D3D12DDI_SHADER_VISIBILITY enumeration (d3d12umddi.h)
D3D12DDI_SHADER_VISIBILITY identifies the shaders that can access the contents of a given root signature slot.
Syntax
typedef enum D3D12DDI_SHADER_VISIBILITY {
D3D12DDI_SHADER_VISIBILITY_ALL = 0,
D3D12DDI_SHADER_VISIBILITY_VERTEX = 1,
D3D12DDI_SHADER_VISIBILITY_HULL = 2,
D3D12DDI_SHADER_VISIBILITY_DOMAIN = 3,
D3D12DDI_SHADER_VISIBILITY_GEOMETRY = 4,
D3D12DDI_SHADER_VISIBILITY_PIXEL = 5,
D3D12DDI_SHADER_VISIBILITY_AMPLIFICATION = 6,
D3D12DDI_SHADER_VISIBILITY_MESH = 7
} ;
Constants
D3D12DDI_SHADER_VISIBILITY_ALL Value: 0 All shader stages can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_VERTEX Value: 1 The vertex shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_HULL Value: 2 The hull shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_DOMAIN Value: 3 The domain shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_GEOMETRY Value: 4 The geometry shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_PIXEL Value: 5 The pixel shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_AMPLIFICATION Value: 6 The amplification shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_MESH Value: 7 The mesh shader stage can access whatever is bound at the root signature slot. |
Remarks
See the DirectX Raytracing (DXR) functional specification for more information.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1903 |
Header | d3d12umddi.h |