d3d12.h header

This header is used by Direct3D 12 Graphics. For more information, see:

d3d12.h contains the following programming interfaces:

Interfaces

 
ID3D12CommandAllocator

Represents the allocations of storage for graphics processing unit (GPU) commands.
ID3D12CommandList

An interface from which ID3D12GraphicsCommandList inherits from. It represents an ordered set of commands that the GPU executes, while allowing for extension to support other command lists than just those for graphics (such as compute and copy).
ID3D12CommandQueue

Provides methods for submitting command lists, synchronizing command list execution, instrumenting the command queue, and updating resource tile mappings.
ID3D12CommandSignature

A command signature object enables apps to specify indirect drawing, including the buffer format, command type and resource bindings to be used.
ID3D12DescriptorHeap

A descriptor heap is a collection of contiguous allocations of descriptors, one allocation for every descriptor.
ID3D12Device

Represents a virtual adapter; it is used to create command allocators, command lists, command queues, fences, resources, pipeline state objects, heaps, root signatures, samplers, and many resource views.
ID3D12Device1

Represents a virtual adapter, and expands on the range of methods provided by ID3D12Device.
ID3D12Device10

TBD
ID3D12Device2

Represents a virtual adapter. This interface extends ID3D12Device1 to create pipeline state objects from pipeline state stream descriptions.
ID3D12Device3

Represents a virtual adapter. This interface extends ID3D12Device2 to support the creation of special-purpose diagnostic heaps in system memory that persist even in the event of a GPU-fault or device-removed scenario.
ID3D12Device4

Represents a virtual adapter. This interface extends ID3D12Device3.
ID3D12Device5

Represents a virtual adapter. This interface extends ID3D12Device4.
ID3D12Device6

Represents a virtual adapter. This interface extends ID3D12Device5.
ID3D12Device7

Represents a virtual adapter. This interface extends ID3D12Device6.
ID3D12Device8

Represents a virtual adapter. This interface extends ID3D12Device7.
ID3D12Device9

Represents a virtual adapter. This interface extends ID3D12Device8 to add methods to manage shader caches.
ID3D12DeviceChild

An interface from which other core interfaces inherit from, including (but not limited to) ID3D12PipelineLibrary, ID3D12CommandList, ID3D12Pageable, and ID3D12RootSignature. It provides a method to get back to the device object it was created against.
ID3D12DeviceRemovedExtendedData

Provides runtime access to Device Removed Extended Data (DRED) data.
ID3D12DeviceRemovedExtendedData1

ID3D12DeviceRemovedExtendedData2

ID3D12DeviceRemovedExtendedDataSettings

This interface controls Device Removed Extended Data (DRED) settings.
ID3D12DeviceRemovedExtendedDataSettings1

ID3D12Fence

Represents a fence, an object used for synchronization of the CPU and one or more GPUs. (ID3D12Fence)
ID3D12Fence1

Represents a fence. This interface extends ID3D12Fence, and supports the retrieval of the flags used to create the original fence.
ID3D12GraphicsCommandList

Encapsulates a list of graphics commands for rendering. Includes APIs for instrumenting the command list execution, and for setting and clearing the pipeline state.
ID3D12GraphicsCommandList1

Encapsulates a list of graphics commands for rendering, extending the interface to support programmable sample positions, atomic copies for implementing late-latch techniques, and optional depth-bounds testing.
ID3D12GraphicsCommandList2

Encapsulates a list of graphics commands for rendering, extending the interface to support writing immediate values directly to a buffer.
ID3D12GraphicsCommandList3

Encapsulates a list of graphics commands for rendering.
ID3D12GraphicsCommandList4

Encapsulates a list of graphics commands for rendering, extending the interface to support ray tracing and render passes.
ID3D12GraphicsCommandList5

Encapsulates a list of graphics commands for rendering, extending the interface to support variable-rate shading (VRS).
ID3D12GraphicsCommandList6

ID3D12GraphicsCommandList7

TBD
ID3D12Heap

A heap is an abstraction of contiguous memory allocation, used to manage physical memory. This heap can be used with ID3D12Resource objects to support placed resources or reserved resources.
ID3D12Heap1

ID3D12LifetimeOwner

Represents an application-defined callback used for being notified of lifetime changes of an object.
ID3D12LifetimeTracker

Represents facilities for controlling the lifetime a lifetime-tracked object.
ID3D12MetaCommand

Represents a meta command. A meta command is a Direct3D 12 object representing an algorithm that is accelerated by independent hardware vendors (IHVs). It's an opaque reference to a command generator that is implemented by the driver.
ID3D12Object

An interface from which ID3D12Device and ID3D12DeviceChild inherit from. It provides methods to associate private data and annotate object names.
ID3D12Pageable

An interface from which many other core interfaces inherit from. It indicates that the object type encapsulates some amount of GPU-accessible memory; but does not strongly indicate whether the application can manipulate the object's residency.
ID3D12PipelineLibrary

Manages a pipeline library, in particular loading and retrieving individual PSOs.
ID3D12PipelineLibrary1

Manages a pipeline library. This interface extends ID3D12PipelineLibrary to load PSOs from a pipeline state stream description.
ID3D12PipelineState

Represents the state of all currently set shaders as well as certain fixed function state objects.
ID3D12ProtectedResourceSession

Monitors the validity of a protected resource session. (ID3D12ProtectedResourceSession)
ID3D12ProtectedResourceSession1

Monitors the validity of a protected resource session. (ID3D12ProtectedResourceSession1)
ID3D12ProtectedSession

Offers base functionality that allows for a consistent way to monitor the validity of a session across the different types of sessions.
ID3D12QueryHeap

Manages a query heap. A query heap holds an array of queries, referenced by indexes.
ID3D12Resource

Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory, or heaps. It contains abstractions for organizing and manipulating simple arrays of data as well as multidimensional data optimized for shader sampling.
ID3D12Resource1

ID3D12Resource2

ID3D12RootSignature

The root signature defines what resources are bound to the graphics pipeline. A root signature is configured by the app and links command lists to the resources the shaders require. Currently, there is one graphics and one compute root signature per app.
ID3D12RootSignatureDeserializer

Contains a method to return the deserialized D3D12_ROOT_SIGNATURE_DESC data structure, of a serialized root signature version 1.0.
ID3D12SDKConfiguration

Provides SDK configuration methods.
ID3D12ShaderCacheSession

Represents a shader cache session.
ID3D12StateObject

Represents a variable amount of configuration state, including shaders, that an application manages as a single unit and which is given to a driver atomically to process, such as compile or optimize.
ID3D12StateObjectProperties

Provides methods for getting and setting the properties of an ID3D12StateObject.
ID3D12SwapChainAssistant

ID3D12Tools

This interface is used to configure the runtime for tools such as PIX. Its not intended or supported for any other scenario.
ID3D12VersionedRootSignatureDeserializer

Contains methods to return the deserialized D3D12_ROOT_SIGNATURE_DESC1 data structure, of any version of a serialized root signature.
ID3D12VirtualizationGuestDevice

TBD

Functions

 
D3D12_DECODE_FILTER_REDUCTION

D3D12_DECODE_IS_ANISOTROPIC_FILTER

D3D12_DECODE_IS_COMPARISON_FILTER

D3D12_DECODE_MAG_FILTER

D3D12_DECODE_MIN_FILTER

D3D12_DECODE_MIP_FILTER

D3D12_DECODE_SHADER_4_COMPONENT_MAPPING

D3D12_ENCODE_ANISOTROPIC_FILTER

D3D12_ENCODE_BASIC_FILTER

D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING

D3D12_GET_COARSE_SHADING_RATE_X_AXIS

D3D12_GET_COARSE_SHADING_RATE_Y_AXIS

D3D12_MAKE_COARSE_SHADING_RATE

D3D12CreateDevice

Creates a device that represents the display adapter. (D3D12CreateDevice)
D3D12CreateRootSignatureDeserializer

Deserializes a root signature so you can determine the layout definition (D3D12_ROOT_SIGNATURE_DESC).
D3D12CreateVersionedRootSignatureDeserializer

Generates an interface that can return the deserialized data structure, via GetUnconvertedRootSignatureDesc.
D3D12EnableExperimentalFeatures

Enables a list of experimental features.
D3D12GetDebugInterface

Gets a debug interface.
D3D12GetInterface

Selects an SDK version at runtime when the system is in Windows Developer Mode.
D3D12SerializeRootSignature

Serializes a root signature version 1.0 that can be passed to ID3D12Device::CreateRootSignature.
D3D12SerializeVersionedRootSignature

Serializes a root signature of any version that can be passed to ID3D12Device::CreateRootSignature.

Callback functions

 
PFN_D3D12_CREATE_DEVICE

PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER

PFN_D3D12_CREATE_VERSIONED_ROOT_SIGNATURE_DESERIALIZER

PFN_D3D12_GET_DEBUG_INTERFACE

PFN_D3D12_GET_INTERFACE

PFN_D3D12_SERIALIZE_ROOT_SIGNATURE

PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE

Structures

 
D3D12_AUTO_BREADCRUMB_NODE

Represents Device Removed Extended Data (DRED) auto-breadcrumb data as a node in a linked list.
D3D12_AUTO_BREADCRUMB_NODE1

D3D12_BARRIER_GROUP

Describes a group of barriers of a given type.
D3D12_BARRIER_SUBRESOURCE_RANGE

Allows you to transition logically-adjacent ranges of subresources.
D3D12_BLEND_DESC

Describes the blend state. (D3D12_BLEND_DESC)
D3D12_BOX

Describes a 3D box.
D3D12_BUFFER_BARRIER

Describes a buffer memory access barrier. Used by buffer barriers to indicate when resource memory must be made visible for a specific access type.
D3D12_BUFFER_RTV

Describes the elements in a buffer resource to use in a render-target view.
D3D12_BUFFER_SRV

Describes the elements in a buffer resource to use in a shader-resource view.
D3D12_BUFFER_UAV

Describes the elements in a buffer to use in a unordered-access view. (D3D12_BUFFER_UAV)
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC

Describes a raytracing acceleration structure. Pass this structure into ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure to describe the acceleration structure to be built.
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS

Defines the inputs for a raytracing acceleration structure build operation. This structure is used by ID3D12GraphicsCommandList4::BuildRaytracingAccelerationStructure and ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo.
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_TOOLS_VISUALIZATION_HEADER

Describes the GPU memory layout of an acceleration structure visualization.
D3D12_CACHED_PIPELINE_STATE

Stores a pipeline state.
D3D12_CLEAR_VALUE

Describes a value used to optimize clear operations for a particular resource.
D3D12_COMMAND_QUEUE_DESC

Describes a command queue.
D3D12_COMMAND_SIGNATURE_DESC

Describes the arguments (parameters) of a command signature.
D3D12_COMPUTE_PIPELINE_STATE_DESC

Describes a compute pipeline state object.
D3D12_CONSTANT_BUFFER_VIEW_DESC

Describes a constant buffer to view.
D3D12_CPU_DESCRIPTOR_HANDLE

Describes a CPU descriptor handle.
D3D12_DEPTH_STENCIL_DESC

Describes depth-stencil state. (D3D12_DEPTH_STENCIL_DESC)
D3D12_DEPTH_STENCIL_DESC1

Describes depth-stencil state. (D3D12_DEPTH_STENCIL_DESC1)
D3D12_DEPTH_STENCIL_VALUE

Specifies a depth and stencil value.
D3D12_DEPTH_STENCIL_VIEW_DESC

Describes the subresources of a texture that are accessible from a depth-stencil view.
D3D12_DEPTH_STENCILOP_DESC

Describes stencil operations that can be performed based on the results of stencil test.
D3D12_DESCRIPTOR_HEAP_DESC

Describes the descriptor heap.
D3D12_DESCRIPTOR_RANGE

Describes a descriptor range.
D3D12_DESCRIPTOR_RANGE1

Describes a descriptor range, with flags to determine their volatility.
D3D12_DEVICE_REMOVED_EXTENDED_DATA

Represents Device Removed Extended Data (DRED) version 1.0 data.
D3D12_DEVICE_REMOVED_EXTENDED_DATA1

Represents Device Removed Extended Data (DRED) version 1.1 data.
D3D12_DEVICE_REMOVED_EXTENDED_DATA2

D3D12_DEVICE_REMOVED_EXTENDED_DATA3

D3D12_DISCARD_REGION

Describes details for the discard-resource operation.
D3D12_DISPATCH_ARGUMENTS

Describes dispatch parameters, for use by the compute shader.
D3D12_DISPATCH_MESH_ARGUMENTS

