共用方式為


D3D12_STATE_SUBOBJECT_TYPE列舉 (d3d12.h)

狀態子物件的類型。 搭配 D3D12_STATE_SUBOBJECT使用。

Syntax

typedef enum D3D12_STATE_SUBOBJECT_TYPE {
  D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG = 0,
  D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE = 1,
  D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE = 2,
  D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK = 3,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY = 5,
  D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION = 6,
  D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 7,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 8,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG = 9,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG = 10,
  D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP = 11,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1,
  D3D12_STATE_SUBOBJECT_TYPE_WORK_GRAPH,
  D3D12_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT,
  D3D12_STATE_SUBOBJECT_TYPE_BLEND,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
  D3D12_STATE_SUBOBJECT_TYPE_RASTERIZER,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL,
  D3D12_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT,
  D3D12_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE,
  D3D12_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY,
  D3D12_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
  D3D12_STATE_SUBOBJECT_TYPE_FLAGS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
  D3D12_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING,
  D3D12_STATE_SUBOBJECT_TYPE_GENERIC_PROGRAM,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2,
  D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
} ;

常數

 
D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG
值: 0
子物件類型 D3D12_STATE_OBJECT_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE
值: 1
子物件類型 D3D12_GLOBAL_ROOT_SIGNATURE
D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE
值: 2
子物件類型 D3D12_LOCAL_ROOT_SIGNATURE
D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK
值: 3
子物件類型 為D3D12_NODE_MASK

重要事項

在某些版本的 DirectX 執行時間上,透過 類型為 D3D12_STATE_SUBOBJECT_TYPE_NODE_MASKD3D12_STATE_SUBOBJECT 中指定節點D3D12_NODE_MASK ,運行時間會不正確地處理 的 0 節點遮罩值,這應該使用 node #1,這會導致稍後嘗試使用狀態物件時發生錯誤。 指定明確的節點值 1,或省略 D3D12_NODE_MASK 子物件以避免此問題。

D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY
值: 5
子物件類型 D3D12_DXIL_LIBRARY_DESC
D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION
值: 6
子物件類型 D3D12_EXISTING_COLLECTION_DESC
D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION
值: 7
子物件類型 D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION
D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
值: 8
子物件類型 為D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG
值: 9
子物件類型 D3D12_RAYTRACING_SHADER_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG
值: 10
子物件類型 D3D12_RAYTRACING_PIPELINE_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP
值: 11
子物件類型 為D3D12_HIT_GROUP_DESC
D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
有效子物件類型值上限。

需求

   
標頭 d3d12.h