Core Structures

The following structures are declared in d3d12.h.

In this section

Topic Description
D3D12_BLEND_DESC
Describes the blend state.
D3D12_BOX
Describes a 3D box.
D3D12_BUFFER_RTV
Describes the elements in a buffer resource to use in a render-target view.
D3D12_BUFFER_SRV
Describes the elements in a buffer resource to use in a shader-resource view.
D3D12_BUFFER_UAV
Describes the elements in a buffer to use in a unordered-access view.
D3D12_CACHED_PIPELINE_STATE
Stores a pipeline state.
D3D12_CLEAR_VALUE
Describes a value used to optimize clear operations for a particular resource.
D3D12_COMMAND_QUEUE_DESC
Describes a command queue.
D3D12_COMMAND_SIGNATURE_DESC
Describes the arguments (parameters) of a command signature.
D3D12_COMPUTE_PIPELINE_STATE_DESC
Describes a compute pipeline state object.
D3D12_CONSTANT_BUFFER_VIEW_DESC
Describes a constant buffer to view.
D3D12_CPU_DESCRIPTOR_HANDLE
Describes a CPU descriptor handle.
D3D12_DEPTH_STENCIL_DESC
Describes depth-stencil state.
D3D12_DEPTH_STENCIL_DESC1
Describes depth-stencil state.
D3D12_DEPTH_STENCIL_VALUE
Specifies a depth and stencil value.
D3D12_DEPTH_STENCIL_VIEW_DESC
Describes the subresources of a texture that are accessible from a depth-stencil view.
D3D12_DEPTH_STENCILOP_DESC
Describes stencil operations that can be performed based on the results of stencil test.
D3D12_DESCRIPTOR_HEAP_DESC
Describes the descriptor heap.
D3D12_DESCRIPTOR_RANGE
Describes a descriptor range.
D3D12_DESCRIPTOR_RANGE1
Describes a descriptor range, with flags to determine their volatility.
D3D12_DISCARD_REGION
Describes details for the discard-resource operation.
D3D12_DISPATCH_ARGUMENTS
Describes dispatch parameters, for use by the compute shader.
D3D12_DRAW_ARGUMENTS
Describes parameters for drawing instances.
D3D12_DRAW_INDEXED_ARGUMENTS
Describes parameters for drawing indexed instances.
D3D12_FEATURE_DATA_ARCHITECTURE
Provide detail about the adapter architecture, helping applications better optimize for certain adapter properties.
D3D12_FEATURE_DATA_ARCHITECTURE1
Provide detail about the adapter architecture, helping applications better optimize for certain adapter properties.
D3D12_FEATURE_DATA_COMMAND_QUEUE_PRIORITY
Details the adapter's support for prioritization of different command queue types.
D3D12_FEATURE_DATA_D3D12_OPTIONS
Describes Direct3D 12 feature options in the current graphics driver.
D3D12_FEATURE_DATA_D3D12_OPTIONS1
Describes the level of support for HLSL 6.0 wave operations.
D3D12_FEATURE_DATA_D3D12_OPTIONS2
Details the adapter's support for certain optional features of Direct3D 12.
D3D12_FEATURE_DATA_D3D12_OPTIONS3
Used to indicate the level of support that the adapter provides for optional features of Direct3D 12.
D3D12_FEATURE_DATA_EXISTING_HEAPS
Used to determinine whether the adapter supports creating heaps from existing system memory. Such heaps are not intended for general use, but are exceptionally useful for diagnostic purposes because they are guaranteed to persist even after the adapter faults or experiences a device-removal event.
D3D12_FEATURE_DATA_FEATURE_LEVELS
Describes info about the feature levels supported by the current graphics driver.
D3D12_FEATURE_DATA_FORMAT_INFO
Describes the DXGI data format.
D3D12_FEATURE_DATA_FORMAT_SUPPORT
Describes which resources are supported by the current graphics driver for a given format.
D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT
Details the adapter's GPU virtual address space limitations, including maximum address bits per resource and per process.
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS
Describes the image quality levels for a given format and sample count.
D3D12_FEATURE_DATA_ROOT_SIGNATURE
Pass this structure to CheckFeatureSupport to check for root signature version support.
D3D12_FEATURE_DATA_SHADER_CACHE
Describes the level of shader caching supported in the current graphics driver.
D3D12_FEATURE_DATA_SHADER_MODEL
Contains the supported shader model.
D3D12_GPU_DESCRIPTOR_HANDLE
Describes a GPU descriptor handle.
D3D12_GRAPHICS_PIPELINE_STATE_DESC
Describes a graphics pipeline state object.
D3D12_HEAP_DESC
Describes a heap.
D3D12_HEAP_PROPERTIES
Describes heap properties.
D3D12_INDEX_BUFFER_VIEW
Describes the index buffer to view.
D3D12_INDIRECT_ARGUMENT_DESC
Describes an indirect argument (an indirect parameter), for use with a command signature.
D3D12_INPUT_ELEMENT_DESC
Describes a single element for the input-assembler stage of the graphics pipeline.
D3D12_INPUT_LAYOUT_DESC
Describes the input-buffer data for the input-assembler stage.
D3D12_MEMCPY_DEST
Describes the destination of a memory copy operation.
D3D12_PACKED_MIP_INFO
Describes the tile structure of a tiled resource with mipmaps.
D3D12_PIPELINE_STATE_STREAM_DESC
Describes a pipeline state stream.
D3D12_PLACED_SUBRESOURCE_FOOTPRINT
Describes the footprint of a placed subresource, including the offset and the D3D12_SUBRESOURCE_FOOTPRINT.
D3D12_QUERY_DATA_PIPELINE_STATISTICS
Query information about graphics-pipeline activity in between calls to BeginQuery and EndQuery.
D3D12_QUERY_DATA_SO_STATISTICS
Describes query data for stream output.
D3D12_QUERY_HEAP_DESC
Describes the purpose of a query heap. A query heap contains an array of individual queries.
D3D12_RANGE
Describes a memory range.
D3D12_RANGE_UINT64
Describes a memory range in a 64-bit address space.
D3D12_RASTERIZER_DESC
Describes rasterizer state.
D3D12_RECT
D3D12_RECT is declared as a RECT.
D3D12_RENDER_TARGET_BLEND_DESC
Describes the blend state for a render target.
D3D12_RENDER_TARGET_VIEW_DESC
Describes the subresources from a resource that are accessible by using a render-target view.
D3D12_RESOURCE_ALIASING_BARRIER
Describes the transition between usages of two different resources that have mappings into the same heap.
D3D12_RESOURCE_ALLOCATION_INFO
Describes parameters needed to allocate resources.
D3D12_RESOURCE_BARRIER
Describes a resource barrier (transition in resource use).
D3D12_RESOURCE_DESC
Describes a resource, such as a texture. This structure is used extensively.
D3D12_RESOURCE_TRANSITION_BARRIER
Describes the transition of subresources between different usages.
D3D12_RESOURCE_UAV_BARRIER
Represents a resource in which all UAV accesses must complete before any future UAV accesses can begin.
D3D12_ROOT_CONSTANTS
Describes constants inline in the root signature that appear in shaders as one constant buffer.
D3D12_ROOT_DESCRIPTOR
Describes descriptors inline in the root signature version 1.0 that appear in shaders.
D3D12_ROOT_DESCRIPTOR1
Describes descriptors inline in the root signature version 1.1 that appear in shaders.
D3D12_ROOT_DESCRIPTOR_TABLE
Describes the root signature 1.0 layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap.
D3D12_ROOT_DESCRIPTOR_TABLE1
Describes the root signature 1.1 layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap.
D3D12_ROOT_PARAMETER
Describes the slot of a root signature version 1.0.
D3D12_ROOT_PARAMETER1
Describes the slot of a root signature version 1.1.
D3D12_ROOT_SIGNATURE_DESC
Describes the layout of a root signature version 1.0.
D3D12_ROOT_SIGNATURE_DESC1
Describes the layout of a root signature version 1.1.
D3D12_RT_FORMAT_ARRAY
Wraps an array of render target formats.
D3D12_SAMPLE_POSITION
Describes a sub-pixel sample position for use with programmable sample positions.
D3D12_SAMPLER_DESC
Describes a sampler state.
D3D12_SHADER_BYTECODE
Describes shader data.
D3D12_SHADER_RESOURCE_VIEW_DESC
Describes a shader-resource view.
D3D12_SO_DECLARATION_ENTRY
Describes a vertex element in a vertex buffer in an output slot.
D3D12_STATIC_SAMPLER_DESC
Describes a static sampler.
D3D12_STREAM_OUTPUT_BUFFER_VIEW
Describes a stream output buffer.
D3D12_STREAM_OUTPUT_DESC
Describes a streaming output buffer.
D3D12_SUBRESOURCE_DATA
Describes subresource data.
D3D12_SUBRESOURCE_FOOTPRINT
Describes the format, width, height, depth, and row-pitch of the subresource into the parent resource.
D3D12_SUBRESOURCE_INFO
