CD3DX12_ROOT_PARAMETER結構
協助程序結構,可讓您輕鬆初始化 D3D12_ROOT_PARAMETER 結構。
語法
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);
};
成員
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CD3DX12_ROOT_PARAMETER()
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建立CD3DX12_ROOT_PARAMETER的新未初始化實例。
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explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o)
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建立CD3DX12_ROOT_PARAMETER的新實例,以另一個 D3D12_ROOT_PARAMETER 結構的內容初始化。
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static initAsDescriptorTable(D3D12_ROOT_PARAMETER &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER & rootParam
UINT numDescriptorRanges
D3D12_DESCRIPTOR_RANGE* pDescriptorRanges
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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static initAsConstants(D3D12_ROOT_PARAMETER &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER & rootParam
UINT num32BitValues
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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static initAsConstantBufferView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER & rootParam
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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static initAsShaderResourceView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER & rootParam
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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static initAsUnorderedAccessView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER & rootParam
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
UINT numDescriptorRanges
D3D12_DESCRIPTOR_RANGE* pDescriptorRanges
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
UINT num32BitValues
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化下列參數的函式:
UINT 著色器Register
(選擇)UINT registerSpace = 0
(選擇) D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL
需求
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