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CD3DX12_ROOT_PARAMETER1結構

協助程序結構,可讓您輕鬆初始化 D3D12_ROOT_PARAMETER1 結構。

語法

struct CD3DX12_ROOT_PARAMETER1  : public D3D12_ROOT_PARAMETER1{
       CD3DX12_ROOT_PARAMETER1();
       explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o);
  void static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* 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_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
  void inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
};

成員

CD3DX12_ROOT_PARAMETER1()

建立新的未初始化CD3DX12_ROOT_PARAMETER1實例。

explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o)

建立CD3DX12_ROOT_PARAMETER1的新實例,以另一個 D3D12_ROOT_PARAMETER1 結構的內容初始化。

static initAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

D3D12_ROOT_PARAMETER1 & rootParam

UINT numDescriptorRanges

const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

static initAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

D3D12_ROOT_PARAMETER1 & rootParam

UINT num32BitValues

UINT 著色器Register

UINT registerSpace = 0

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

static initAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

D3D12_ROOT_PARAMETER1 & rootParam

UINT 著色器Register

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

static initAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

D3D12_ROOT_PARAMETER1 & rootParam

UINT 著色器Register

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

static initAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

D3D12_ROOT_PARAMETER1 & rootParam

UINT 著色器Register

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

UINT numDescriptorRanges

const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

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

指定初始化下列參數的函式:

UINT num32BitValues

UINT 著色器Register

UINT registerSpace = 0

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

UINT 著色器Register

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

UINT 著色器Register

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

指定初始化下列參數的函式:

UINT 著色器Register

UINT registerSpace = 0

D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE

D3D12_SHADER_VISIBILITY可見性 = D3D12_SHADER_VISIBILITY_ALL

需求

需求
頁首
D3dx12.h

另請參閱

D3D12_ROOT_PARAMETER1

D3D12 的協助程序結構