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The D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053 enumeration specifies the type of resource access to provide to an application at the transition out of a render pass.
Syntax
typedef enum D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053 {
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_DISCARD,
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_PRESERVE,
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_RESOLVE,
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_NO_ACCESS,
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER,
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_SRV,
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_UAV
} ;
Constants
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_DISCARD Indicates that the application will have no future dependencies on the data written to the resource during this Render Pass. However, dependencies may be appropriate for a depth buffer where the depth buffer will never be textured from prior to future writes. |
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_PRESERVE Indicates that the application will have a dependency on the written contents of this resource in the future, and they must be preserved. |
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_RESOLVE Indicates that the resource(s) should be directly resolved to a separate resource at the conclusion of the Render Pass. An example is resolving an MSAA (Multisampling anti-aliasing) surface to a separate resource at the conclusion of the Render Pass. Ideally, this is done while the MSAA contents are currently in the tile cache, for TBDRs (Tile Based Deferred Rendering). At the time the Render Pass ends, the driver should set members of the D3D12DDI_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS_0053 structure as follows: * Set the resolve destination in the hDstResource resource state field. * Set the resolve source in the hSrcResource resource state field. |
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053_NO_ACCESS Signifies the resource will not be read from or written to during the Render Pass. It is most expected to used to denote whether the depth/stencil plane for a DSV is not accessed. This value must be paired with the D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_NO_ACCESS enumeration value. |
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER Signifies that the resource was read or written to during the Render Pass, and data from that resource that might be in tile memory can stay there for the next Render Pass. The driver should reference theD3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 structure for this type. This value must be paired with the D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER enumeration value. |
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_SRV Signifies that the resource was read or written to during the Render Pass, and data from that resource that might be in tile memory can stay there for the next Render Pass. The driver should reference theD3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 structure for this type. This value must be paired with the D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_SRV enumeration value. |
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_UAV Signifies that the resource was read or written to during the Render Pass, and data from that resource that might be in tile memory can stay there for the next Render Pass. The driver should reference theD3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 structure for this type. This value must be paired with the D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0101_PRESERVE_LOCAL_UAV enumeration value. |
Remarks
For more information, see D3D12 Render Passes.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1809 |
Header | d3d12umddi.h |