CD3DX12_ROOT_PARAMETER结构
一个帮助程序结构,用于轻松初始化 D3D12_ROOT_PARAMETER 结构。
语法
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);
};
成员
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CD3DX12_ROOT_PARAMETER ()
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创建CD3DX12_ROOT_PARAMETER的未初始化的新实例。
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explicit CD3DX12_ROOT_PARAMETER (const D3D12_ROOT_PARAMETER &o)
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创建使用另一个D3D12_ROOT_PARAMETER结构的内容初始化的 CD3DX12_ROOT_PARAMETER 的新实例。
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static inline InitAsDescriptorTable (D3D12_ROOT_PARAMETER &rootParam、UINT numDescriptorRanges、const D3D12_DESCRIPTOR_RANGE* 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_PARAMETERrootParam
UINT numDescriptorRanges
D3D12_DESCRIPTOR_RANGE* pDescriptorRanges
(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsConstants (D3D12_ROOT_PARAMETER &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_PARAMETERrootParam
UINT num32BitValues
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsConstantBufferView (D3D12_ROOT_PARAMETER &rootParam,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_PARAMETERrootParam
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsShaderResourceView (D3D12_ROOT_PARAMETER &rootParam, 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_PARAMETERrootParam
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
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static inline InitAsUnorderedAccessView (D3D12_ROOT_PARAMETER &rootParam,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_PARAMETERrootParam
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = 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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指定初始化以下参数的函数:
UINT numDescriptorRanges
D3D12_DESCRIPTOR_RANGE* pDescriptorRanges
(选择) 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
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = 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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指定初始化以下参数的函数:
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = 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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指定初始化以下参数的函数:
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = 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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指定初始化以下参数的函数:
UINT shaderRegister
(选择) UINT registerSpace = 0
(选择) D3D12_SHADER_VISIBILITY 可见性 = D3D12_SHADER_VISIBILITY_ALL
要求
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