Athugasemd
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.
Specifies the resources needed to end access to a Render Pass.
Syntax
typedef struct D3D12DDI_RENDER_PASS_ENDING_ACCESS_0053 {
D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053 Type;
union {
D3D12DDI_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS_0053 Resolve;
D3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 PreserveLocal;
};
} D3D12DDI_RENDER_PASS_ENDING_ACCESS_0053;
Members
Type
The D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053. This allows the application to directly resolve a MSAA (Multisampling anti-aliasing) surface to a separate resource at the conclusion of the Render Pass.
Resolve
The D3D12DDI_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS_0053.
PreserveLocal
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1809 |
Header | d3d12umddi.h |