CD3DX12_ROOT_PARAMETER结构

一个帮助程序结构,用于轻松初始化 D3D12_ROOT_PARAMETER 结构。

语法

struct CD3DX12_ROOT_PARAMETER  : public D3D12_ROOT_PARAMETER{
       CD3DX12_ROOT_PARAMETER();
       explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o);
  void static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsConstants(D3D12_ROOT_PARAMETER &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
};

成员

CD3DX12_ROOT_PARAMETER ()

创建CD3DX12_ROOT_PARAMETER的未初始化的新实例。

explicit CD3DX12_ROOT_PARAMETER (const D3D12_ROOT_PARAMETER &o)

创建使用另一个D3D12_ROOT_PARAMETER结构的内容初始化的 CD3DX12_ROOT_PARAMETER 的新实例。

static inline InitAsDescriptorTable (D3D12_ROOT_PARAMETER &rootParam、UINT numDescriptorRanges、const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

& D3D12_ROOT_PARAMETERrootParam

UINT numDescriptorRanges

D3D12_DESCRIPTOR_RANGE* pDescriptorRanges

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsConstants (D3D12_ROOT_PARAMETER &rootParam,UINT num32BitValues,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

& D3D12_ROOT_PARAMETERrootParam

UINT num32BitValues

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsConstantBufferView (D3D12_ROOT_PARAMETER &rootParam,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

& D3D12_ROOT_PARAMETERrootParam

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsShaderResourceView (D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

& D3D12_ROOT_PARAMETERrootParam

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

static inline InitAsUnorderedAccessView (D3D12_ROOT_PARAMETER &rootParam,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

& D3D12_ROOT_PARAMETERrootParam

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsDescriptorTable (UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

UINT numDescriptorRanges

D3D12_DESCRIPTOR_RANGE* pDescriptorRanges

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsConstants (UINT num32BitValues,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

UINT num32BitValues

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsConstantBufferView (UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsShaderResourceView (UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsUnorderedAccessView (UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化以下参数的函数:

UINT shaderRegister

(选择) UINT registerSpace = 0

(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL

要求

要求
标头
D3dx12.h

另请参阅

D3D12_ROOT_PARAMETER

D3D12 的帮助程序结构