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

CD3DX12_ROOT_PARAMETER1 ()

创建CD3DX12_ROOT_PARAMETER1的未初始化的新实例。

explicit CD3DX12_ROOT_PARAMETER1 (const D3D12_ROOT_PARAMETER1 &o)

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。

static inline InitAsDescriptorTable (D3D12_ROOT_PARAMETER1 &rootParam、UINT numDescriptorRanges、const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

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

static inline InitAsConstants (D3D12_ROOT_PARAMETER1 &rootParam,UINT num32BitValues,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

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

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)

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

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)

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

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)

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

inline InitAsDescriptorTable (UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

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

inline InitAsConstants (UINT num32BitValues,UINT shaderRegister,UINT registerSpace = 0,D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)

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

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)

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

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)

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

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)

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

要求
标头
D3dx12.h

另请参阅

D3D12_ROOT_PARAMETER1

D3D12 的帮助程序结构