CD3DX12_ROOT_PARAMETER1 结构
帮助程序结构,用于轻松初始化 D3D12_ROOT_PARAMETER1 结构。
语法
struct CD3DX12_ROOT_PARAMETER1 : public D3D12_ROOT_PARAMETER1{
CD3DX12_ROOT_PARAMETER1();
explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o);
void static inline InitAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsConstantBufferView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsShaderResourceView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void static inline InitAsUnorderedAccessView(D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* 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_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsShaderResourceView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
void inline InitAsUnorderedAccessView(UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL);
};
成员
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CD3DX12_ROOT_PARAMETER1 ()
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创建CD3DX12_ROOT_PARAMETER1的未初始化的新实例。
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explicit CD3DX12_ROOT_PARAMETER1 (const D3D12_ROOT_PARAMETER1 &o)
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创建CD3DX12_ROOT_PARAMETER1的新实例,该实例使用另一个 D3D12_ROOT_PARAMETER1 结构的内容初始化。
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static inline InitAsDescriptorTable (D3D12_ROOT_PARAMETER1 &rootParam、UINT numDescriptorRanges、const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
D3D12_ROOT_PARAMETER1&rootParam
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsConstants (D3D12_ROOT_PARAMETER1 &rootParam,UINT num32BitValues,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
D3D12_ROOT_PARAMETER1&rootParam
UINT num32BitValues
UINT shaderRegister
UINT registerSpace = 0
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsConstantBufferView (D3D12_ROOT_PARAMETER1 &rootParam,UINT shaderRegister,UINT registerSpace = 0,D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
D3D12_ROOT_PARAMETER1&rootParam
UINT shaderRegister
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS 标志 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsShaderResourceView (D3D12_ROOT_PARAMETER1 &rootParam, UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
D3D12_ROOT_PARAMETER1&rootParam
UINT shaderRegister
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS 标志 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsUnorderedAccessView (D3D12_ROOT_PARAMETER1 &rootParam,UINT shaderRegister,UINT registerSpace = 0,D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
D3D12_ROOT_PARAMETER1&rootParam
UINT shaderRegister
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS 标志 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsDescriptorTable (UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
D3D12_SHADER_VISIBILITY 可见性 = 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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指定初始化以下参数的函数:
UINT num32BitValues
UINT shaderRegister
UINT registerSpace = 0
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsConstantBufferView (UINT shaderRegister,UINT registerSpace = 0,D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
UINT shaderRegister
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS 标志 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsShaderResourceView (UINT shaderRegister, UINT registerSpace = 0, D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
UINT shaderRegister
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS 标志 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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inline InitAsUnorderedAccessView (UINT shaderRegister,UINT registerSpace = 0,D3D12_ROOT_DESCRIPTOR_FLAGS flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
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指定初始化以下参数的函数:
UINT shaderRegister
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS 标志 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
要求
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