Konstanten (D3D12.h)

Die folgenden Konstanten werden in d3d12.h für die Verwendung durch einen D3D12-Titel deklariert.

Konstante Wert
D3D12 _ 16BIT _ INDEX _ STRIP _ CUT _ VALUE 0xffff
D3D12 _ 32BIT _ INDEX _ STRIP _ CUT _ VALUE 0xffffffff
D3D12 _ 8BIT _ INDEX _ STRIP _ CUT _ VALUE 0xff
D3D12 _ APPEND _ _ ALIGNED-ELEMENT 0xffffffff
D3D12 _ _ ARRAYACHSE _ _ ADRESSBEREICH _ _ BITANZAHL 9
D3D12 _ CLIP _ ODER _ CULL DISTANCE _ _ COUNT 8
D3D12 _ _ CLIP- ODER _ CULL _ _ DISTANCE-ELEMENTANZAHL _ 2
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ API _ SLOT _ COUNT 14
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ COMPONENTS 4
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ HW _ SLOT _ COUNT 15
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ PARTIAL _ UPDATE _ EXTENTS _ BYTE _ ALIGNMENT 16
KOMPONENTEN DES KONSTANTEN _ PUFFERREGISTERS D3D12 COMMONSHADER _ _ _ _ 4
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ REGISTER _ COUNT 15
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ REGISTER _ READS _ PER _ INST 1
D3D12 _ COMMONSHADER _ CONSTANT _ BUFFER _ REGISTER _ READ _ PORTS 1
D3D12 _ COMMONSHADER _ _ FLOWCONTROL-SCHACHTELUNGSLIMIT _ 64
D3D12 _ COMMONSHADER _ IMMEDIATE _ CONSTANT _ BUFFER _ REGISTER _ COMPONENTS 4
D3D12 _ COMMONSHADER _ IMMEDIATE _ CONSTANT _ BUFFER _ REGISTER _ COUNT 1
D3D12 _ COMMONSHADER _ IMMEDIATE _ CONSTANT _ BUFFER _ REGISTER _ READS _ PER _ INST 1
D3D12 _ COMMONSHADER _ IMMEDIATE _ CONSTANT _ BUFFER _ REGISTER _ READ _ PORTS 1
D3D12 _ COMMONSHADER _ IMMEDIATE _ VALUE _ COMPONENT _ BIT _ COUNT 32
D3D12 _ COMMONSHADER _ INPUT _ RESOURCE _ REGISTER _ COMPONENTS 1
D3D12 _ COMMONSHADER _ INPUT _ RESOURCE _ REGISTER _ COUNT 128
D3D12 _ COMMONSHADER _ INPUT _ RESOURCE _ REGISTER _ READS _ PER _ INST 1
D3D12 _ COMMONSHADER _ INPUT _ RESOURCE _ REGISTER _ READ _ PORTS 1
D3D12 _ COMMONSHADER _ INPUT _ RESOURCE _ SLOT _ COUNT 128
D3D12 _ COMMONSHADER _ SAMPLER _ REGISTER _ COMPONENTS 1
D3D12 _ COMMONSHADER _ SAMPLER _ REGISTER _ COUNT 16
D3D12 _ COMMONSHADER _ SAMPLER _ REGISTER _ READS _ PER _ INST 1
D3D12 _ COMMONSHADER _ SAMPLER _ REGISTER _ READ _ PORTS 1
D3D12 _ COMMONSHADER _ SAMPLER _ SLOT _ COUNT 16
D3D12 _ COMMONSHADER _ SUBROUTINE _ NESTING _ LIMIT 32
D3D12 _ COMMONSHADER _ TEMP _ REGISTER _ COMPONENTS 4
D3D12 _ COMMONSHADER _ TEMP _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ COMMONSHADER _ TEMP _ REGISTER _ COUNT 4096
D3D12 _ COMMONSHADER _ TEMP _ REGISTER _ READS _ PER _ INST 3
D3D12 _ COMMONSHADER _ TEMP _ REGISTER _ READ _ PORTS 3
D3D12 _ COMMONSHADER _ TEXCOORD _ RANGE _ REDUCTION _ MAX 10
D3D12 _ COMMONSHADER _ TEXCOORD _ RANGE _ REDUCTION _ MIN -10
D3D12 _ COMMONSHADER _ TEXEL _ OFFSET _ MAX _ NEGATIVE -8
D3D12 _ COMMONSHADER _ TEXEL _ OFFSET _ MAX _ POSITIVE 7
AUSRICHTUNG DER D3D12-KONSTANTEN _ _ _ _ _ PUFFERDATENPLATZIERUNG 256
D3D12 _ CS _ 4 X _ _ BUCKET00 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 256
D3D12 _ CS _ 4 X _ _ BUCKET00 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 64
