Direct3D12 API
This page is automatically generated from the assembly documentation.
It provides links between managed types and methods in the
SharpDX.Direct3D12
assembly and the original documentation of theDirect3D12
API on MSDN.
The Direct3D 12 programming guide contains information about how to use the Direct3D 12 programmable pipeline to create a customized graphics engine.
Enumerations
Managed | Native |
---|---|
BlendOperation |
D3D12_BLEND_OP <p>Specifies RGB or alpha blending operations.</p> |
BlendOption |
D3D12_BLEND <p>Specifies blend factors, which modulate values for the pixel shader and render target.</p> |
BufferShaderResourceViewFlags |
D3D12_BUFFER_SRV_FLAGS <p>Identifies how to view a buffer resource.</p> |
BufferUnorderedAccessViewFlags |
D3D12_BUFFER_UAV_FLAGS <p>Identifies unordered-access view options for a buffer resource.</p> |
ClearFlags |
D3D12_CLEAR_FLAGS <p>Specifies what to clear from the depth stencil view.</p> |
ColorWriteMaskFlags |
D3D12_COLOR_WRITE_ENABLE <p>Identifies which components of each pixel of a render target are writable during blending.</p> |
CommandListType |
D3D12_COMMAND_LIST_TYPE <p>Specifies the type of a command list.</p> |
CommandQueueFlags |
D3D12_COMMAND_QUEUE_FLAGS <p>Specifies flags to be used when creating a command queue.</p> |
CommandQueuePriority |
D3D12_COMMAND_QUEUE_PRIORITY <p>Defines priority levels for a command queue.</p> |
Comparison |
D3D12_COMPARISON_FUNC <p>Specifies comparison options.</p> |
ConservativeRasterizationMode |
D3D12_CONSERVATIVE_RASTERIZATION_MODE <p>Identifies whether conservative rasterization is on or off.</p> |
ConservativeRasterizationTier |
D3D12_CONSERVATIVE_RASTERIZATION_TIER <p>Identifies the tier level of conservative rasterization.</p> |
CpuPageProperty |
D3D12_CPU_PAGE_PROPERTY <p>Specifies the CPU-page properties for the heap.</p> |
CrossNodeSharingTier |
D3D12_CROSS_NODE_SHARING_TIER <p> Specifies the level of sharing across nodes of an adapter, such as Tier 1 Emulated, Tier 1, or Tier 2.</p> |
CullMode |
D3D12_CULL_MODE <p>Specifies triangles facing a particular direction are not drawn.</p> |
DebugFeature |
D3D12_DEBUG_FEATURE <p> Specifies flags to turn debug features on or off, such as treating a bundle as a draw or a dispatch.</p> |
DepthStencilViewDimension |
D3D12_DSV_DIMENSION <p>Specifies how to access a resource used in a depth-stencil view.</p> |
DepthStencilViewFlags |
D3D12_DSV_FLAGS <p>Specifies depth-stencil view options.</p> |
DepthWriteMask |
D3D12_DEPTH_WRITE_MASK <p>Identifies the portion of a depth-stencil buffer for writing depth data.</p> |
DescriptorHeapFlags |
D3D12_DESCRIPTOR_HEAP_FLAGS <p>Specifies options for a heap.</p> |
DescriptorHeapType |
D3D12_DESCRIPTOR_HEAP_TYPE <p> Specifies a type of descriptor heap.</p> |
DescriptorRangeType |
D3D12_DESCRIPTOR_RANGE_TYPE <p> Specifies a range so that, for example, if part of a descriptor table has 100 shader-resource views (SRVs) that range can be declared in one entry rather than 100.</p> |
Feature |
D3D12_FEATURE <p>No documentation.</p> |
FenceFlags |
D3D12_FENCE_FLAGS <p> Specifies fence options.</p> |
FillMode |
D3D12_FILL_MODE <p>Specifies the fill mode to use when rendering triangles.</p> |
Filter |
D3D12_FILTER <p>Specifies filtering options during texture sampling.</p> |
FilterReductionType |
D3D12_FILTER_REDUCTION_TYPE <p>Specifies the type of filter reduction.</p> |
FilterType |
D3D12_FILTER_TYPE <p>Specifies the type of magnification or minification sampler filters.</p> |
FormatSupport1 |
D3D12_FORMAT_SUPPORT1 <p>Specifies resources that are supported for a provided format.</p> |
FormatSupport2 |
D3D12_FORMAT_SUPPORT2 <p> Specifies which unordered resource options are supported for a provided format.</p> |
HeapFlags |
D3D12_HEAP_FLAGS <p> Specifies heap options, such as whether the heap can contain textures, and whether resources are shared across adapters.</p> |
HeapType |
D3D12_HEAP_TYPE <p> Specifies the type of heap.</p> |
IndexBufferStripCutValue |
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE <p> When using triangle strip primitive topology, vertex positions are interpreted as vertices of a continuous triangle ?strip?.</p> |
IndirectArgumentType |
D3D12_INDIRECT_ARGUMENT_TYPE <p> Specifies the type of the indirect parameter.</p> |
InputClassification |
D3D12_INPUT_CLASSIFICATION <p>Identifies the type of data contained in an input slot.</p> |
LogicOperation |
D3D12_LOGIC_OP <p>Specifies logical operations to configure for a render target.</p> |
MemoryPool |
D3D12_MEMORY_POOL <p>Specifies the memory pool for the heap.</p> |
MessageCategory |
D3D12_MESSAGE_CATEGORY <p> Specifies categories of debug messages.</p> |
MessageId |
D3D12_MESSAGE_ID <p> Specifies debug message IDs for setting up an info-queue filter (see ); use these messages to allow or deny message categories to pass through the storage and retrieval filters.</p> |
MessageSeverity |
D3D12_MESSAGE_SEVERITY <p> Debug message severity levels for an information queue.</p> |
MultisampleQualityLevelFlags |
D3D12_MULTISAMPLE_QUALITY_LEVEL_FLAGS <p> Specifies options for determining quality levels.</p> |
PipelineStateFlags |
D3D12_PIPELINE_STATE_FLAGS <p> Flags to control pipeline state.</p> |
PredicationOperation |
D3D12_PREDICATION_OP <p> Specifies the predication operation to apply.</p> |
PrimitiveTopologyType |
D3D12_PRIMITIVE_TOPOLOGY_TYPE <p>Specifies how the pipeline interprets geometry or hull shader input primitives.</p> |
QueryHeapType |
D3D12_QUERY_HEAP_TYPE <p>Specifies the type of query heap to create.</p> |
QueryType |
D3D12_QUERY_TYPE <p>Specifies the type of query.</p> |
RenderTargetViewDimension |
D3D12_RTV_DIMENSION <p>Identifies the type of resource to view as a render target.</p> |
ResourceBarrierFlags |
D3D12_RESOURCE_BARRIER_FLAGS <p> Flags for setting split resource barriers.</p> |
ResourceBarrierType |
D3D12_RESOURCE_BARRIER_TYPE <p>Specifies a type of resource barrier (transition in resource use) description.</p> |
ResourceBindingTier |
D3D12_RESOURCE_BINDING_TIER <p>No documentation.</p> |
ResourceDimension |
D3D12_RESOURCE_DIMENSION <p>Identifies the type of resource being used.</p> |
ResourceFlags |
D3D12_RESOURCE_FLAGS <p> Specifies options for working with resources.</p> |
ResourceHeapTier |
D3D12_RESOURCE_HEAP_TIER <p> Specifies which resource heap tier the hardware and driver support.</p> |
ResourceStates |
D3D12_RESOURCE_STATES <p> Specifies the state of a resource regarding how the resource is being used.</p> |
RldoFlags |
D3D12_RLDO_FLAGS <p> Specifies options for the amount of information to report about a device object’s lifetime.</p> |
RootParameterType |
D3D12_ROOT_PARAMETER_TYPE <p> Specifies the type of root signature slot.</p> |
RootSignatureFlags |
D3D12_ROOT_SIGNATURE_FLAGS <p> Specifies options for root signature layout.</p> |
RootSignatureVersion |
D3D_ROOT_SIGNATURE_VERSION <p>Specifies the version of root signature layout.</p> |