D3D12_DISPATCH_RAYS_DESC

Describes the properties of a ray dispatch operation initiated with a call to ID3D12GraphicsCommandList4::DispatchRays.
D3D12_DRAW_ARGUMENTS

Describes parameters for drawing instances.
D3D12_DRAW_INDEXED_ARGUMENTS

Describes parameters for drawing indexed instances.
D3D12_DRED_ALLOCATION_NODE

Describes, as a node in a linked list, data about an allocation tracked by Device Removed Extended Data (DRED).
D3D12_DRED_ALLOCATION_NODE1

D3D12_DRED_AUTO_BREADCRUMBS_OUTPUT

Contains a pointer to the head of a linked list of D3D12_AUTO_BREADCRUMB_NODE objects.
D3D12_DRED_AUTO_BREADCRUMBS_OUTPUT1

D3D12_DRED_BREADCRUMB_CONTEXT

D3D12_DRED_PAGE_FAULT_OUTPUT

Describes allocation data related to a GPU page fault on a given virtual address (VA).
D3D12_DRED_PAGE_FAULT_OUTPUT1

D3D12_DRED_PAGE_FAULT_OUTPUT2

D3D12_DXIL_LIBRARY_DESC

Describes a DXIL library state subobject that can be included in a state object.
D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION

This subobject is unsupported in the current release.
D3D12_EXISTING_COLLECTION_DESC

A state subobject describing an existing collection that can be included in a state object.
D3D12_EXPORT_DESC

Describes an export from a state subobject such as a DXIL library or a collection state object.
D3D12_FEATURE_DATA_ARCHITECTURE

Provides detail about the adapter architecture, so that your application can better optimize for certain adapter properties.
D3D12_FEATURE_DATA_ARCHITECTURE1

Provides detail about each adapter's architectural details, so that your application can better optimize for certain adapter properties.
D3D12_FEATURE_DATA_COMMAND_QUEUE_PRIORITY

Details the adapter's support for prioritization of different command queue types.
D3D12_FEATURE_DATA_CROSS_NODE

Indicates the level of support for the sharing of resources between different adapters—for example, multiple GPUs.
D3D12_FEATURE_DATA_D3D12_OPTIONS

Describes Direct3D 12 feature options in the current graphics driver.
D3D12_FEATURE_DATA_D3D12_OPTIONS1

Describes the level of support for HLSL 6.0 wave operations.
D3D12_FEATURE_DATA_D3D12_OPTIONS10

Indicates whether or not the SUM combiner can be used, and whether or not SV_ShadingRate can be set from a mesh shader.
D3D12_FEATURE_DATA_D3D12_OPTIONS11

Indicates whether or not 64-bit integer atomics on resources in descriptor heaps are supported.
D3D12_FEATURE_DATA_D3D12_OPTIONS12

Indicates whether or not Enhanced Barriers are supported.
D3D12_FEATURE_DATA_D3D12_OPTIONS13

TBD
D3D12_FEATURE_DATA_D3D12_OPTIONS2

Indicates the level of support that the adapter provides for depth-bounds tests and programmable sample positions.
D3D12_FEATURE_DATA_D3D12_OPTIONS3

Indicates the level of support that the adapter provides for timestamp queries, format-casting, immediate write, view instancing, and barycentrics.
D3D12_FEATURE_DATA_D3D12_OPTIONS4

Indicates the level of support for 64KB-aligned MSAA textures, cross-API sharing, and native 16-bit shader operations.
D3D12_FEATURE_DATA_D3D12_OPTIONS5

Indicates the level of support that the adapter provides for render passes, ray tracing, and shader-resource view tier 3 tiled resources.
D3D12_FEATURE_DATA_D3D12_OPTIONS6

Indicates the level of support that the adapter provides for variable-rate shading (VRS), and indicates whether or not background processing is supported.
D3D12_FEATURE_DATA_D3D12_OPTIONS7

Indicates the level of support that the adapter provides for mesh and amplification shaders, and for sampler feedback.
D3D12_FEATURE_DATA_D3D12_OPTIONS8

Indicates whether or not unaligned block-compressed textures are supported.
D3D12_FEATURE_DATA_D3D12_OPTIONS9

Indicates whether or not support exists for mesh shaders, values of SV_RenderTargetArrayIndex that are 8 or greater, typed resource 64-bit integer atomics, derivative and derivative-dependent texture sample operations, and the level of support for WaveMMA (wave_matrix) operations.
D3D12_FEATURE_DATA_DISPLAYABLE

This feature is currently in preview.
D3D12_FEATURE_DATA_EXISTING_HEAPS

Provides detail about whether the adapter supports creating heaps from existing system memory.
D3D12_FEATURE_DATA_FEATURE_LEVELS

Describes info about the feature levels supported by the current graphics driver.
D3D12_FEATURE_DATA_FORMAT_INFO

Describes a DXGI data format and plane count.
D3D12_FEATURE_DATA_FORMAT_SUPPORT

Describes which resources are supported by the current graphics driver for a given format. (D3D12_FEATURE_DATA_FORMAT_SUPPORT)
D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT

Details the adapter's GPU virtual address space limitations, including maximum address bits per resource and per process.
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS

Describes the multi-sampling image quality levels for a given format and sample count.
D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_SUPPORT

Indicates the level of support for protected resource sessions.
D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPE_COUNT

Indicates a count of protected resource session types.
D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPES

Indicates a list of protected resource session types.
D3D12_FEATURE_DATA_QUERY_META_COMMAND

Indicates the level of support that the adapter provides for metacommands.
D3D12_FEATURE_DATA_ROOT_SIGNATURE

Indicates root signature version support.
D3D12_FEATURE_DATA_SERIALIZATION

Indicates the level of support for heap serialization.
D3D12_FEATURE_DATA_SHADER_CACHE

Describes the level of shader caching supported in the current graphics driver. (D3D12_FEATURE_DATA_SHADER_CACHE)
D3D12_FEATURE_DATA_SHADER_MODEL

Contains the supported shader model.
D3D12_GLOBAL_BARRIER

Describes a resource memory access barrier. Used by global, texture, and buffer barriers to indicate when resource memory must be made visible for a specific access type.
D3D12_GLOBAL_ROOT_SIGNATURE

