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DXGK_POWER_RUNTIME_COMPONENT structure (d3dkmddi.h)

Describes information about a power component such as a graphics processing engine, a display device, or a block of memory.

Syntax

typedef struct _DXGK_POWER_RUNTIME_COMPONENT {
  ULONG                        StateCount;
  DXGK_POWER_RUNTIME_STATE     States[DXGK_MAX_F_STATES];
  DXGK_POWER_COMPONENT_MAPPING ComponentMapping;
  DXGK_POWER_COMPONENT_FLAGS   Flags;
  GUID                         ComponentGuid;
  UCHAR                        ComponentName[DXGK_POWER_COMPONENT_NAME_SIZE];
  ULONG                        ProviderCount;
  ULONG                        Providers[DXGK_MAX_POWER_COMPONENT_PROVIDERS];
} DXGK_POWER_RUNTIME_COMPONENT;

Members

StateCount

Defines the number of idle states (F-states) for the power component.

States[DXGK_MAX_F_STATES]

A DXGK_POWER_RUNTIME_STATE structure that defines information about every idle state.

DXGK_MAX_F_STATES is the maximum number of F-states that a power component can have. In Windows 8, DXGK_MAX_F_STATES is defined to have a value of 8.

ComponentMapping

A DXGK_POWER_COMPONENT_MAPPING structure that defines the standard component types of the DirectX graphics kernel subsystem (Dxgkrnl.sys) that describe the power component.

Flags

A DXGK_POWER_COMPONENT_FLAGS structure that specifies power state transition information.

ComponentGuid

A GUID that identifies the power component. This GUID is used by the Power Engine Plug-in (PEP).

ComponentName[DXGK_POWER_COMPONENT_NAME_SIZE]

A name for the power component. This name is used by GPU profiling tools and is not passed to the PEP.

ProviderCount

Defines the number of other power components that need to be active before this power component becomes active.

Providers[DXGK_MAX_POWER_COMPONENT_PROVIDERS]

Specifies the indices of other power components that need to be active before this power component becomes active. Each index value must be less than the total number of power components.

Remarks

Each power component must be mapped to an engine, a display, a memory segment, or another similar device component. The DirectX graphics kernel subsystem detects the idle state of engines, displays, and memory segments.

Note

Memory segments were removed from Windows 8 but are available in Windows 8.1 and later.

Multiple power components should not be mapped to the same engine (node), to the same memory segment, or to the same VidPN source or target. A power component can be used with only one engine, memory segment, or VidPN source.

Requirements

Requirement Value
Minimum supported client Windows 8
Minimum supported server Windows Server 2012
Header d3dkmddi.h

See also

DXGK_POWER_COMPONENT_FLAGS

DXGK_POWER_COMPONENT_MAPPING

DXGK_POWER_RUNTIME_STATE