CD3DX12_ROOT_PARAMETER1結構
協助程序結構,可讓您輕鬆初始化 D3D12_ROOT_PARAMETER1 結構。
語法
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);
};
成員
-
CD3DX12_ROOT_PARAMETER1()
-
建立新的未初始化CD3DX12_ROOT_PARAMETER1實例。
-
explicit CD3DX12_ROOT_PARAMETER1(const D3D12_ROOT_PARAMETER1 &o)
-
建立CD3DX12_ROOT_PARAMETER1的新實例,以另一個 D3D12_ROOT_PARAMETER1 結構的內容初始化。
-
static initAsDescriptorTable(D3D12_ROOT_PARAMETER1 &rootParam, UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
-
指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER1 & rootParam
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
-
static initAsConstants(D3D12_ROOT_PARAMETER1 &rootParam, UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
-
指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER1 & rootParam
UINT num32BitValues
UINT 著色器Register
UINT registerSpace = 0
-
static 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)
-
指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER1 & rootParam
UINT 著色器Register
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
-
static 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)
-
指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER1 & rootParam
UINT 著色器Register
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
-
static 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)
-
指定初始化下列參數的函式:
D3D12_ROOT_PARAMETER1 & rootParam
UINT 著色器Register
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
-
inline InitAsDescriptorTable(UINT numDescriptorRanges, const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
-
指定初始化下列參數的函式:
UINT numDescriptorRanges
const D3D12_DESCRIPTOR_RANGE1* pDescriptorRanges
-
inline InitAsConstants(UINT num32BitValues, UINT shaderRegister, UINT registerSpace = 0, D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
-
指定初始化下列參數的函式:
UINT num32BitValues
UINT 著色器Register
UINT registerSpace = 0
-
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)
-
指定初始化下列參數的函式:
UINT 著色器Register
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
-
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)
-
指定初始化下列參數的函式:
UINT 著色器Register
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
-
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)
-
指定初始化下列參數的函式:
UINT 著色器Register
UINT registerSpace = 0
D3D12_ROOT_DESCRIPTOR_FLAGS旗標 = D3D12_ROOT_DESCRIPTOR_FLAG_NONE
需求
需求 | 值 |
---|---|
頁首 |
|