Defines a global root signature state suboject that will be used with associated shaders.
D3D12_GPU_DESCRIPTOR_HANDLE

Describes a GPU descriptor handle.
D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE

Represents a GPU virtual address and indexing stride.
D3D12_GPU_VIRTUAL_ADDRESS_RANGE

Represents a GPU virtual address range.
D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE

Represents a GPU virtual address range and stride.
D3D12_GRAPHICS_PIPELINE_STATE_DESC

Describes a graphics pipeline state object.
D3D12_HEAP_DESC

Describes a heap.
D3D12_HEAP_PROPERTIES

Describes heap properties.
D3D12_HIT_GROUP_DESC

Describes a raytracing hit group state subobject that can be included in a state object.
D3D12_INDEX_BUFFER_VIEW

Describes the index buffer to view.
D3D12_INDIRECT_ARGUMENT_DESC

Describes an indirect argument (an indirect parameter), for use with a command signature.
D3D12_INPUT_ELEMENT_DESC

Describes a single element for the input-assembler stage of the graphics pipeline.
D3D12_INPUT_LAYOUT_DESC

Describes the input-buffer data for the input-assembler stage.
D3D12_LOCAL_ROOT_SIGNATURE

Defines a local root signature state subobject that will be used with associated shaders.
D3D12_MEMCPY_DEST

Describes the destination of a memory copy operation.
D3D12_META_COMMAND_DESC

Describes a meta command.
D3D12_META_COMMAND_PARAMETER_DESC

Describes a parameter to a meta command.
D3D12_MIP_REGION

Describes the dimensions of a mip region.
D3D12_NODE_MASK

A state subobject that identifies the GPU nodes to which the state object applies.
D3D12_PACKED_MIP_INFO

Describes the tile structure of a tiled resource with mipmaps. (D3D12_PACKED_MIP_INFO)
D3D12_PIPELINE_STATE_STREAM_DESC

Describes a pipeline state stream.
D3D12_PLACED_SUBRESOURCE_FOOTPRINT

Describes the footprint of a placed subresource, including the offset and the D3D12_SUBRESOURCE_FOOTPRINT.
D3D12_PROTECTED_RESOURCE_SESSION_DESC

Describes flags for a protected resource session, per adapter.
D3D12_PROTECTED_RESOURCE_SESSION_DESC1

Describes flags and protection type for a protected resource session, per adapter.
D3D12_QUERY_DATA_PIPELINE_STATISTICS

Query information about graphics-pipeline activity in between calls to BeginQuery and EndQuery.
D3D12_QUERY_DATA_PIPELINE_STATISTICS1

D3D12_QUERY_DATA_SO_STATISTICS

Describes query data for stream output.
D3D12_QUERY_HEAP_DESC

Describes the purpose of a query heap. A query heap contains an array of individual queries.
D3D12_RANGE

Describes a memory range.
D3D12_RANGE_UINT64

Describes a memory range in a 64-bit address space.
D3D12_RASTERIZER_DESC

Describes rasterizer state. (D3D12_RASTERIZER_DESC)
D3D12_RAYTRACING_AABB

Represents an axis-aligned bounding box (AABB) used as raytracing geometry.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_COMPACTED_SIZE_DESC

Describes the space requirement for acceleration structure after compaction.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_CURRENT_SIZE_DESC

Describes the space currently used by an acceleration structure..
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC

Description of the post-build information to generate from an acceleration structure. Use this structure in calls to EmitRaytracingAccelerationStructurePostbuildInfo and BuildRaytracingAccelerationStructure.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_SERIALIZATION_DESC

Describes the size and layout of the serialized acceleration structure and header.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_TOOLS_VISUALIZATION_DESC

Describes the space requirement for decoding an acceleration structure into a form that can be visualized by tools.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO

Represents prebuild information about a raytracing acceleration structure. Get an instance of this structure by calling GetRaytracingAccelerationStructurePrebuildInfo.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_SRV

A shader resource view (SRV) structure for storing a raytracing acceleration structure.
D3D12_RAYTRACING_GEOMETRY_AABBS_DESC

Describes a set of Axis-aligned bounding boxes that are used in the D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS structure to provide input data to a raytracing acceleration structure build operation.
D3D12_RAYTRACING_GEOMETRY_DESC

Describes a set of geometry that is used in the D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS structure to provide input data to a raytracing acceleration structure build operation.
D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC

Describes a set of triangles used as raytracing geometry. The geometry pointed to by this struct are always in triangle list form, indexed or non-indexed. Triangle strips are not supported.
D3D12_RAYTRACING_INSTANCE_DESC

Describes an instance of a raytracing acceleration structure used in GPU memory during the acceleration structure build process.
D3D12_RAYTRACING_PIPELINE_CONFIG

A state subobject that represents a raytracing pipeline configuration.
D3D12_RAYTRACING_PIPELINE_CONFIG1

A state subobject that represents a raytracing pipeline configuration, with flags.
D3D12_RAYTRACING_SHADER_CONFIG

A state subobject that represents a shader configuration.
D3D12_RENDER_PASS_BEGINNING_ACCESS

Describes the access to resource(s) that is requested by an application at the transition into a render pass.
D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS

Describes the clear value to which resource(s) should be cleared at the beginning of a render pass.
D3D12_RENDER_PASS_DEPTH_STENCIL_DESC

Describes a binding (fixed for the duration of the render pass) to a depth stencil view (DSV), as well as its beginning and ending access characteristics.
D3D12_RENDER_PASS_ENDING_ACCESS

Describes the access to resource(s) that is requested by an application at the transition out of a render pass.
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS

Describes a resource to resolve to at the conclusion of a render pass.
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS

Describes the subresources involved in resolving at the conclusion of a render pass.
D3D12_RENDER_PASS_RENDER_TARGET_DESC

Describes bindings (fixed for the duration of the render pass) to one or more render target views (RTVs), as well as their beginning and ending access characteristics.
D3D12_RENDER_TARGET_BLEND_DESC

Describes the blend state for a render target. (D3D12_RENDER_TARGET_BLEND_DESC)
D3D12_RENDER_TARGET_VIEW_DESC

Describes the subresources from a resource that are accessible by using a render-target view.
D3D12_RESOURCE_ALIASING_BARRIER

Describes the transition between usages of two different resources that have mappings into the same heap.
D3D12_RESOURCE_ALLOCATION_INFO

Describes parameters needed to allocate resources.
D3D12_RESOURCE_ALLOCATION_INFO1

Describes parameters needed to allocate resources, including offset.
D3D12_RESOURCE_BARRIER

Describes a resource barrier (transition in resource use).
D3D12_RESOURCE_DESC

Describes a resource, such as a texture. This structure is used extensively.
D3D12_RESOURCE_DESC1

Describes a resource, such as a texture, including a mip region. This structure is used in several methods.
D3D12_RESOURCE_TRANSITION_BARRIER

Describes the transition of subresources between different usages.
D3D12_RESOURCE_UAV_BARRIER

Represents a resource in which all UAV accesses must complete before any future UAV accesses can begin.
D3D12_ROOT_CONSTANTS

Describes constants inline in the root signature that appear in shaders as one constant buffer.
D3D12_ROOT_DESCRIPTOR

Describes descriptors inline in the root signature version 1.0 that appear in shaders.
D3D12_ROOT_DESCRIPTOR_TABLE

Describes the root signature 1.0 layout of a descriptor table as a collection of descriptor ranges that are all relative to a single base descriptor handle.
D3D12_ROOT_DESCRIPTOR_TABLE1

Describes the root signature 1.1 layout of a descriptor table as a collection of descriptor ranges that are all relative to a single base descriptor handle.
D3D12_ROOT_DESCRIPTOR1

Describes descriptors inline in the root signature version 1.1 that appear in shaders.
D3D12_ROOT_PARAMETER

Describes the slot of a root signature version 1.0.
D3D12_ROOT_PARAMETER1

Describes the slot of a root signature version 1.1.
D3D12_ROOT_SIGNATURE_DESC

Describes the layout of a root signature version 1.0.
D3D12_ROOT_SIGNATURE_DESC1

Describes the layout of a root signature version 1.1.
D3D12_RT_FORMAT_ARRAY

Wraps an array of render target formats.
D3D12_SAMPLE_POSITION

Describes a sub-pixel sample position for use with programmable sample positions.
D3D12_SAMPLER_DESC

Describes a sampler state. (D3D12_SAMPLER_DESC)
D3D12_SERIALIZED_DATA_DRIVER_MATCHING_IDENTIFIER

Opaque data structure describing driver versioning for a serialized acceleration structure.
D3D12_SERIALIZED_RAYTRACING_ACCELERATION_STRUCTURE_HEADER

Defines the header for a serialized raytracing acceleration structure.
D3D12_SHADER_BYTECODE

Describes shader data. (D3D12_SHADER_BYTECODE)
D3D12_SHADER_CACHE_SESSION_DESC

Describes a shader cache session.
D3D12_SHADER_RESOURCE_VIEW_DESC

Describes a shader-resource view. (D3D12_SHADER_RESOURCE_VIEW_DESC)
D3D12_SO_DECLARATION_ENTRY

Describes a vertex element in a vertex buffer in an output slot.
D3D12_STATE_OBJECT_CONFIG

Defines general properties of a state object.
D3D12_STATE_OBJECT_DESC

Description of a state object. Pass this structure into ID3D12Device::CreateStateObject.
D3D12_STATE_SUBOBJECT

Represents a subobject within a state object description. Use with D3D12_STATE_OBJECT_DESC.
D3D12_STATIC_SAMPLER_DESC

Describes a static sampler.
D3D12_STREAM_OUTPUT_BUFFER_VIEW

Describes a stream output buffer.
D3D12_STREAM_OUTPUT_DESC

Describes a streaming output buffer.
D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION

Associates a subobject defined directly in a state object with shader exports.
D3D12_SUBRESOURCE_DATA

Describes subresource data. (D3D12_SUBRESOURCE_DATA)
D3D12_SUBRESOURCE_FOOTPRINT

Describes the format, width, height, depth, and row-pitch of the subresource into the parent resource.
D3D12_SUBRESOURCE_INFO

Describes subresource data. (D3D12_SUBRESOURCE_INFO)
D3D12_SUBRESOURCE_RANGE_UINT64

Describes a subresource memory range.
D3D12_SUBRESOURCE_TILING

Describes a tiled subresource volume. (D3D12_SUBRESOURCE_TILING)
D3D12_TEX1D_ARRAY_DSV

Describes the subresources from an array of 1D textures to use in a depth-stencil view.
D3D12_TEX1D_ARRAY_RTV

Describes the subresources from an array of 1D textures to use in a render-target view.
D3D12_TEX1D_ARRAY_SRV

Describes the subresources from an array of 1D textures to use in a shader-resource view.
D3D12_TEX1D_ARRAY_UAV

Describes an array of unordered-access 1D texture resources. (D3D12_TEX1D_ARRAY_UAV)
D3D12_TEX1D_DSV

Describes the subresource from a 1D texture that is accessible to a depth-stencil view.
D3D12_TEX1D_RTV

Describes the subresource from a 1D texture to use in a render-target view.
D3D12_TEX1D_SRV

Specifies the subresource from a 1D texture to use in a shader-resource view. (D3D12_TEX1D_SRV)
D3D12_TEX1D_UAV

Describes a unordered-access 1D texture resource. (D3D12_TEX1D_UAV)
D3D12_TEX2D_ARRAY_DSV

Describes the subresources from an array of 2D textures that are accessible to a depth-stencil view.
D3D12_TEX2D_ARRAY_RTV

Describes the subresources from an array of 2D textures to use in a render-target view. (D3D12_TEX2D_ARRAY_RTV)
D3D12_TEX2D_ARRAY_SRV

Describes the subresources from an array of 2D textures to use in a shader-resource view. (D3D12_TEX2D_ARRAY_SRV)
D3D12_TEX2D_ARRAY_UAV

Describes an array of unordered-access 2D texture resources. (D3D12_TEX2D_ARRAY_UAV)
D3D12_TEX2D_DSV

Describes the subresource from a 2D texture that is accessible to a depth-stencil view.
D3D12_TEX2D_RTV

Describes the subresource from a 2D texture to use in a render-target view. (D3D12_TEX2D_RTV)
D3D12_TEX2D_SRV

