Type:void* A pointer to a data structure that corresponds to the value of theFeatureparameter. To determine the corresponding data structure for each constant, seeD3D12_FEATURE. FeatureSupportDataSize Type:UINT The size of the structure pointed to by thepFeatureSupportDataparameter. Return value ...
Tests in this feature area might have additional documentation, including prerequisites, setup, and troubleshooting information, that can be found in the following topic(s): - Device.Graphics additional documentationTroubleshootingFor generic troubleshooting of HLK test failures, see Troubleshooting Windows H...
D3D12_FEATURE_DATA_COMMAND_QUEUE_PRIORITY 結構 D3D12_FEATURE_DATA_CROSS_NODE 結構 D3D12_FEATURE_DATA_D3D12_OPTIONS結構 D3D12_FEATURE_DATA_D3D12_OPTIONS1結構 D3D12_FEATURE_DATA_D3D12_OPTIONS10 結構 D3D12_FEATURE_DATA_D3D12_OPTIONS11結構 D3D12_FEATURE_DATA_D3D12_OPTIONS12 結構 D3D12_FEATU...
The collection to include in a state object. The enclosing state object holds a reference to the existing collection. NumExports Size of thepExportsarray. If 0, all of the collection’s exports get exported. pExports Optional exports array. For more information, seeD3D12_EXPORT_DESC. ...
This feature was the last feature required for FL 12.2 and is implemented through emulation. As demonstrated in theimplementation docs, all native implementations of this feature are fundamentally broken in some way. There's also no known game that ships requiring this feature, so we just consider...
LowLevelFatalError [File:Unknown] [Line: 686] RootDevice->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &ShaderModel, sizeof(ShaderModel)) failed at D:/depot/r8branches/r8release/Engine/Source/Runtime/D3D12RHI/Private/D3D12Adapter.cpp:724 with error E_INVALIDARG ...
可以使用 __uuidof () 宏获取根签名布局接口的REFIID或GUID。 例如,__uuidof (ID3D12RootSignature) 将获取根签名接口的GUID。 示例 D3D12HelloTriangle示例使用ID3D12Device::CreateRootSignature,如下所示: 创建空的根签名。 C++ CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(0,nullptr...
NumRanges is 1 defaults to the same number of tiles as the resource region (which is// the entire surface in this case)//UINT RangeFlags = D3D12_TILE_RANGE_FLAG_NULL; pCommandQueue->UpdateTileMappings(pResource,1,NULL,NULL,NULL,1, &RangeFlags,NULL,NULL, D3D12_TILE_MAPPING_FLAG_NONE)...
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(likeDUCE.IResource). The MIL is a largely unmanaged portion of WPF responsible for graphics and media rendering. It is built on top of DirectX. Until now, we have not been able to directly integrate a custom DirectX surface with the MIL's DirectX surface, butD3DImagenow gives us this ...