D3D12_SHIFT_INSTRUCTION_SHIFT_VALUE_BIT_COUNT5 D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT8 D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT65536 D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT4096 D3D12_SO_BUFFER_MAX_STRIDE_IN_BYTES2048 D3D12_SO_BUFFER_MAX_WRITE_WINDOW_IN_BYTES512 ...
pRenderTargetDescriptors 数组中的条目数 (范围为 0 到 D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)。 如果此参数不为零,则 pRenderTargetDescriptors 指向的数组中的条目数必须等于此参数中的数目。 [in, optional] pRenderTargetDescriptors 类型: const D3D12_CPU_DESCRIPTOR_HANDLE* 指定D3D12_CPU_DESCRIPTOR_HANDLE...
D3D12 - Depth Bounds Test - Verify Depth Bounds Test correctly limits writes to the Render Target as well as UAVs when range is inverted [FLT_MAX, -FLT_MAX] D3D12 - Depth Bounds Test - Verify Depth Bounds Test correctly limits writes to the Render Target as well as UAVs when range ...
D3D12_RESOURCE_FLAGS::D 3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_FLAGS::D 3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_FLAGS::D 3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS, D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_HEAP_...
D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS, D3D12_HEAP_FLAG_ALLOW_DISPLAYSee D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS for determining valid Count and Quality values. ...
WDDM2.2 Periodic frame notification - Precision of simultaneous notifications at various point of the VSync interval WDDM2.2 Periodic frame notification - Test Invalid Parameters WDDM2.2 Periodic frame notification - Very close to each other WDDM2.2 Periodic frame notification - Very close to the V...
同时由于D3D12在通过CreateCommittedResource创建资源时,如果资源类型是D3D12_RESOURCE_DIMENSION_BUFFER,则D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS这个flag不能成立,所以还需要修改D3D12Resources.cpp的FD3D12Adapter::CreateCommittedResource方法: HRESULTFD3D12Adapter::CreateCommittedResource(constD3D12_RESOURCE_DESC...
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对齐必须为 64KB(D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)或 0,实际上为 64KB。 Height、DepthOrArraySize,MipLevels必须为 1。 格式必须DXGI_FORMAT_UNKNOWN。 SampleDesc.Count必须为 1,质量必须为 0。 布局必须D3D12_TEXTURE_LAYOUT_ROW_MAJOR,因为应用程序理解缓冲区内存布局,行主纹理数据通常通过缓冲区封送...