D3D12_STATE_SUBOBJECT_TYPE 枚举 (d3d12.h)

状态子对象的类型。 与 D3D12_STATE_SUBOBJECT 一起使用。

语法

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
} ;

常量

 
D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG
值: 0
子对象类型为 D3D12_STATE_OBJECT_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE
值:1
子对象类型为 D3D12_GLOBAL_ROOT_SIGNATURE
D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE
值: 2
子对象类型为 D3D12_LOCAL_ROOT_SIGNATURE
D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK
值: 3
子对象类型为 D3D12_NODE_MASK

重要事项

在某些版本的 DirectX 运行时上,在类型 为 D3D12_STATE_SUBOBJECT_TYPE_NODE_MASKD3D12_STATE_SUBOBJECT 中通过 D3D12_NODE_MASK指定节点时,运行时会错误地处理节点掩码值 0,该值应使用节点 #1,这将导致以后尝试使用状态对象时出错。 指定显式节点值 1,或省略 D3D12_NODE_MASK 子对象以避免此问题。

D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY
值: 5
子对象类型为 D3D12_DXIL_LIBRARY_DESC
D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION
值: 6
子对象类型为 D3D12_EXISTING_COLLECTION_DESC
D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION
值: 7
子对象类型为 D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION
D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
值: 8
子对象类型为 D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG
值: 9
子对象类型为 D3D12_RAYTRACING_SHADER_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG
值: 10
子对象类型为 D3D12_RAYTRACING_PIPELINE_CONFIG
D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP
值: 11
子对象类型为 D3D12_HIT_GROUP_DESC
D3D12_STATE_SUBOBJECT_TYPE_MAX_VALID
最大有效子对象类型值。

要求

   
标头 d3d12.h