estructura de CD3DX12_ROOT_PARAMETER
Estructura auxiliar para habilitar la inicialización sencilla de una estructura de D3D12_ROOT_PARAMETER .
Sintaxis
struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER{
CD3DX12_ROOT_PARAMETER();
explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o);
void static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsConstants(D3D12_ROOT_PARAMETER &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* 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_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
};
Miembros
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CD3DX12_ROOT_PARAMETER()
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Crea una nueva instancia sin inicializar de un CD3DX12_ROOT_PARAMETER.
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explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o)
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Crea una nueva instancia de un CD3DX12_ROOT_PARAMETER, inicializado con el contenido de otra estructura de D3D12_ROOT_PARAMETER .
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static initAsDescriptorTable(D3D12_ROOT_PARAMETER &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
& D3D12_ROOT_PARAMETER rootParam
UINT numDescriptorRanges
D3D12_DESCRIPTOR_RANGE* pDescriptorRanges
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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static initAsConstants(D3D12_ROOT_PARAMETER &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
& D3D12_ROOT_PARAMETER rootParam
UINT num32BitValues
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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static initAsConstantBufferView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
& D3D12_ROOT_PARAMETER rootParam
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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static initAsShaderResourceView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
& D3D12_ROOT_PARAMETER rootParam
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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static initAsUnorderedAccessView(D3D12_ROOT_PARAMETER &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
& D3D12_ROOT_PARAMETER rootParam
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
UINT numDescriptorRanges
D3D12_DESCRIPTOR_RANGE* pDescriptorRanges
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
UINT num32BitValues
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstantBufferView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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Especifica una función que inicializa los parámetros siguientes:
Sombreador UINTRegister
(opt) RegisterSpace de UINT = 0
(opt) visibilidad de D3D12_SHADER_VISIBILITY = D3D12_SHADER_VISIBILITY_ALL
Requisitos
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