enumeración D3D12_STATE_SUBOBJECT_TYPE (d3d12.h)

El tipo de un subobjeto de estado. Use con D3D12_STATE_SUBOBJECT.

Syntax

typedef enum D3D12_STATE_SUBOBJECT_TYPE {
  D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG = 0,
  D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE = 1,
  D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE = 2,
  D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK = 3,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY = 5,
  D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION = 6,
  D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 7,
  D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION = 8,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG = 9,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG = 10,
  D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP = 11,
  D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1,
  D3D12_STATE_SUBOBJECT_TYPE_WORK_GRAPH,
  D3D12_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT,
  D3D12_STATE_SUBOBJECT_TYPE_BLEND,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
  D3D12_STATE_SUBOBJECT_TYPE_RASTERIZER,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL,
  D3D12_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT,
  D3D12_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE,
  D3D12_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY,
  D3D12_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT,
  D3D12_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
  D3D12_STATE_SUBOBJECT_TYPE_FLAGS,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
  D3D12_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING,
  D3D12_STATE_SUBOBJECT_TYPE_GENERIC_PROGRAM,
  D3D12_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL2,
  D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
} ;

Constantes

 
D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG
Valor: 0
El tipo de subobjeto es D3D12_STATE_OBJECT_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE
Valor: 1
El tipo de subobjeto es D3D12_GLOBAL_ROOT_SIGNATURE.
D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE
Valor: 2
El tipo de subobjeto es D3D12_LOCAL_ROOT_SIGNATURE.
D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK
Valor: 3
El tipo de subobjeto es D3D12_NODE_MASK.

IMPORTANTE

En algunas versiones de DirectX Runtime, especificando un nodo a través de D3D12_NODE_MASK en un D3D12_STATE_SUBOBJECT con tipo D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK, el tiempo de ejecución controlará incorrectamente un valor de máscara de nodo de 0, que debe usar el nodo 1, lo que provocará errores al intentar usar el objeto de estado más adelante. Especifique un valor de nodo explícito de 1 o omita el subobjeto D3D12_NODE_MASK para evitar este problema.

D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY
Valor: 5
El tipo de subobjeto es D3D12_DXIL_LIBRARY_DESC.
D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION
Valor: 6
El tipo de subobjeto es D3D12_EXISTING_COLLECTION_DESC.
D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION
Valor: 7
El tipo de subobjeto es D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION.
D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
Valor: 8
El tipo de subobjeto es D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION.
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG
Valor: 9
El tipo de subobjeto es D3D12_RAYTRACING_SHADER_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG
Valor: 10
El tipo de subobjeto es D3D12_RAYTRACING_PIPELINE_CONFIG.
D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP
Valor: 11
El tipo de subobjeto es D3D12_HIT_GROUP_DESC
D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
Valor máximo de tipo de subobjeto válido.

Requisitos

   
Encabezado d3d12.h