Bagikan melalui


enumerasi D3D12_STATE_SUBOBJECT_TYPE (d3d12.h)

Jenis subobjek status. Gunakan dengan D3D12_STATE_SUBOBJECT.

Sintaks

typedef enum D3D12_STATE_SUBOBJECT_TYPE {
  D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG = 0,
  D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE = 1,
  D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE = 2,
  D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK = 3,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY = 5,
  D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION = 6,
  D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 7,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 8,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG = 9,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG = 10,
  D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP = 11,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1,
  D3D12_STATE_SUBOBJECT_TYPE_WORK_GRAPH,
  D3D12_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT,
  D3D12_STATE_SUBOBJECT_TYPE_BLEND,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
  D3D12_STATE_SUBOBJECT_TYPE_RASTERIZER,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL,
  D3D12_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT,
  D3D12_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE,
  D3D12_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY,
  D3D12_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
  D3D12_STATE_SUBOBJECT_TYPE_FLAGS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
  D3D12_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING,
  D3D12_STATE_SUBOBJECT_TYPE_GENERIC_PROGRAM,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2,
  D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
} ;

Konstanta

 
D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG
Nilai: 0
Jenis subobject D3D12_STATE_OBJECT_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE
Nilai: 1
Jenis subobject D3D12_GLOBAL_ROOT_SIGNATURE.
D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE
Nilai: 2
Jenis subobject D3D12_LOCAL_ROOT_SIGNATURE.
D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK
Nilai: 3
Jenis subobject D3D12_NODE_MASK.

PENTING

Pada beberapa versi DirectX Runtime, menentukan simpul melalui D3D12_NODE_MASK dalam D3D12_STATE_SUBOBJECT dengan jenis D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK, runtime akan salah menangani nilai masker simpul dari 0, yang harus menggunakan node #1, yang akan menyebabkan kesalahan saat mencoba menggunakan objek status nanti. Tentukan nilai simpul eksplisit 1, atau hilangkan subobject D3D12_NODE_MASK untuk menghindari masalah ini.

D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY
Nilai: 5
Jenis subobject D3D12_DXIL_LIBRARY_DESC.
D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION
Nilai: 6
Jenis subobject D3D12_EXISTING_COLLECTION_DESC.
D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION
Nilai: 7
Jenis subobject D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION.
D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
Nilai: 8
Jenis subobject D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION.
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG
Nilai: 9
Jenis subobject D3D12_RAYTRACING_SHADER_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG
Nilai: 10
Jenis subobject D3D12_RAYTRACING_PIPELINE_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP
Nilai: 11
Jenis subobject D3D12_HIT_GROUP_DESC
D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
Nilai tipe subobjek maksimum yang valid.

Persyaratan

   
Header d3d12.h