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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

CD3DX12_ROOT_PARAMETER1()

Membuat instans CD3DX12_ROOT_PARAMETER1 baru yang belum diinisialisasi.

CD3DX12_ROOT_PARAMETER1 eksplisit(const D3D12_ROOT_PARAMETER1 &o)

Membuat instans baru CD3DX12_ROOT_PARAMETER1, diinisialisasi dengan konten struktur D3D12_ROOT_PARAMETER1 lain.

InitAsDescriptorTable sebaris statis(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)

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

InitAsConstants sebaris statis(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, shaderRegister UINT, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibilitas = D3D12_SHADER_VISIBILITY_ALL)

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

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)

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

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)

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

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)

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

inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)

Menentukan fungsi yang menginisialisasi parameter berikut:

UINT numDescriptorRanges

const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges

visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL

inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL)

Menentukan fungsi yang menginisialisasi parameter berikut:

UINT num32BitValues

Shader UINTRegister

UINT registerSpace = 0

visibilitas D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL

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)

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

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)

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

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)

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

Persyaratan Value
Header
D3dx12.h

Baca juga

D3D12_ROOT_PARAMETER1

Struktur Pembantu untuk D3D12