D3D12 _ CS _ 4 X _ _ BUCKET01 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 240
D3D12 _ CS _ 4 X _ _ BUCKET01 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 68
D3D12 _ CS _ 4 X _ _ BUCKET02 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 224
D3D12 _ CS _ 4 X _ _ BUCKET02 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 72
D3D12 _ CS _ 4 X _ _ BUCKET03 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 208
D3D12 _ CS _ 4 X _ _ BUCKET03 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 76
D3D12 _ CS _ 4 X _ _ BUCKET04 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 192
D3D12 _ CS _ 4 X _ _ BUCKET04 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 84
D3D12 _ CS _ 4 X _ _ BUCKET05 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 176
D3D12 _ CS _ 4 X _ _ BUCKET05 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 92
D3D12 _ CS _ 4 X _ _ BUCKET06 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 160
D3D12 _ CS _ 4 X _ _ BUCKET06 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 100
D3D12 _ CS _ 4 X _ _ BUCKET07 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 144
D3D12 _ CS _ 4 X _ _ BUCKET07 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 112
D3D12 _ CS _ 4 X _ _ BUCKET08 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 128
D3D12 _ CS _ 4 X _ _ BUCKET08 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 128
D3D12 _ CS _ 4 X _ _ BUCKET09 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 112
D3D12 _ CS _ 4 X _ _ BUCKET09 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 144
D3D12 _ CS _ 4 X _ _ BUCKET10 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 96
D3D12 _ CS _ 4 X _ _ BUCKET10 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 168
D3D12 _ CS _ 4 X _ _ BUCKET11 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 80
D3D12 _ CS _ 4 X _ _ BUCKET11 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 204
D3D12 _ CS _ 4 X _ _ BUCKET12 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 64
D3D12 _ CS _ 4 X _ _ BUCKET12 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 256
D3D12 _ CS _ 4 X _ _ BUCKET13 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 48
D3D12 _ CS _ 4 X _ _ BUCKET13 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 340
D3D12 _ CS _ 4 X _ _ BUCKET14 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 32
D3D12 _ CS _ 4 X _ _ BUCKET14 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 512
D3D12 _ CS _ 4 X _ _ BUCKET15 _ MAX BYTES _ _ TGSM _ BESCHREIBBAR _ PRO _ THREAD 16
D3D12 _ CS _ 4 X _ _ BUCKET15 _ _ MAX. ANZAHL THREADS PRO _ _ _ GRUPPE 768
D3D12 _ CS _ 4 _ X _ DISPATCH _ MAX _ THREAD _ GROUPS _ IN _ Z _ DIMENSION 1
D3D12 _ CS _ 4 X _ _ UNFORMATIERTE _ _ UAV-BYTEAUSRICHTUNG _ 256
D3D12 _ CS _ 4 X _ _ _ THREADGRUPPE _ _ MAX. THREADS PRO _ _ GRUPPE 768
D3D12 _ CS _ 4 X _ _ _ THREADGRUPPE MAX _ _ X 768
D3D12 _ CS _ 4 X _ _ _ THREADGRUPPE MAX _ _ Y 768
D3D12 _ CS _ 4 _ X _ UAV _ REGISTER _ COUNT 1
D3D12 _ CS _ DISPATCH _ MAX _ THREAD _ GROUPS _ PER _ DIMENSION 65.535
D3D12 _ CS _ TGSM _ REGISTER _ COUNT 8192
D3D12 _ CS _ TGSM _ REGISTER _ READS _ PER _ INST 1
D3D12 _ CS _ TGSM _ RESOURCE _ REGISTER _ COMPONENTS 1
D3D12 _ CS _ TGSM _ RESOURCE _ REGISTER _ READ _ PORTS 1
D3D12 _ CS _ THREADGROUPID _ REGISTER _ COMPONENTS 3
D3D12 _ CS _ THREADGROUPID _ REGISTER _ COUNT 1
D3D12 _ CS _ THREADIDINGROUPFLATTENED _ REGISTER _ COMPONENTS 1
D3D12 _ CS _ THREADIDINGROUPFLATTENED _ REGISTER _ COUNT 1
D3D12 _ CS _ THREADIDINGROUP _ REGISTER _ COMPONENTS 3
D3D12 _ CS _ THREADIDINGROUP _ REGISTER _ COUNT 1
D3D12 _ CS _ THREADID _ REGISTER _ COMPONENTS 3
D3D12 _ CS _ THREADID _ REGISTER _ COUNT 1
D3D12 _ CS _ THREAD _ GROUP _ MAX _ THREADS _ PER _ GROUP 1024
D3D12 _ CS _ THREAD _ GROUP _ MAX _ X 1024
D3D12 _ CS _ THREAD _ GROUP _ MAX _ Y 1024
D3D12 _ CS _ THREAD _ GROUP _ MAX _ Z 64
D3D12 _ CS _ THREAD _ GROUP _ MIN _ X 1
D3D12 _ CS _ THREAD _ GROUP _ MIN _ Y 1
D3D12 _ CS _ THREAD _ GROUP _ MIN _ Z 1
D3D12 _ CS _ THREAD _ LOCAL _ TEMP _ REGISTER _ POOL 16384
D3D12 _ STANDARD BLEND FACTOR _ _ _ ALPHA 1.0f
D3D12 _ STANDARD BLEND FACTOR _ _ _ BLUE 1.0f
D3D12 _ STANDARD BLEND FACTOR _ _ _ GREEN 1.0f
D3D12 _ STANDARD BLEND FACTOR _ _ _ RED 1.0f
_D3D12-STANDARDRAHMENFARBKOMPONENTE _ _ _ 0.0f
D3D12 _ DEFAULT _ DEPTH _ BIAS 0
D3D12 _ STANDARD DEPTH BIAS _ _ _ KLAMMER 0.0f
D3D12 _ STANDARD _ _ MAX. ANISOTROPIE 16
D3D12 _ DEFAULT _ MIP _ LOD _ BIAS 0.0f
D3D12-STANDARDAUSRICHTUNG DER _ _ _ MSAA-RESSOURCENPLATZIERUNG _ _ 4194304
_ _ _ D3D12-STANDARDRENDERZIELARRAYINDEX _ _ 0
D3D12– _ _ _ STANDARDAUSRICHTUNG DER RESSOURCENPLATZIERUNG _ 65536
_D3D12-STANDARDBEISPIELMASKE _ _ 0xffffffff
D3D12 _ DEFAULT _ SCISSOR _ ENDX 0
D3D12 _ DEFAULT _ SCISSOR _ ENDY 0
D3D12 _ DEFAULT _ SCISSOR _ STARTX 0
D3D12 _ DEFAULT _ SCISSOR _ STARTY 0
D3D12 _ DEFAULT _ SLOPE _ SCALED _ DEPTH _ BIAS 0.0f
D3D12 _ DEFAULT _ STENCIL _ READ _ MASK 0xff
D3D12 _ _ STANDARD-SCHABLONENREFERENZ _ 0
D3D12 _ DEFAULT _ STENCIL _ WRITE _ MASK 0xff
D3D12 _ STANDARD _ VIEWPORT UND _ _ SCISSORRECT _ INDEX 0
D3D12 _ STANDARD _ VIEWPORT _ HEIGHT 0
D3D12 _ STANDARD _ VIEWPORT MAX _ _ DEPTH 0.0f
D3D12 _ STANDARD _ VIEWPORT MIN _ _ DEPTH 0.0f
D3D12 _ STANDARD _ VIEWPORT _ TOPLEFTX 0
D3D12 _ STANDARD _ VIEWPORT _ TOPLEFTY 0
D3D12 _ _ STANDARDANSICHTPORTBREITE _ 0
D3D12 _ DESCRIPTOR _ RANGE _ OFFSET _ APPEND 0xffffffff
D3D12 _ DRIVER _ RESERVED _ REGISTER _ SPACE _ VALUES _ END 0xfffffff7
D3D12 _ DRIVER _ RESERVED _ REGISTER _ SPACE _ VALUES _ START 0xfffffff0
D3D12 _ DS _ INPUT _ CONTROL _ POINTS _ MAX _ TOTAL _ SCALARS 3968
D3D12 _ DS _ INPUT _ CONTROL _ POINT _ REGISTER _ COMPONENTS 4
D3D12 _ DS _ INPUT _ CONTROL _ POINT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
REGISTERANZAHL DES D3D12 _ _ DS-EINGABEKONTROLLPUNKTS _ _ _ _ 32
D3D12 _ DS _ INPUT _ CONTROL _ POINT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ DS _ INPUT _ CONTROL _ POINT _ REGISTER _ READ _ PORTS 1