Describes the subresource from a 2D texture to use in a shader-resource view. (D3D12_TEX2D_SRV)
D3D12_TEX2D_UAV

Describes a unordered-access 2D texture resource. (D3D12_TEX2D_UAV)
D3D12_TEX2DMS_ARRAY_DSV

Describes the subresources from an array of multi sampled 2D textures for a depth-stencil view.
D3D12_TEX2DMS_ARRAY_RTV

Describes the subresources from an array of multi sampled 2D textures to use in a render-target view.
D3D12_TEX2DMS_ARRAY_SRV

Describes the subresources from an array of multi sampled 2D textures to use in a shader-resource view.
D3D12_TEX2DMS_DSV

Describes the subresource from a multi sampled 2D texture that is accessible to a depth-stencil view.
D3D12_TEX2DMS_RTV

Describes the subresource from a multi sampled 2D texture to use in a render-target view.
D3D12_TEX2DMS_SRV

Describes the subresources from a multi sampled 2D texture to use in a shader-resource view.
D3D12_TEX3D_RTV

Describes the subresources from a 3D texture to use in a render-target view.
D3D12_TEX3D_SRV

Describes the subresources from a 3D texture to use in a shader-resource view.
D3D12_TEX3D_UAV

Describes a unordered-access 3D texture resource. (D3D12_TEX3D_UAV)
D3D12_TEXCUBE_ARRAY_SRV

Describes the subresources from an array of cube textures to use in a shader-resource view.
D3D12_TEXCUBE_SRV

Describes the subresource from a cube texture to use in a shader-resource view.
D3D12_TEXTURE_BARRIER

Expresses an access transition for a texture.
D3D12_TEXTURE_COPY_LOCATION

Describes a portion of a texture for the purpose of texture copies.
D3D12_TILE_REGION_SIZE

Describes the size of a tiled region. (D3D12_TILE_REGION_SIZE)
D3D12_TILE_SHAPE

Describes the shape of a tile by specifying its dimensions. (D3D12_TILE_SHAPE)
D3D12_TILED_RESOURCE_COORDINATE

Describes the coordinates of a tiled resource. (D3D12_TILED_RESOURCE_COORDINATE)
D3D12_UNORDERED_ACCESS_VIEW_DESC

Describes the subresources from a resource that are accessible by using an unordered-access view.
D3D12_VERSIONED_DEVICE_REMOVED_EXTENDED_DATA

Represents versioned Device Removed Extended Data (DRED) data.
D3D12_VERSIONED_ROOT_SIGNATURE_DESC

Holds any version of a root signature description, and is designed to be used with serialization/deserialization functions.
D3D12_VERTEX_BUFFER_VIEW

Describes a vertex buffer view.
D3D12_VIEW_INSTANCE_LOCATION

Specifies the viewport/stencil and render target associated with a view instance.
D3D12_VIEW_INSTANCING_DESC

Specifies parameters used during view instancing configuration.
D3D12_VIEWPORT

Describes the dimensions of a viewport.
D3D12_WRITEBUFFERIMMEDIATE_PARAMETER

Specifies the immediate value and destination address written using ID3D12CommandList2::WriteBufferImmediate.

Enumerations

 
D3D_ROOT_SIGNATURE_VERSION

Specifies the version of root signature layout.
D3D_SHADER_MODEL

Specifies a shader model.
D3D12_AUTO_BREADCRUMB_OP

Defines constants that specify render/compute GPU operations. (D3D12_AUTO_BREADCRUMB_OP)
D3D12_AXIS_SHADING_RATE

Defines constants that specify the shading rate (for variable-rate shading, or VRS) along a horizontal or vertical axis.
D3D12_BACKGROUND_PROCESSING_MODE

Defines constants that specify a level of dynamic optimization to apply to GPU work that's subsequently submitted.
D3D12_BARRIER_ACCESS

D3D12_BARRIER_LAYOUT

D3D12_BARRIER_SYNC

D3D12_BARRIER_TYPE

D3D12_BLEND

Specifies blend factors, which modulate values for the pixel shader and render target.
D3D12_BLEND_OP

Specifies RGB or alpha blending operations.
D3D12_BUFFER_SRV_FLAGS

Identifies how to view a buffer resource. (D3D12_BUFFER_SRV_FLAGS)
D3D12_BUFFER_UAV_FLAGS

Identifies unordered-access view options for a buffer resource. (D3D12_BUFFER_UAV_FLAGS)
D3D12_CLEAR_FLAGS

Specifies what to clear from the depth stencil view.
D3D12_COLOR_WRITE_ENABLE

Identifies which components of each pixel of a render target are writable during blending.
D3D12_COMMAND_LIST_FLAGS

The D3D12_COMMAND_LIST_FLAGS enumeration specifies flags to be used when creating a command list.
D3D12_COMMAND_LIST_SUPPORT_FLAGS

Used to determine which kinds of command lists are capable of supporting various operations.
D3D12_COMMAND_LIST_TYPE

Specifies the type of a command list.
D3D12_COMMAND_POOL_FLAGS

D3D12_COMMAND_QUEUE_FLAGS

Specifies flags to be used when creating a command queue.
D3D12_COMMAND_QUEUE_PRIORITY

Defines priority levels for a command queue.
D3D12_COMMAND_RECORDER_FLAGS

D3D12_COMPARISON_FUNC

Specifies comparison options.
D3D12_CONSERVATIVE_RASTERIZATION_MODE

Identifies whether conservative rasterization is on or off. (D3D12_CONSERVATIVE_RASTERIZATION_MODE)
D3D12_CONSERVATIVE_RASTERIZATION_TIER

Identifies the tier level of conservative rasterization.
D3D12_CPU_PAGE_PROPERTY

Specifies the CPU-page properties for the heap.
D3D12_CROSS_NODE_SHARING_TIER

Specifies the level of sharing across nodes of an adapter, such as Tier 1 Emulated, Tier 1, or Tier 2.
D3D12_CULL_MODE

Specifies triangles facing a particular direction are not drawn.
D3D12_DEPTH_WRITE_MASK

Identifies the portion of a depth-stencil buffer for writing depth data.
D3D12_DESCRIPTOR_HEAP_FLAGS

Specifies options for a heap.
D3D12_DESCRIPTOR_HEAP_TYPE

Specifies a type of descriptor heap.
D3D12_DESCRIPTOR_RANGE_FLAGS

Specifies the volatility of both descriptors and the data they reference in a Root Signature 1.1 description, which can enable some driver optimizations.
D3D12_DESCRIPTOR_RANGE_TYPE

Specifies a range so that, for example, if part of a descriptor table has 100 shader-resource views (SRVs) that range can be declared in one entry rather than 100.
D3D12_DRED_ALLOCATION_TYPE

Congruent with, and numerically equivalent to, 3D12DDI_HANDLETYPE enumeration values.
D3D12_DRED_DEVICE_STATE

D3D12_DRED_ENABLEMENT

Defines constants that specify render/compute GPU operations. (D3D12_DRED_ENABLEMENT)
D3D12_DRED_FLAGS

Defines constants used in the D3D12_DEVICE_REMOVED_EXTENDED_DATA structure to specify control flags for the Direct3D runtime.
D3D12_DRED_PAGE_FAULT_FLAGS

D3D12_DRED_VERSION

Defines constants that specify a version of Device Removed Extended Data (DRED), as used by the D3D12_VERSIONED_DEVICE_REMOVED_EXTENDED_DATA structure.
D3D12_DRIVER_MATCHING_IDENTIFIER_STATUS

Specifies the result of a call to ID3D12Device5::CheckDriverMatchingIdentifier which queries whether serialized data is compatible with the current device and driver version.
D3D12_DSV_DIMENSION

Specifies how to access a resource used in a depth-stencil view. (D3D12_DSV_DIMENSION)
D3D12_DSV_FLAGS

Specifies depth-stencil view options.
D3D12_ELEMENTS_LAYOUT

Describes how the locations of elements are identified.
D3D12_EXPORT_FLAGS

The flags to apply when exporting symbols from a state subobject.
D3D12_FEATURE

Defines constants that specify a Direct3D 12 feature or feature set to query about.
D3D12_FENCE_FLAGS

Specifies fence options. (D3D12_FENCE_FLAGS)
D3D12_FILL_MODE

Specifies the fill mode to use when rendering triangles.
D3D12_FILTER

Specifies filtering options during texture sampling.
D3D12_FILTER_REDUCTION_TYPE

Specifies the type of filter reduction.
D3D12_FILTER_TYPE

Specifies the type of magnification or minification sampler filters.
D3D12_FORMAT_SUPPORT1

Specifies resources that are supported for a provided format.
D3D12_FORMAT_SUPPORT2

Specifies which unordered resource options are supported for a provided format.
D3D12_GRAPHICS_STATES

Defines flags that specify states related to a graphics command list. Values can be bitwise OR'd together.
D3D12_HEAP_FLAGS

Specifies heap options, such as whether the heap can contain textures, and whether resources are shared across adapters.
D3D12_HEAP_SERIALIZATION_TIER

Defines constants that specify heap serialization support.
D3D12_HEAP_TYPE

Specifies the type of heap. When resident, heaps reside in a particular physical memory pool with certain CPU cache properties.
D3D12_HIT_GROUP_TYPE

Specifies the type of a raytracing hit group state subobject. Use a value from this enumeration with the D3D12_HIT_GROUP_DESC structure.
D3D12_HIT_KIND

D3D12_INDEX_BUFFER_STRIP_CUT_VALUE

When using triangle strip primitive topology, vertex positions are interpreted as vertices of a continuous triangle “strip”.
D3D12_INDIRECT_ARGUMENT_TYPE

Specifies the type of the indirect parameter.
D3D12_INPUT_CLASSIFICATION

Identifies the type of data contained in an input slot.
D3D12_LIFETIME_STATE

Defines constants that specify the lifetime state of a lifetime-tracked object.
D3D12_LOGIC_OP

Specifies logical operations to configure for a render target. (D3D12_LOGIC_OP)
D3D12_MEASUREMENTS_ACTION

Defines constants that specify what should be done with the results of earlier workload instrumentation.
D3D12_MEMORY_POOL

Specifies the memory pool for the heap.
D3D12_MESH_SHADER_TIER

Defines constants that specify mesh and amplification shader support.
D3D12_META_COMMAND_PARAMETER_FLAGS

Defines constants that specify the flags for a parameter to a meta command. Values can be bitwise OR'd together.
D3D12_META_COMMAND_PARAMETER_STAGE

Defines constants that specify the stage of a parameter to a meta command.
D3D12_META_COMMAND_PARAMETER_TYPE

Defines constants that specify the data type of a parameter to a meta command.
D3D12_MULTIPLE_FENCE_WAIT_FLAGS

Specifies multiple wait flags for multiple fences.
D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS

Specifies options for determining quality levels.
D3D12_PIPELINE_STATE_FLAGS

Flags to control pipeline state.
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE

Specifies the type of a sub-object in a pipeline state stream description.
D3D12_PREDICATION_OP

Specifies the predication operation to apply.
D3D12_PRIMITIVE_TOPOLOGY_TYPE

Specifies how the pipeline interprets geometry or hull shader input primitives.
D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER

Specifies the level of support for programmable sample positions that's offered by the adapter.
D3D12_PROTECTED_RESOURCE_SESSION_FLAGS

Defines constants that specify protected resource session flags.
D3D12_PROTECTED_RESOURCE_SESSION_SUPPORT_FLAGS

Defines constants that specify protected resource session support.
D3D12_PROTECTED_SESSION_STATUS

Defines constants that specify protected session status.
D3D12_QUERY_HEAP_TYPE

Specifies the type of query heap to create.
D3D12_QUERY_TYPE

Specifies the type of query.
D3D12_RAY_FLAGS

Flags passed to the TraceRay function to override transparency, culling, and early-out behavior.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS

Specifies flags for the build of a raytracing acceleration structure. Use a value from this enumeration with the D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS structure that provides input to the acceleration structure build operation.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE

Specifies the type of copy operation performed when calling CopyRaytracingAccelerationStructure.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_TYPE

Specifies the type of acceleration structure post-build info that can be retrieved with calls to EmitRaytracingAccelerationStructurePostbuildInfo and BuildRaytracingAccelerationStructure.
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE

Specifies the type of a raytracing acceleration structure.
D3D12_RAYTRACING_GEOMETRY_FLAGS

Specifies flags for raytracing geometry in a D3D12_RAYTRACING_GEOMETRY_DESC structure.
D3D12_RAYTRACING_GEOMETRY_TYPE

Specifies the type of geometry used for raytracing. Use a value from this enumeration to specify the geometry type in a D3D12_RAYTRACING_GEOMETRY_DESC.
D3D12_RAYTRACING_INSTANCE_FLAGS

Flags for a raytracing acceleration structure instance. These flags can be used to override D3D12_RAYTRACING_GEOMETRY_FLAGS for individual instances.
D3D12_RAYTRACING_PIPELINE_FLAGS

Defines constants that specify configuration flags for a raytracing pipeline.
D3D12_RAYTRACING_TIER

Specifies the level of ray tracing support on the graphics device.
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE

Specifies the type of access that an application is given to the specified resource(s) at the transition into a render pass.
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE

Specifies the type of access that an application is given to the specified resource(s) at the transition out of a render pass.
D3D12_RENDER_PASS_FLAGS

Specifies the nature of the render pass; for example, whether it is a suspending or a resuming render pass.
D3D12_RENDER_PASS_TIER

Specifies the level of support for render passes on a graphics device.
D3D12_RESIDENCY_FLAGS

Used with the EnqueuMakeResident function to choose how residency operations proceed when the memory budget is exceeded.
D3D12_RESIDENCY_PRIORITY

Specifies broad residency priority buckets useful for quickly establishing an application priority scheme.
D3D12_RESOLVE_MODE

Specifies a resolve operation.
D3D12_RESOURCE_BARRIER_FLAGS

Flags for setting split resource barriers.
D3D12_RESOURCE_BARRIER_TYPE

Specifies a type of resource barrier (transition in resource use) description.
D3D12_RESOURCE_BINDING_TIER

Identifies the tier of resource binding being used.
D3D12_RESOURCE_DIMENSION

Identifies the type of resource being used. (D3D12_RESOURCE_DIMENSION)
D3D12_RESOURCE_FLAGS

Specifies options for working with resources.
D3D12_RESOURCE_HEAP_TIER

Specifies which resource heap tier the hardware and driver support.
D3D12_RESOURCE_STATES

Defines constants that specify the state of a resource regarding how the resource is being used.
D3D12_ROOT_DESCRIPTOR_FLAGS

Specifies the volatility of the data referenced by descriptors in a Root Signature 1.1 description, which can enable some driver optimizations.
D3D12_ROOT_PARAMETER_TYPE

Specifies the type of root signature slot.
D3D12_ROOT_SIGNATURE_FLAGS

Specifies options for root signature layout.
D3D12_RTV_DIMENSION

Identifies the type of resource to view as a render target.
D3D12_SAMPLER_FEEDBACK_TIER

Defines constants that specify sampler feedback support.
D3D12_SERIALIZED_DATA_TYPE

Specifies the type of serialized data. Use a value from this enumeration when calling ID3D12Device5::CheckDriverMatchingIdentifier.
D3D12_SHADER_CACHE_CONTROL_FLAGS

Defines constants that specify shader cache control options.
D3D12_SHADER_CACHE_FLAGS

Defines constants that specify shader cache flags.
D3D12_SHADER_CACHE_KIND_FLAGS

Defines constants that specify a kind of shader cache.
D3D12_SHADER_CACHE_MODE

Defines constants that specify a shader cache's mode.
D3D12_SHADER_CACHE_SUPPORT_FLAGS

Describes the level of support for shader caching in the current graphics driver. (D3D12_SHADER_CACHE_SUPPORT_FLAGS)
D3D12_SHADER_COMPONENT_MAPPING

Specifies how memory gets routed by a shader resource view (SRV).
D3D12_SHADER_MIN_PRECISION_SUPPORT

Describes minimum precision support options for shaders in the current graphics driver.
D3D12_SHADER_VISIBILITY

Specifies the shaders that can access the contents of a given root signature slot.
D3D12_SHADING_RATE

Defines constants that specify the shading rate (for variable-rate shading, or VRS).
D3D12_SHADING_RATE_COMBINER

Defines constants that specify a shading rate combiner (for variable-rate shading, or VRS).
D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER

Defines constants that specify a cross-API sharing support tier.
D3D12_SRV_DIMENSION

Identifies the type of resource that will be viewed as a shader resource.
D3D12_STATE_OBJECT_FLAGS

Specifies constraints for state objects. Use values from this enumeration in the D3D12_STATE_OBJECT_CONFIG structure.
D3D12_STATE_OBJECT_TYPE

Specifies the type of a state object. Use with D3D12_STATE_OBJECT_DESC.
D3D12_STATE_SUBOBJECT_TYPE

The type of a state subobject. Use with D3D12_STATE_SUBOBJECT.
D3D12_STATIC_BORDER_COLOR

Specifies the border color for a static sampler.
D3D12_STENCIL_OP

Identifies the stencil operations that can be performed during depth-stencil testing.
D3D12_TEXTURE_ADDRESS_MODE

Identifies a technique for resolving texture coordinates that are outside of the boundaries of a texture.
D3D12_TEXTURE_BARRIER_FLAGS

D3D12_TEXTURE_COPY_TYPE

Specifies what type of texture copy is to take place.
D3D12_TEXTURE_LAYOUT

Specifies texture layout options. (D3D12_TEXTURE_LAYOUT)
D3D12_TILE_COPY_FLAGS

Specifies how to copy a tile.
D3D12_TILE_MAPPING_FLAGS

Specifies how to perform a tile-mapping operation.
D3D12_TILE_RANGE_FLAGS

Specifies a range of tile mappings.
D3D12_TILED_RESOURCES_TIER

Identifies the tier level at which tiled resources are supported.
D3D12_TRI_STATE

TBD
D3D12_UAV_DIMENSION

Identifies unordered-access view options.
D3D12_VARIABLE_SHADING_RATE_TIER

Defines constants that specify a shading rate tier (for variable-rate shading, or VRS).
D3D12_VIEW_INSTANCING_FLAGS

Specifies options for view instancing.
D3D12_VIEW_INSTANCING_TIER

Indicates the tier level at which view instancing is supported.
D3D12_WAVE_MMA_TIER

Defines constants that specify a level of support for WaveMMA (wave_matrix) operations.
D3D12_WRITEBUFFERIMMEDIATE_MODE

Specifies the mode used by a WriteBufferImmediate operation.