D3D12_RENDER_PASS_FLAGS enumeration (d3d12.h)
Specifies the nature of the render pass; for example, whether it is a suspending or a resuming render pass.
Syntax
typedef enum D3D12_RENDER_PASS_FLAGS {
D3D12_RENDER_PASS_FLAG_NONE = 0,
D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 0x1,
D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 0x2,
D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 0x4,
D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH,
D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL
} ;
Constants
D3D12_RENDER_PASS_FLAG_NONE Value: 0 Indicates that the render pass has no special requirements. |
D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES Value: 0x1 Indicates that writes to unordered access view(s) should be allowed during the render pass. |
D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS Value: 0x2 Indicates that this is a suspending render pass. |
D3D12_RENDER_PASS_FLAG_RESUMING_PASS Value: 0x4 Indicates that this is a resuming render pass. |
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |