D3D12_SHADER_VISIBILITY enumeration (d3d12.h)
Specifies the shaders that can access the contents of a given root signature slot.
Syntax
typedef enum D3D12_SHADER_VISIBILITY {
D3D12_SHADER_VISIBILITY_ALL,
D3D12_SHADER_VISIBILITY_VERTEX,
D3D12_SHADER_VISIBILITY_HULL,
D3D12_SHADER_VISIBILITY_DOMAIN,
D3D12_SHADER_VISIBILITY_GEOMETRY,
D3D12_SHADER_VISIBILITY_PIXEL,
D3D12_SHADER_VISIBILITY_AMPLIFICATION,
D3D12_SHADER_VISIBILITY_MESH
} ;
Constants
D3D12_SHADER_VISIBILITY_ALLSpecifies that all shader stages can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_VERTEXSpecifies that the vertex shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_HULLSpecifies that the hull shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_DOMAINSpecifies that the domain shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_GEOMETRYSpecifies that the geometry shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_PIXELSpecifies that the pixel shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_AMPLIFICATIONSpecifies that the amplification shader stage can access whatever is bound at the root signature slot. |
D3D12_SHADER_VISIBILITY_MESHSpecifies that the mesh shader stage can access whatever is bound at the root signature slot. |
Remarks
This enum is used by the D3D12_ROOT_PARAMETER structure.
The compute queue always uses D3D12_SHADER_VISIBILITY_ALL because it has only one active stage. The 3D queue can choose values, but if it uses D3D12_SHADER_VISIBILITY_ALL, all shader stages can access whatever is bound at the root signature slot.
Requirements
| Header | d3d12.h |