D3D12 _ DS _ INPUT _ DOMAIN _ POINT _ REGISTER _ COMPONENTS 3
BITANZAHL DER D3D12 _ _ _ DS-EINGABEDOMÄNENPUNKTREGISTERKOMPONENTE _ _ _ _ _ 32
REGISTERANZAHL DES D3D12 _ _ _ DS-EINGABEDOMÄNENPUNKTS _ _ _ 1
D3D12 _ DS _ INPUT _ DOMAIN _ POINT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ DS _ INPUT _ DOMAIN _ POINT _ REGISTER _ READ _ PORTS 1
D3D12 _ DS _ INPUT _ PATCH _ CONSTANT _ REGISTER _ COMPONENTS 4
D3D12 _ DS _ INPUT _ PATCH _ CONSTANT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
REGISTERANZAHL DER D3D12 _ _ _ DS-EINGABEPATCHKONSTANTEN _ _ _ 32
D3D12 _ DS _ INPUT _ PATCH _ CONSTANT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ DS _ INPUT _ PATCH _ CONSTANT _ REGISTER _ READ _ PORTS 1
D3D12 _ DS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ COMPONENTS 1
D3D12 _ DS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ DS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ COUNT 1
D3D12 _ DS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ READS _ PER _ INST 2
D3D12 _ DS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ READ _ PORTS 1
D3D12 _ _ DS-AUSGABEREGISTERKOMPONENTEN _ _ 4
D3D12 _ DS _ OUTPUT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ _ DS-AUSGABEREGISTERANZAHL _ _ 32
D3D12 _ FLOAT16 _ FUSED _ TOLERANCE _ IN _ ULP 0,6
D3D12 _ FLOAT32 _ MAX 3.402823466e+38f
D3D12 _ FLOAT32 _ TO _ INTEGER _ TOLERANCE _ IN _ ULP 0,6f
D3D12 _ FLOAT _ TO _ SRGB _ EXPONENT _ NENNER 2,4f
D3D12 _ FLOAT _ TO _ SRGB _ EXPONENT _ NUMERATOR 1.0f
D3D12 _ FLOAT _ TO _ SRGB _ OFFSET 0,055f
D3D12 _ FLOAT _ AUF _ SRGB SCALE _ _ 1 12,92f
D3D12 _ FLOAT _ AUF _ SRGB SCALE _ _ 2 1,055f
D3D12 _ FLOAT _ TO _ SRGB _ THRESHOLD 0.0031308f
D3D12 _ FTOI _ INSTRUCTION _ MAX _ INPUT 2147483647.999f
D3D12 _ FTOI _ INSTRUCTION _ MIN _ INPUT -2147483648.999f
D3D12 _ FTOU _ INSTRUCTION _ MAX _ INPUT 4294967295.999f
D3D12 _ FTOU _ INSTRUCTION _ MIN _ INPUT 0,0f
D3D12 _ GS _ INPUT _ INSTANCE _ ID _ READS _ PER _ INST 2
D3D12 _ GS _ INPUT _ INSTANCE _ ID _ READ _ PORTS 1
D3D12 _ GS _ INPUT _ INSTANCE _ ID _ REGISTER _ COMPONENTS 1
D3D12 _ GS _ INPUT _ INSTANCE _ ID _ REGISTER _ COMPONENT _ BIT _ COUNT 32
ANZAHL DER REGISTER DER D3D12 _ _ _ GS-EINGABEINSTANZ-ID _ _ _ 1
D3D12 _ GS _ INPUT _ PRIM _ CONST _ REGISTER _ COMPONENTS 1
D3D12 _ GS _ INPUT _ PRIM _ CONST _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ GS _ INPUT _ PRIM _ CONST _ REGISTER _ COUNT 1
D3D12 _ GS _ INPUT _ PRIM _ CONST _ REGISTER _ READS _ PER _ INST 2
D3D12 _ GS _ INPUT _ PRIM _ CONST _ REGISTER _ READ _ PORTS 1
D3D12 _ _ GS-EINGABEREGISTERKOMPONENTEN _ _ 4
BITANZAHL DER D3D12 _ _ GS-EINGABEREGISTERKOMPONENTEN _ _ _ _ 32
D3D12 _ _ GS-EINGABEREGISTERANZAHL _ _ 32
D3D12 _ _ GS-EINGABEREGISTERLESEDATEN _ _ PRO _ _ INST 2
D3D12 _ _ GS-EINGABEREGISTERLESEPORTS _ _ _ 1
D3D12 _ GS _ INPUT _ REGISTER _ VERTICES 32
D3D12 _ GS _ MAX _ _ INSTANZANZAHL 32
D3D12 _ GS _ MAX _ OUTPUT _ VERTEX _ COUNT _ ACROSS _ INSTANCES 1024
D3D12 _ _ GS-AUSGABEELEMENTE _ 32
D3D12 _ _ GS-AUSGABEREGISTERKOMPONENTEN _ _ 4
BITANZAHL DER D3D12 _ _ GS-AUSGABEREGISTERKOMPONENTEN _ _ _ _ 32
D3D12 _ _ GS-AUSGABEREGISTERANZAHL _ _ 32
D3D12 _ HS _ CONTROL _ POINT _ PHASE _ INPUT _ REGISTER _ COUNT 32
D3D12 _ HS _ CONTROL _ POINT _ PHASE _ OUTPUT _ REGISTER _ COUNT 32
D3D12 _ HS _ CONTROL _ POINT _ REGISTER _ COMPONENTS 4
D3D12 _ HS _ CONTROL _ POINT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ HS _ CONTROL _ POINT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ HS _ CONTROL _ POINT _ REGISTER _ READ _ PORTS 1
D3D12 _ HS _ FORK _ PHASE _ INSTANCE _ COUNT _ UPPER _ BOUND 0xffffffff
D3D12 _ HS _ INPUT _ FORK _ INSTANCE _ ID _ REGISTER _ COMPONENTS 1
D3D12 _ HS _ INPUT _ FORK _ INSTANCE _ ID _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ HS _ INPUT _ FORK _ INSTANCE _ ID _ REGISTER _ COUNT 1
D3D12 _ HS _ INPUT _ FORK _ INSTANCE _ ID _ REGISTER _ READS _ PER _ INST 2
D3D12 _ HS _ INPUT _ FORK _ INSTANCE _ ID _ REGISTER _ READ _ PORTS 1
D3D12 _ HS _ INPUT _ JOIN _ INSTANCE _ ID _ REGISTER _ COMPONENTS 1
D3D12 _ HS _ INPUT _ JOIN _ INSTANCE _ ID _ REGISTER _ COMPONENT _ BIT _ COUNT 32
REGISTERANZAHL DER D3D12 _ _ _ _ _ HS-EINGABE JOININSTANZ-ID _ _ 1
D3D12 _ HS _ INPUT _ JOIN _ INSTANCE _ ID _ REGISTER _ READS _ PER _ INST 2
D3D12 _ HS _ INPUT _ JOIN _ INSTANCE _ ID _ REGISTER _ READ _ PORTS 1
D3D12 _ HS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ COMPONENTS 1
D3D12 _ HS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ HS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ COUNT 1
D3D12 _ HS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ READS _ PER _ INST 2
D3D12 _ HS _ INPUT _ PRIMITIVE _ ID _ REGISTER _ READ _ PORTS 1
D3D12 _ HS _ JOIN _ PHASE _ INSTANCE _ COUNT _ UPPER _ BOUND 0xffffffff
D3D12 _ HS _ MAXTESSFACTOR _ LOWER _ BOUND 1.0f
D3D12 _ HS _ MAXTESSFACTOR _ UPPER _ BOUND 64.0f
D3D12 _ HS _ OUTPUT _ CONTROL _ POINTS _ MAX _ TOTAL _ SCALARS 3968
D3D12 _ HS _ OUTPUT _ CONTROL _ POINT _ ID _ REGISTER _ COMPONENTS 1
D3D12 _ HS _ OUTPUT _ CONTROL _ POINT _ ID _ REGISTER _ COMPONENT _ BIT _ COUNT 32
REGISTERANZAHL DER D3D12 _ _ HS-AUSGABEKONTROLLPUNKT-ID _ _ _ _ _ 1
D3D12 _ HS _ OUTPUT _ CONTROL _ POINT _ ID _ REGISTER _ READS _ PER _ INST 2
D3D12 _ HS _ OUTPUT _ CONTROL _ POINT _ ID _ REGISTER _ READ _ PORTS 1
D3D12 _ HS _ OUTPUT _ PATCH _ CONSTANT _ REGISTER _ COMPONENTS 4
D3D12 _ HS _ OUTPUT _ PATCH _ CONSTANT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
REGISTERANZAHL DER D3D12 _ _ HS-AUSGABEPATCHKONSTANTEN _ _ _ _ 32
D3D12 _ HS _ OUTPUT _ PATCH _ CONSTANT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ HS _ OUTPUT _ PATCH _ CONSTANT _ REGISTER _ READ _ PORTS 1
D3D12 _ HS _ OUTPUT _ PATCH _ CONSTANT _ REGISTER _ SCALAR _ COMPONENTS 128
D3D12 _ IA _ DEFAULT _ INDEX _ BUFFER _ OFFSET _ IN _ BYTES 0
STANDARDPRIMITIVE D3D12 _ _ _ _ IA-TOPOLOGIE 0
D3D12 _ IA _ DEFAULT _ VERTEX _ BUFFER _ OFFSET _ IN _ BYTES 0
ANZAHL DER _ _ _ _ _ EINGABERESSOURCENSLOTS DES D3D12 IA-INDEXES _ 1
BITANZAHL DER D3D12 _ _ _ IA-INSTANZ-ID _ _ 32
D3D12 _ IA _ INTEGER _ ARITHMETIC _ BIT _ COUNT 32
D3D12 _ IA _ PATCH _ MAX _ CONTROL _ POINT _ COUNT 32
D3D12 _ IA _ PRIMITIVE _ ID _ BIT _ COUNT 32
D3D12 _ IA _ VERTEX _ ID _ BIT _ COUNT 32
D3D12 _ IA _ VERTEX _ INPUT _ RESOURCE _ SLOT _ COUNT 32
D3D12 _ IA _ VERTEX _ INPUT _ STRUCTURE _ ELEMENTS _ COMPONENTS 128
D3D12 _ IA _ VERTEX _ INPUT _ STRUCTURE _ ELEMENT _ COUNT 32
D3D12 _ INTEGER _ DIVIDE _ BY _ ZERO _ QUOTIENT 0xffffffff
D3D12 _ INTEGER DIVIDE BY ZERO _ _ _ _ REST 0xffffffff
D3D12 _ BEIBEHALTEN _ VON _ RENDERZIELEN _ UND _ _ TIEFENSCHABLONE 0xffffffff
D3D12: _ _ UNGEORDNETE _ _ ZUGRIFFSANSICHTEN BEIBEHALTEN 0xffffffff
D3D12 _ LINEAR _ GAMMA 1.0f
_D3D12-HAUPTVERSION _ 12
D3D12 _ MAX _ BORDER _ COLOR _ COMPONENT 1.0f
D3D12 _ MAX _ DEPTH 1.0f
D3D12 _ MAX _ MAXANISOTROPY 16
D3D12 _ MAX _ MULTISAMPLE _ SAMPLE _ COUNT 32
D3D12 _ MAX _ POSITION _ VALUE 3.402823466e+34f
D3D12 _ _ MAX. _ STAMMKOSTEN 64
D3D12 _ _ MAX. _ TEXTURDIMENSION _ 2 _ BIS _ EXP 17
D3D12-NEBENVERSION _ _ 0
D3D12 _ MIN _ BORDER _ COLOR _ COMPONENT 0,0f
D3D12 _ MIN _ DEPTH 0,0f
D3D12 _ MIN _ MAXANISOTROPY 0
D3D12 _ MIP _ LOD _ BIAS _ MAX 15,99f
D3D12 _ MIP _ LOD _ BIAS _ MIN -16,0f
D3D12 _ MIP _ LOD _ FRACTIONAL _ BIT _ COUNT 8
D3D12 _ MIP _ LOD _ RANGE _ BIT _ COUNT 8
D3D12 _ MULTISAMPLE _ ANTIALIAS _ LINE _ WIDTH 1,4f
NICHTSAMPLE-ABRUFERGEBNIS FÜR D3D12 _ _ AUßERHALB DES _ _ _ _ BEREICHS _ 0
D3D12 _ OS _ RESERVED _ REGISTER _ SPACE _ VALUES _ END 0xffffffff
D3D12 _ OS _ RESERVED _ REGISTER _ SPACE _ VALUES _ START 0xfffffff8
D3D12 _ GEPACKTE _ KACHEL 0xffffffff
BITANZAHL DES _ D3D12-PIXEL-ADRESSBEREICHS _ _ _ _ 15
D3D12 _ PRE _ SCISSOR _ PIXEL _ ADDRESS _ RANGE _ BIT _ COUNT 16
D3D12 _ PS _ CS _ UAV _ REGISTER _ COMPONENTS 1
D3D12 _ PS _ CS _ UAV _ REGISTER _ COUNT 8
D3D12 _ PS _ CS _ UAV _ REGISTER _ READS _ PER _ INST 1
D3D12 _ PS _ CS _ UAV _ REGISTER _ READ _ PORTS 1
D3D12 _ PS _ FRONTFACING _ DEFAULT _ VALUE 0xffffffff
D3D12 _ PS _ FRONTFACING _ FALSE _ VALUE 0
D3D12 _ PS _ FRONTFACING _ TRUE _ VALUE 0xffffffff
D3D12 _ _ PS-EINGABEREGISTERKOMPONENTEN _ _ 4
D3D12 _ PS _ INPUT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ PS _ INPUT _ REGISTER _ COUNT 32
D3D12 _ PS _ INPUT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ PS _ INPUT _ REGISTER _ READ _ PORTS 1
D3D12 _ PS _ LEGACY _ PIXEL _ CENTER _ FRACTIONAL _ COMPONENT 0,0f
D3D12 _ PS _ OUTPUT _ DEPTH _ REGISTER _ COMPONENTS 1
D3D12 _ PS _ OUTPUT _ DEPTH _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ PS _ OUTPUT _ DEPTH _ REGISTER _ COUNT 1
D3D12 _ PS _ OUTPUT _ MASK _ REGISTER _ COMPONENTS 1
D3D12 _ PS _ OUTPUT _ MASK _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ PS _ OUTPUT _ MASK _ REGISTER _ COUNT 1
D3D12 _ _ PS-AUSGABEREGISTERKOMPONENTEN _ _ 4
D3D12 _ PS _ OUTPUT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ PS _ OUTPUT _ REGISTER _ COUNT 8
D3D12 _ PS _ PIXEL _ CENTER _ FRACTIONAL _ COMPONENT 0,5f
