D3D10_DDI_RESOURCE_MISC_FLAG Enumeration

Identifies miscellaneous information about a resource.

Syntax

typedef enum D3D10_DDI_RESOURCE_MISC_FLAG {
  D3D10_DDI_RESOURCE_AUTO_GEN_MIP_MAP,
  D3D10_DDI_RESOURCE_MISC_SHARED,
  D3D10_DDI_RESOURCE_MISC_DISCARD_ON_PRESENT,
  D3D11_DDI_RESOURCE_MISC_DRAWINDIRECT_ARGS,
  D3D11_DDI_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS,
  D3D11_DDI_RESOURCE_MISC_BUFFER_STRUCTURED,
  D3D11_DDI_RESOURCE_MISC_RESOURCE_CLAMP,
  D3D10_DDI_RESOURCE_MISC_REMOTE,
  D3D11_1DDI_RESOURCE_MISC_RESTRICTED_CONTENT,
  D3D11_1DDI_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER,
  D3DWDDM1_3DDI_RESOURCE_MISC_CROSS_ADAPTER,
  D3DWDDM1_3DDI_RESOURCE_MISC_TILED,
  D3DWDDM1_3DDI_RESOURCE_MISC_TILE_POOL,
  D3DWDDM2_0DDI_RESOURCE_MISC_HW_PROTECTED,
  D3DWDDM2_0DDI_RESOURCE_MISC_DISPLAYABLE_SURFACE,
  D3DWDDM2_0DDI_RESOURCE_MISC_CONTAINS_HW_PROTECTED
} ;

Constants

D3D10_DDI_RESOURCE_AUTO_GEN_MIP_MAP The resource can be used with the GenMips function.
D3D10_DDI_RESOURCE_MISC_SHARED The resource can be shared by multiple devices and processes.
D3D10_DDI_RESOURCE_MISC_DISCARD_ON_PRESENT The resource is not required to persist across presentations. For more information about this value, see the Remarks section of the CreateResource(D3D10) reference page. Supported starting with Windows Server 2008, and Windows Vista with Service Pack 1 (SP1).
D3D11_DDI_RESOURCE_MISC_DRAWINDIRECT_ARGS The resource is a buffer that the runtime can use as the argument buffer in a call to the driver's DrawIndexedInstancedIndirect, DrawInstancedIndirect, or DispatchIndirect function. Supported starting with Windows 7.
D3D11_DDI_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS The resource is a buffer on which the driver's CreateShaderResourceView(D3D11) function can create a raw-format view. A raw-format view is created through a call to the driver's CreateShaderResourceView(D3D11) function with the D3D11_DDI_BUFFEREX_SRV_FLAG_RAW flag set in the BufferEx member of the D3D11DDIARG_CREATESHADERRESOURCEVIEW structure. Raw-format views allow to read (and write in the case of unordered access view (UAV) objects) up to four DWORD values in one instruction. Supported starting with Windows 7. Supported in Windows 7 and later versions.
D3D11_DDI_RESOURCE_MISC_BUFFER_STRUCTURED The resource is a buffer that has its memory sectioned into equally sized pieces (structures). The structure size of each piece is provided in the resource declaration. The drivers might be able to use this information to optimize memory layout. Supported starting with Windows 7.
D3D11_DDI_RESOURCE_MISC_RESOURCE_CLAMP The resource must consider any resource clamp, which a call to the driver's SetResourceMinLOD function applies. Supported starting with Windows 7.
D3D10_DDI_RESOURCE_MISC_REMOTE This value is for internal use only. Do not use.
D3D11_1DDI_RESOURCE_MISC_RESTRICTED_CONTENT The resource can contain protected content. This value should be used only if the driver and hardware support content protection. Supported starting with Windows 8.
D3D11_1DDI_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER The driver should restrict access to the shared surface. This value should be used only when a shared surface is created. The process that is creating the surface is always allowed to open the shared resource. Supported starting with Windows 8.
D3DWDDM1_3DDI_RESOURCE_MISC_CROSS_ADAPTER The resource is a shared cross-adapter resource. The user-mode display driver should record information about the cross-adapter resource in a private driver data structure. The display miniport driver can call the DxgkCbGetHandleData function to retrieve this private data. The DirectX graphics kernel subsystem calls the DxgkDdiDescribeAllocation function to get information on the cross-adapter resource when it needs to open the resource on another adapter. The display miniport must ensure that this information is correct. Supported starting with Windows 8.1.
D3DWDDM1_3DDI_RESOURCE_MISC_TILED The resource is tiled. Supported starting with Windows 8.1.
D3DWDDM1_3DDI_RESOURCE_MISC_TILE_POOL The resource is a tile pool. Must be a buffer with D3D10_DDI_RESOURCE_USAGE usage type D3D10_DDI_USAGE_DEFAULT. Supported starting with Windows 8.1.
D3DWDDM2_0DDI_RESOURCE_MISC_HW_PROTECTED The resource should be created such that it will be protected by the hardware. Supported starting with Windows 10.
D3DWDDM2_0DDI_RESOURCE_MISC_DISPLAYABLE_SURFACE The resource contains a displayable surface. Supported starting with Windows 10.
D3DWDDM2_0DDI_RESOURCE_MISC_CONTAINS_HW_PROTECTED The decoder input buffer contains encrypted protected content. The hardware does not need to protect these buffers (as they are encrypted), but the driver may need to allocate these buffers differently so they can efficiently interact with their decryption hardware. Supported starting with Windows 10.

Requirements

   
Minimum supported client Available in Windows Vista and later versions of the Windows operating systems.
Header d3d10umddi.h (include D3d10umddi.h)

See Also

CreateResource(D3D10)

CreateShaderResourceView(D3D11)

D3D10DDIARG_CREATERESOURCE

D3D10_DDI_RESOURCE_USAGE

D3D11DDIARG_CREATESHADERRESOURCEVIEW

DispatchIndirect

DrawIndexedInstancedIndirect

DrawInstancedIndirect

DxgkCbGetHandleData

GenMips

SetResourceMinLOD