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Aðgangur að þessari síðu krefst heimildar. Þú getur prófað aðskrá þig inn eða breyta skráasöfnum.
Aðgangur að þessari síðu krefst heimildar. Þú getur prófað að breyta skráasöfnum.
The D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053 enumeration specifies the type of resource access being requested at the start of a render pass.
Syntax
typedef enum D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053 {
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_DISCARD,
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_PRESERVE,
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_CLEAR,
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_NO_ACCESS,
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER,
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_SRV,
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_UAV
} ;
Constants
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_DISCARD Indicates that the application doesn't have any dependency on the prior contents of the resource. A given driver implementation can return the previously-written contents or uninitialized data. Regardless, reading from the resource must not produce a GPU hang, and the 'read' can only return undefined data in the worst case. A read is defined as a traditional: * UAV (Unordered Access View) * SRV (Shader Resource View) * CBV (Constant Buffer View) * VBV (Vertex Buffer View) * IBV (Index Buffer View) * IndirectArg binding/read * blend/depth-testing-induced read |
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_PRESERVE Indicates that the application has a dependency on the prior contents of the resource, and the contents must be loaded from main memory. |
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_CLEAR Indicates that the originating application has a dependency on the resource being cleared to a specific (app-provided) color. This clear occurs whether or not the resource has interacted with anything beyond the Render Pass. The clear parameters are specified in the D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS_0053 structure. |
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_NO_ACCESS Indicates that the resource won't be read from or written to during the Render Pass. This value also indicates whether the depth/stencil plane for a DSV (Data Source View) was not accessed. This value must be paired with the D3D12DDI_RENDER_PASS_ENDING_ACCESS_NO_ACCESS value in D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053. ## D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER This value signifies that: * The resource was read or written in the preceding pass, and data from that resource that might be in tile memory can stay there for the current pass. * The current pass will render to the resource in such a way that processing for a given pixel coordinate will access the same location in the resource that the previous pass accessed. The driver should reference theD3D12DDI_RENDER_PASS_BEGINNING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 structure for this type. The end of the previous pass must specify D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER and the same AdditionalWidth/AdditionalHeight parameters. ## D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_SRV This value signifies that: * The resource was read or written in the preceding pass, and data from that resource that may be in tile memory can stay there for the current pass. * The current pass will read from the resource via SRV (shader resource view) binding(s) in the descriptor heap in such a way that processing for a given pixel coordinate will access the same location in the resource that the previous pass accessed. The driver should reference theD3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER structure for this type. The end of the previous pass must specify D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_SRV and the same AdditionalWidth/AdditionalHeight parameters. ## D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_UAV This value signifies that: * The resource was read or written in the preceding pass, and data from that resource that may be in tile memory can stay there for the current pass. * The current pass will read/write the resource via UAV binding(s) in the descriptor heap in such a way that processing for a given pixel coordinate will access the same location in the resource that the previous pass accessed. The driver should reference theD3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER structure for this type. The end of the previous pass must specify D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_UAV and the same AdditionalWidth/AdditionalHeight parameters. |
Remarks
For more information, see D3D12 Render Passes.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1809 |
Header | d3d12umddi.h |
See also
D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER