D3D12_SHADER_CACHE_FLAGS enumeration (d3d12.h)
Defines constants that specify shader cache flags.
C++
typedef enum D3D12_SHADER_CACHE_FLAGS {
D3D12_SHADER_CACHE_FLAG_NONE = 0,
D3D12_SHADER_CACHE_FLAG_DRIVER_VERSIONED = 0x1,
D3D12_SHADER_CACHE_FLAG_USE_WORKING_DIR = 0x2
} ;
D3D12_SHADER_CACHE_FLAG_NONE Value: 0 Specifies no flag. |
D3D12_SHADER_CACHE_FLAG_DRIVER_VERSIONED Value: 0x1 Specifies that the cache is implicitly versioned by the driver being used. For multi-GPU systems, a cache created this way is stored side by side for each adapter on which the application runs. The Version field in the D3D12_SHADER_CACHE_SESSION_DESC struct (the cache description) is used as an additional constraint. |
D3D12_SHADER_CACHE_FLAG_USE_WORKING_DIR Value: 0x2 By default, caches are stored in temporary storage, and can be cleared by disk cleanup. This constant (not valid for UWP apps) specifies that the cache is instead stored in the current working directory. |
Requirement | Value |
---|---|
Minimum supported client | Windows 10 Build 20348 |
Minimum supported server | Windows 10 Build 20348 |
Header | d3d12.h |