Learn 登入 Windows 硬體開發人員 瀏覽 下載 Windows 驅動程式套件範例 疑難排解 資源 儀表板 本主題的部分內容可能是機器或 AI 翻譯。 關閉警示 D3d9types.h D3dcaps.h D3dhal.h D3dkmddi.h D3dkmdt.h D3dkmthk.h D3dukmdt.h D3dumddi.h Dispmprt.h ...
驅動程式不會同時收到D3D12DDI_IMPLICIT_SHADER_CACHE_CONTROL_FLAG_0080_DISABLE和D3D12DDI_IMPLICIT_SHADER_CACHE_CONTROL_FLAG_0080_ENABLE。 如需詳細資訊,請參閱D3D12 著色器快取 API 規格。 要求 要求價值 標頭d3d12umddi.h 另請參閱 PFND3D12DDI_IMPLICITSHADERCACHECONTROL_0...
A good use case for this is implementing an on-tile post-processing stack. To read back the on-tile color, observe the following mapping. Color data your converted fragment shader pipeline stores in SV_Target0 is available through attribute color(0). SV_Target0 -> [[color(0)]] You can...
PFND3D12DDI_CREATEHEAPANDRESOURCE_0030 callback function PFND3D12DDI_CREATEHEAPANDRESOURCE_0075 callback function PFND3D12DDI_CREATEHEAPANDRESOURCE_0088 callback function PFND3D12DDI_CREATEHWQUEUE_CB_0050 callback function PFND3D12DDI_CREATEPROTECTEDRESOURCESESSION_0030 callback function PFND3...
PFND3D12DDI_GET_GPU_DESCRIPTOR_HANDLE_FOR_HEAP_START funzione di callback PFND3D12DDI_GET_META_COMMAND_REQUIRED_PARAMETER_INFO_0052 funzione di callback PFND3D12DDI_GET_PIPELINE_STACK_SIZE_0054 funzione di callback PFND3D12DDI_GET_PRESENT_PRIVATE_DRIVER_DATA_SIZE funzione di c...
部分朋友玩电脑游戏时会出现”no pixel shader support”等相关提示信息,那么什么是shader呢?为此我特意向一个网络游戏公司的开发人员咨询,终于弄明白了shader是什么。 shader什么意思 当初计算机刚诞生时,界面非常简陋,直到上个世纪 九十年代windows诞生后,才涌现了大量的电脑游戏,刚开始是二维游戏(2D game)居多,现在...
Steps to reproduce Use canvas.drawVertices with custom shader set as Paint()..shader = ... Use LinearGradient to experiance constant crash with Impeller (works with Skia) Use custom shader (.frag file), then some geometries works fine, ...
A good use case for this is implementing an on-tile post-processing stack. To read back the on-tile color, observe the following mapping. Color data your converted fragment shader pipeline stores in SV_Target0 is available through attribute color(0). SV_Target0 -> [[color(0)]] You can...
A good use case for this is implementing an on-tile post-processing stack. To read back the on-tile color, observe the following mapping. Color data your converted fragment shader pipeline stores in SV_Target0 is available through attribute color(0). SV_Target0 -> [[color(0)]] You can...
the stack the return stack the binding space the data space or heap The return stack corresponds to the c stack, which, in assembler, is controlled by the rsp register. The other memories are dynamically aligned on 32 bytes and they are sequential, like this: ...