D3D12_SHADER_VISIBILITY enumeration (d3d12.h)
Specifies the shaders that can access the contents of a given root signature slot.
Syntax
typedef enum D3D12_SHADER_VISIBILITY {
D3D12_SHADER_VISIBILITY_ALL = 0,
D3D12_SHADER_VISIBILITY_VERTEX = 1,
D3D12_SHADER_VISIBILITY_HULL = 2,
D3D12_SHADER_VISIBILITY_DOMAIN = 3,
D3D12_SHADER_VISIBILITY_GEOMETRY = 4,
D3D12_SHADER_VISIBILITY_PIXEL = 5,
D3D12_SHADER_VISIBILITY_AMPLIFICATION = 6,
D3D12_SHADER_VISIBILITY_MESH = 7
} ;
Constants
D3D12_SHADER_VISIBILITY_ALL Value: 0 Specifies that all shader stages can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_VERTEX Value: 1 Specifies that the vertex shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_HULL Value: 2 Specifies that the hull shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_DOMAIN Value: 3 Specifies that the domain shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_GEOMETRY Value: 4 Specifies that the geometry shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_PIXEL Value: 5 Specifies that the pixel shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_AMPLIFICATION Value: 6 Specifies that the amplification shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_MESH Value: 7 Specifies that the mesh shader stage can access whatever is bound at the root signature slot. |
Remarks
This enum is used by the D3D12_ROOT_PARAMETER structure.
The compute queue always uses D3D12_SHADER_VISIBILITY_ALL because it has only one active stage. The 3D queue can choose values, but if it uses D3D12_SHADER_VISIBILITY_ALL, all shader stages can access whatever is bound at the root signature slot.
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |