. The application may choose smaller alignments than these defaults for a couple of texture types when the texture is small. Textures with UNKNOWN layout and MSAA may be created with 64KB alignment (if they pass the small size restriction detailed below).

Textures with UNKNOWN layout without MSAA and without render-target nor depth-stencil flags may be created with 4KB Alignment (again, passing the small size restriction).

Applications can create smaller aligned resources when the estimated size of the most-detailed mip level is a total of the larger alignment restriction or less. The runtime will use an architecture-independent mechanism of size-estimation, that mimics the way standard swizzle and D3D12 tiled resources are sized. However, the tile sizes will be of the smaller alignment restriction for such calculations. Using the non-render-target and non-depth-stencil texture as an example, the runtime will assume near-equilateral tile shapes of 4KB, and calculate the number of tiles needed for the most-detailed mip level. If the number of tiles is equal to or less than 16, then the application can create a 4KB aligned resource. So, a mipped tex2d array of any array size and any number of mip levels can be 4KB, as long as the width and height are small enough for the particular format and MSAA.

MipLevels

MipLevels may be 0, or 1 to the maximum mip levels supported by the Width, Height , and DepthOrArraySize dimensions. When 0 is used, the API will automatically calculate the maximum mip levels supported and use that. But, some resource and heap properties preclude mip levels, so the app must specify the value as 1.

Refer to the D3D12_FORMAT_SUPPORT1_MIP field of D3D12_FORMAT_SUPPORT1 for per-format restrictions. MSAA resources, textures with D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER, and heaps with D3D12_HEAP_FLAG_ALLOW_DISPLAY all preclude mip levels.

Format

Format must be a valid format supported at the feature level of the device.

SampleDesc

A SampleDesc.Count greater than 1 and/ or non-zero Quality are only supported for TEXTURE2D and when either D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL are set.

The following are unsupported:

  • D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE,
  • D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
  • D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS,
  • D3D12_HEAP_FLAG_ALLOW_DISPLAY
See D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS for determining valid Count and Quality values.

Requirements

Requirement Value
Header d3d12.h

See also

CD3DX12_RESOURCE_DESC

Core Structures

D3D12_HEAP_FLAGS