struktur CD3DX12_ROOT_PARAMETER1
Struktur pembantu untuk mengaktifkan inisialisasi struktur D3D12_ROOT_PARAMETER1 yang mudah.
Sintaks
struct CD3DX12_ROOT_PARAMETER1 : public D3D12_ROOT_PARAMETER1{
CD3DX12_ROOT_PARAMETER1();
explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o);
void static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
};
Anggota
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CD3DX12_ROOT_PARAMETER1()
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Membuat instans CD3DX12_ROOT_PARAMETER1 baru yang belum diinisialisasi.
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CD3DX12_ROOT_PARAMETER1 eksplisit(const D3D12_ROOT_PARAMETER1 &o)
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Membuat instans baru CD3DX12_ROOT_PARAMETER1, diinisialisasi dengan konten struktur D3D12_ROOT_PARAMETER1 lain.
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InitAsDescriptorTable sebaris statis(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
D3D12_ROOT_PARAMETER1 &rootParam
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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InitAsConstants sebaris statis(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, shaderRegister UINT, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibilitas = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
D3D12_ROOT_PARAMETER1 &rootParam
UINT num32BitValues
Shader UINTRegister
UINT registerSpace = 0
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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Inline statis InitAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, shaderRegister UINT, UINT registerSpace = 0, bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
D3D12_ROOT_PARAMETER1 &rootParam
Shader UINTRegister
UINT registerSpace = 0
bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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Inline statis InitAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, shaderRegister UINT, UINT registerSpace = 0, bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
D3D12_ROOT_PARAMETER1 &rootParam
Shader UINTRegister
UINT registerSpace = 0
bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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Inline statis InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, shaderRegister UINT, UINT registerSpace = 0, bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
D3D12_ROOT_PARAMETER1 &rootParam
Shader UINTRegister
UINT registerSpace = 0
bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
UINT num32BitValues
Shader UINTRegister
UINT registerSpace = 0
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstantBufferView(shaderRegister UINT, UINT registerSpace = 0, bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
Shader UINTRegister
UINT registerSpace = 0
bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsShaderResourceView(shaderRegister UINT, UINT registerSpace = 0, bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
Shader UINTRegister
UINT registerSpace = 0
bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsUnorderedAccessView(shaderRegister UINT, UINT registerSpace = 0, bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)
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Menentukan fungsi yang menginisialisasi parameter berikut:
Shader UINTRegister
UINT registerSpace = 0
bendera D3D12_ROOT_DESCRIPTOR_FLAGS = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
Persyaratan
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