D3D12_RESOURCE_STATE_RENDER_TARGET值: 0x4資源會當做轉譯目標使用。 當子資源轉譯為 時,或以 ID3D12GraphicsCommandList::ClearRenderTargetView清除時,子資源必須處於此狀態。這是僅限寫入的狀態。 若要從轉譯目標讀取為著色器資源,資源必須位於 D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE 或D3D12_RESOURC...
INTERNAL_80000000, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_PRESENT =0, D3D12_RESOURCE_STATE_PREDICATION =0x200, D3D12_RESOURCE_STATE_VIDEO_DECODE_READ =0x10000, D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE =0x20000, D3D12_RESOURCE_STATE_...
ID3D12PipelineState 接口 ID3D12ProtectedResourceSession 接口 ID3D12ProtectedResourceSession1 接口 ID3D12ProtectedSession 接口 ID3D12QueryHeap 接口 ID3D12Resource 接口 ID3D12Resource1 接口 ID3D12Resource2 接口 ID3D12RootSignature 接口 ID3D12RootSignatureDeserializer 接口 ID3D12SDKConfiguration 接口...
D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE값: 0x8셰이더 리소스 뷰가 리소스에 대해 만들어지는 것을 허용하지 않고 리소스가 D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE 또는 D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE상태로 전환...
CreateShaderResourceView DXGI_FORMAT中列出了YUV 4:2:0 格式。 示例 D3D12nBodyGravity示例使用ID3D12Device::CreateShaderResourceView,如下所示: 根据一个说明描述并创建两个着色器资源视图。 C++复制 D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SH...
CreateShaderResourceView DXGI_FORMAT中列出了YUV 4:2:0 格式。 示例 D3D12nBodyGravity示例使用ID3D12Device::CreateShaderResourceView,如下所示: 根据一个说明描述并创建两个着色器资源视图。 C++复制 D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_...
Next, the developer now wishes to start writing to TextureB as a UAV. Therefore, the developer must explicitly transition the state of TextureB from D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE to D3D12_RESOURCE_STATE_UNORDERED_ACCESS. This tells the scheduler to complete all preceding pixel shade...
奇异尺寸的贴图走 CommittedResource 给驱动管理 如上图更改一行代码后显存直接减少 2GB 左右。 PSO 泛滥 跑游戏发现 D3D12 后端下比 D3D11 后端内存占用多了 2GB。由于都是 untraced 的内存,最初猜测是 PSO,但是一直没有确凿的证据。毕竟 PSO 是纯黑盒,并没有明确的资料可以提示它具体会占用多少内存、会对性能...
CD3DX12_STATE_OBJECT_DESCSO(D3D12_STATE_OBJECT_TYPE_EXECUTABLE);autoGlobalRootSig = SO.CreateSubobject<CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT>(); GlobalRootSig->SetRootSignature(spRS);// spRS created earlierautopLib = SO.CreateSubobject<CD3DX12_DXIL_LIBRARY_SUBOBJECT>();CD3DX12_SHADER_BYTECODE...
determining which how the resource (or part of it) will appear to shader. [ STATE_CREATION ERROR #29: CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANESLICE] D3D12: Removing Device. D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_INVALID...