D3D12– _ _ UNFORMATIERTE _ UAV-SRV-BYTEAUSRICHTUNG _ _ 16
D3D12 _ RAYTRACING _ AABB-BYTEAUSRICHTUNG _ _ 8
D3D12 _ RAYTRACING _ ACCELERATION _ STRUCTURE _ BYTE _ ALIGNMENT 256
DESC-BYTEAUSRICHTUNG DER D3D12 _ RAYTRACING-INSTANZ _ _ _ _ 16
D3D12 _ RAYTRACING _ _ MAX. _ ATTRIBUTGRÖßE _ IN _ BYTES 32
D3D12 _ RAYTRACING _ MAX _ DEKLARIERBARE _ _ ABLAUFVERFOLGUNGSREKURSIONSTIEFE _ 31
D3D12 _ RAYTRACING _ SHADER _ IDENTIFIER _ SIZE _ IN _ BYTES 32
D3D12 _ RAYTRACING _ SHADER _ RECORD _ BYTE ALIGNMENT _ (BYTEAUSRICHTUNG DES D3D12-RAYTRACING-SHADERS) 32
D3D12 _ RAYTRACING _ SHADER _ TABLE _ BYTE _ ALIGNMENT 64
D3D12 _ RAYTRACING _ TRANSFORM3X4 _ BYTE _ ALIGNMENT 16
D3D12 _ REQ _ BLEND _ OBJECT _ COUNT _ PER _ DEVICE 4096
D3D12 _ REQ _ BUFFER _ RESOURCE _ TEXEL _ COUNT _ 2 _ TO _ EXP 27
D3D12 _ REQ _ CONSTANT _ BUFFER _ ELEMENT _ COUNT 4096
D3D12 _ REQ _ DEPTH _ STENCIL _ OBJECT _ COUNT _ PER _ DEVICE 4096
D3D12 _ REQ _ DRAWINDEXED _ INDEX _ COUNT _ 2 _ TO _ EXP 32
D3D12 _ REQ _ DRAW _ VERTEX _ COUNT _ 2 _ TO _ EXP 32
D3D12 _ REQ _ FILTERING _ HW _ ADDRESSABLE _ RESOURCE _ DIMENSION 16384
D3D12 _ REQ _ GS _ INVOCATION _ 32BIT _ OUTPUT _ COMPONENT _ LIMIT 1024
D3D12 _ REQ _ IMMEDIATE _ CONSTANT _ BUFFER _ ELEMENT _ COUNT 4096
D3D12 _ REQ _ MAXANISOTROPY 16
D3D12 _ REQ _ _ MIP-EBENEN 15
D3D12 _ REQ _ _ MULTI-ELEMENT-STRUKTURGRÖßE _ IN _ _ _ BYTES 2048
D3D12 _ REQ _ RASTERIZER _ OBJECT _ COUNT _ PER _ DEVICE 4096
D3D12 _ REQ _ RENDER _ TO _ BUFFER _ WINDOW _ WIDTH 16384
D3D12 _ REQ _ RESOURCE _ SIZE _ IN _ MEGABYTES _ EXPRESSION _ A _ TERM 128
D3D12 _ REQ _ RESOURCE _ SIZE _ IN _ MEGABYTES _ EXPRESSION _ B _ TERM 0,25f
D3D12 _ REQ _ RESOURCE _ SIZE _ IN _ MEGABYTES _ EXPRESSION _ C _ TERM 2048
ANZAHL DER D3D12 _ _ REQ-RESSOURCENANSICHTEN _ _ PRO GERÄT _ _ _ 2 BIS _ _ EXP 20
D3D12 _ REQ _ SAMPLER _ OBJECT _ COUNT _ PER _ DEVICE 4096
D3D12 _ REQ _ SUBRESOURCES 30720
DIMENSION DER D3D12 _ REQ _ TEXTURE1D-ARRAYACHSE _ _ _ 2048
D3D12 _ REQ _ TEXTURE1D _ U _ DIMENSION 16384
DIMENSION DER D3D12 _ REQ _ TEXTURE2D-ARRAYACHSE _ _ _ 2048
D3D12 _ REQ _ TEXTURE2D _ _ U- ODER _ _ V-DIMENSION 16384
D3D12 _ REQ _ TEXTURE3D _ U V ODER W _ _ _ _ DIMENSION 2048
D3D12 _ REQ _ TEXTURECUBE _ DIMENSION 16384
D3D12 _ RESINFO _ INSTRUCTION _ MISSING _ COMPONENT _ RETVAL 0
D3D12 _ RESOURCE _ BARRIER _ ALL _ SUBRESOURCES 0xffffffff
D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT 2
D3D12 _ _ SHADER-HAUPTVERSION _ 5
D3D12 _ SHADER _ MAX _ INSTANCES 65.535
D3D12 _ SHADER _ MAX _ INTERFACES 253
D3D12 _ SHADER _ MAX _ INTERFACE _ CALL _ SITES 4096
D3D12 _ SHADER _ MAX _ TYPES 65.535
D3D12 _ _ SHADER-NEBENVERSION _ 1
D3D12 _ SHIFT _ INSTRUCTION _ PAD _ VALUE 0
D3D12 _ SHIFT _ INSTRUCTION _ SHIFT _ VALUE _ BIT _ COUNT 5
D3D12 _ GLEICHZEITIGE _ _ _ RENDERZIELANZAHL 8
D3D12 _ – KLEINE _ _ MSAA-RESSOURCENPLATZIERUNGSAUSRICHTUNG _ _ 65536
AUSRICHTUNG DER _ KLEINEN D3D12-RESSOURCENPLATZIERUNG _ _ _ 4096
D3D12 _ SO _ BUFFER _ MAX _ STRIDE _ IN _ BYTES 2048
D3D12 _ SO _ BUFFER _ MAX _ WRITE _ WINDOW _ IN _ BYTES 512