Describes subresource data.
D3D12_SUBRESOURCE_RANGE_UINT64
Describes a subresource memory range.
D3D12_SUBRESOURCE_TILING
Describes a tiled subresource volume.
D3D12_TEX1D_ARRAY_DSV
Describes the subresources from an array of 1D textures to use in a depth-stencil view.
D3D12_TEX1D_ARRAY_RTV
Describes the subresources from an array of 1D textures to use in a render-target view.
D3D12_TEX1D_ARRAY_SRV
Describes the subresources from an array of 1D textures to use in a shader-resource view.
D3D12_TEX1D_ARRAY_UAV
Describes an array of unordered-access 1D texture resources.
D3D12_TEX1D_DSV
Describes the subresource from a 1D texture that is accessible to a depth-stencil view.
D3D12_TEX1D_RTV
Describes the subresource from a 1D texture to use in a render-target view.
D3D12_TEX1D_SRV
Specifies the subresource from a 1D texture to use in a shader-resource view.
D3D12_TEX1D_UAV
Describes a unordered-access 1D texture resource.
D3D12_TEX2D_ARRAY_DSV
Describes the subresources from an array of 2D textures that are accessible to a depth-stencil view.
D3D12_TEX2D_ARRAY_RTV
Describes the subresources from an array of 2D textures to use in a render-target view.
D3D12_TEX2D_ARRAY_SRV
Describes the subresources from an array of 2D textures to use in a shader-resource view.
D3D12_TEX2D_ARRAY_UAV
Describes an array of unordered-access 2D texture resources.
D3D12_TEX2D_DSV
Describes the subresource from a 2D texture that is accessible to a depth-stencil view.
D3D12_TEX2D_RTV
Describes the subresource from a 2D texture to use in a render-target view.
D3D12_TEX2D_SRV
Describes the subresource from a 2D texture to use in a shader-resource view.
D3D12_TEX2D_UAV
Describes a unordered-access 2D texture resource.
D3D12_TEX2DMS_ARRAY_DSV
Describes the subresources from an array of multi sampled 2D textures for a depth-stencil view.
D3D12_TEX2DMS_ARRAY_RTV
Describes the subresources from an array of multi sampled 2D textures to use in a render-target view.
D3D12_TEX2DMS_ARRAY_SRV
Describes the subresources from an array of multi sampled 2D textures to use in a shader-resource view.
D3D12_TEX2DMS_DSV
Describes the subresource from a multi sampled 2D texture that is accessible to a depth-stencil view.
D3D12_TEX2DMS_RTV
Describes the subresource from a multi sampled 2D texture to use in a render-target view.
D3D12_TEX2DMS_SRV
Describes the subresources from a multi sampled 2D texture to use in a shader-resource view.
D3D12_TEX3D_RTV
Describes the subresources from a 3D texture to use in a render-target view.
D3D12_TEX3D_SRV
Describes the subresources from a 3D texture to use in a shader-resource view.
D3D12_TEX3D_UAV
Describes a unordered-access 3D texture resource.
D3D12_TEXCUBE_ARRAY_SRV
Describes the subresources from an array of cube textures to use in a shader-resource view.
D3D12_TEXCUBE_SRV
Describes the subresource from a cube texture to use in a shader-resource view.
D3D12_TEXTURE_COPY_LOCATION
Describes a portion of a texture for the purpose of texture copies.
D3D12_TILE_REGION_SIZE
Describes the size of a tiled region.
D3D12_TILE_SHAPE
Describes the shape of a tile by specifying its dimensions.
D3D12_TILED_RESOURCE_COORDINATE
Describes the coordinates of a tiled resource.
D3D12_UNORDERED_ACCESS_VIEW_DESC
Describes the subresources from a resource that are accessible by using an unordered-access view.
D3D12_VERTEX_BUFFER_VIEW
Describes a vertex buffer view.
D3D12_VERSIONED_ROOT_SIGNATURE_DESC
Holds any version of a root signature description, and is designed to be used with serialization/deserialization functions.
D3D12_VIEW_INSTANCE_LOCATION
Specifies the viewport/stencil and render target associated with a view instance.
D3D12_VIEW_INSTANCING_DESC
Specifies parameters used during view instancing configuration.
D3D12_VIEWPORT
Describes the dimensions of a viewport.
D3D12_WRITEBUFFERIMMEDIATE_PARAMETER
Specifies the immediate value and destination address written using ID3D12CommandList2::WriteBufferImmediate.

Core Reference

Direct3D 12 Reference