D3D12_STATE_SUBOBJECT_TYPE列挙 (d3d12.h)

状態サブオブジェクトの型。 D3D12_STATE_SUBOBJECTと共に使用します。

構文

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
} ;

定数

 
D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG
値: 0
サブオブジェクトの種類が D3D12_STATE_OBJECT_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE
値: 1
サブオブジェクトの種類が D3D12_GLOBAL_ROOT_SIGNATURE
D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE
値: 2
サブオブジェクトの種類が D3D12_LOCAL_ROOT_SIGNATURE
D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK
値: 3
サブオブジェクトの種類が D3D12_NODE_MASK

重要

DirectX ランタイムの一部のバージョンでは、型がD3D12_STATE_SUBOBJECT_TYPE_NODE_MASKのD3D12_STATE_SUBOBJECTD3D12_NODE_MASKを介してノードを指定すると、ランタイムによって ノード マスク値 0が正しく処理されません。これはノード #1 を使用する必要があります。これにより、後で状態オブジェクトを使用しようとするとエラーが発生します。 明示的なノード値を 1 に指定するか、 D3D12_NODE_MASK サブオブジェクトを省略してこの問題を回避します。

D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY
値: 5
サブオブジェクトの種類が D3D12_DXIL_LIBRARY_DESC
D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION
値: 6
サブオブジェクトの種類が D3D12_EXISTING_COLLECTION_DESC
D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION
値: 7
サブオブジェクトの種類が D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION
D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
値: 8
サブオブジェクトの種類が D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG
値: 9
サブオブジェクトの種類が D3D12_RAYTRACING_SHADER_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG
値: 10
サブオブジェクトの種類が D3D12_RAYTRACING_PIPELINE_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP
値: 11
サブオブジェクトの種類が D3D12_HIT_GROUP_DESC
D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
有効なサブオブジェクト型の最大値。

要件

   
Header d3d12.h