D3D12 _ SO _ BUFFER _ SLOT _ COUNT 4
D3D12 _ SO _ DDI _ REGISTER _ INDEX _ DENOTING _ GAP 0xffffffff
D3D12, _ _ SODASS KEIN _ _ RASTERDATENSTROM VORHANDEN IST 0xffffffff
D3D12 _ SO ANZAHL DER _ _ _ AUSGABEKOMPONENTEN 128
D3D12 _ SO _ STREAM _ COUNT 4
D3D12 _ SPEC _ DATE _ DAY 14
D3D12 _ SPEC _ DATE _ MONTH 11
D3D12 _ SPEC _ DATE _ YEAR 2014
_D3D12-SPEZIFIKATIONSVERSION _ 1.16
D3D12 _ SRGB _ GAMMA 2,2f
D3D12 _ SRGB _ ZU _ _ FLOAT-NENNER _ 1 12,92f
D3D12 _ SRGB _ ZU _ _ FLOAT-NENNER _ 2 1,055f
D3D12 _ SRGB _ ZU FLOAT _ _ EXPONENT 2,4f
D3D12 _ SRGB _ TO _ FLOAT _ OFFSET 0,055f
D3D12 _ SRGB _ TO _ FLOAT _ THRESHOLD 0,04045f
D3D12 _ SRGB _ TO _ FLOAT _ TOLERANCE _ IN _ ULP 0,5f
BITANZAHL DER _ D3D12-STANDARDKOMPONENTEN _ _ _ 32
D3D12 _ STANDARD _ COMPONENT _ BIT _ COUNT _ DOUBLED 64
D3D12 _ STANDARD _ MAXIMUM _ ELEMENT _ ALIGNMENT _ BYTE _ MULTIPLE 4
D3D12 _ STANDARD _ PIXEL _ COMPONENT _ COUNT 128
D3D12 _ STANDARD _ PIXEL _ ELEMENT _ COUNT 32
D3D12 _ STANDARD _ VECTOR _ SIZE 4
D3D12 _ STANDARD _ VERTEX _ ELEMENT _ COUNT 32
D3D12 _ STANDARD _ VERTEX _ TOTAL _ COMPONENT _ COUNT 64
D3D12 _ SUBPIXEL _ FRACTIONAL _ BIT _ COUNT 8
D3D12 _ SUBTEXEL _ FRACTIONAL _ BIT _ COUNT 8
D3D12 _ SYSTEM _ RESERVED _ REGISTER _ SPACE _ VALUES _ END 0xffffffff
D3D12 _ SYSTEM _ RESERVED _ REGISTER _ SPACE _ VALUES _ START 0xfffffff0
D3D12 _ TESSELLATOR _ MAX _ EVEN _ TESSELLATION _ FACTOR 64
D3D12 _ TESSELLATOR _ MAX _ ISOLINE _ DENSITY _ TESSELLATION _ FACTOR 64
D3D12 _ TESSELLATOR _ MAX _ ODD _ TESSELLATION _ FACTOR 63
D3D12 _ TESSELLATOR _ MAX _ TESSELLATION _ FACTOR 64
D3D12 _ TESSELLATOR _ MIN _ EVEN _ TESSELLATION _ FACTOR 2
D3D12 _ TESSELLATOR _ MIN _ ISOLINE _ DENSITY _ TESSELLATION _ FACTOR 1
D3D12 _ TESSELLATOR _ MIN _ ODD _ TESSELLATION _ FACTOR 1
D3D12 _ TEXEL _ ADDRESS _ RANGE _ BIT _ COUNT 16
D3D12– _ AUSRICHTUNG DER _ _ _ TEXTURDATENHÖHE 256
AUSRICHTUNG DER _ D3D12-TEXTURDATENPLATZIERUNG _ _ _ 512
KACHELGRÖßE DER _ GEKACHELTEN D3D12-RESSOURCE _ _ IN _ _ _ BYTE 65536
D3D12 _ UAV _ SLOT _ COUNT 64
D3D12 _ UNBOUND _ MEMORY _ ACCESS _ RESULT 0
D3D12 _ VIEWPORT _ UND _ SCISSORRECT _ MAX _ INDEX 15
D3D12 _ _ VIEWPORT- UND _ SCISSORRECT-OBJEKTANZAHL _ PRO _ _ _ PIPELINE 16
D3D12 _ _ VIEWPORT-BEGRENZUNGEN _ MAX 32767
D3D12 _ _ VIEWPORT-BEGRENZUNGEN _ MIN -32768
D3D12 _ VS _ INPUT _ REGISTER _ COMPONENTS 4
D3D12 _ VS _ INPUT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ VS _ INPUT _ REGISTER _ COUNT 32
D3D12 _ VS _ INPUT _ REGISTER _ READS _ PER _ INST 2
D3D12 _ VS _ INPUT _ REGISTER _ READ _ PORTS 1
D3D12 _ VS _ OUTPUT _ REGISTER _ COMPONENTS 4
D3D12 _ VS _ OUTPUT _ REGISTER _ COMPONENT _ BIT _ COUNT 32
D3D12 _ VS _ OUTPUT _ REGISTER _ COUNT 32
D3D12 _ _ WHQL-KONTEXTANZAHL _ FÜR _ _ _ RESSOURCENLIMIT 10
D3D12 _ WHQL _ DRAWINDEXED _ INDEX _ COUNT _ 2 _ TO _ EXP 25
D3D12 _ WHQL _ DRAW _ VERTEX _ COUNT _ 2 _ TO _ EXP 25

Anforderungen

Anforderung Wert
Header
D3D12.h

Weitere Informationen

Kernreferenz

Referenz für Direct3D 12