ShaderComponentMapping |
D3D12_SHADER_COMPONENT_MAPPING <p> Specifies how memory gets routed by a shader resource view (SRV).</p> |
ShaderMinimumPrecisionSupport |
D3D12_SHADER_MIN_PRECISION_SUPPORT <p> Describes minimum precision support options for shaders in the current graphics driver.</p> |
ShaderResourceViewDimension |
D3D12_SRV_DIMENSION <p>These flags identify the type of resource that will be viewed as a shader resource.</p> |
ShaderVisibility |
D3D12_SHADER_VISIBILITY <p>Specifies the shaders that can access the contents of a given root signature slot.</p> |
StaticBorderColor |
D3D12_STATIC_BORDER_COLOR <p> Specifies the border color for a static sampler.</p> |
StencilOperation |
D3D12_STENCIL_OP <p>Identifies the stencil operations that can be performed during depth-stencil testing.</p> |
TextureAddressMode |
D3D12_TEXTURE_ADDRESS_MODE <p> Identifies a technique for resolving texture coordinates that are outside of the boundaries of a texture.</p> |
TextureCopyType |
D3D12_TEXTURE_COPY_TYPE <p>Specifies what type of texture copy is to take place.</p> |
TextureLayout |
D3D12_TEXTURE_LAYOUT <p> Specifies texture layout options.</p> |
TileCopyFlags |
D3D12_TILE_COPY_FLAGS <p> Specifies how to copy a tile.</p> |
TiledResourcesTier |
D3D12_TILED_RESOURCES_TIER <p> Identifies the tier level at which tiled resources are supported.</p> |
TileMappingFlags |
D3D12_TILE_MAPPING_FLAGS <p> Specifies how to perform a tile-mapping operation.</p> |
TileRangeFlags |
D3D12_TILE_RANGE_FLAGS <p> Specifies a range of tile mappings.</p> |
UnorderedAccessViewDimension |
D3D12_UAV_DIMENSION <p>Identifies unordered-access view options.</p> |
Structures
Managed | Native |
---|---|
BlendStateDescription |
D3D12_BLEND_DESC <p> Describes the blend state that you use in a call to to create a blend-state object.</p> |
CachedPipelineState |
D3D12_CACHED_PIPELINE_STATE <p>Stores a pipeline state.</p> |
ClearValue |
D3D12_CLEAR_VALUE <p>Describes a value used to optimize clear operations for a particular resource.</p> |
CommandQueueDescription |
D3D12_COMMAND_QUEUE_DESC <p>Describes a command queue.</p> |
CommandSignatureDescription |
D3D12_COMMAND_SIGNATURE_DESC <p> Describes the arguments (parameters) of a command signature.</p> |
ComputePipelineStateDescription |
D3D12_COMPUTE_PIPELINE_STATE_DESC <p>Describes a compute pipeline state object.</p> |
ConstantBufferViewDescription |
D3D12_CONSTANT_BUFFER_VIEW_DESC <p>Describes a constant buffer to view.</p> |
CpuDescriptorHandle |
D3D12_CPU_DESCRIPTOR_HANDLE <p> Describes a CPU descriptor handle.</p> |
DepthStencilOperationDescription |
D3D12_DEPTH_STENCILOP_DESC <p>Describes stencil operations that can be performed based on the results of stencil test.</p> |
DepthStencilStateDescription |
D3D12_DEPTH_STENCIL_DESC <p>Describes depth-stencil state.</p> |
DepthStencilValue |
D3D12_DEPTH_STENCIL_VALUE <p>Specifies a depth and stencil value.</p> |
DepthStencilViewDescription |
D3D12_DEPTH_STENCIL_VIEW_DESC <p>Describes the subresources of a texture that are accessible from a depth-stencil view.</p> |
DescriptorHeapDescription |
D3D12_DESCRIPTOR_HEAP_DESC <p>Describes the descriptor heap.</p> |
DescriptorRange |
D3D12_DESCRIPTOR_RANGE <p> Specifies a range so that, for example, if part of a descriptor table has 100 shader-resource views (SRVs) that range can be declared in one entry rather than 100.</p> |
DiscardRegion |
D3D12_DISCARD_REGION <p> Describes details for the discard-resource operation.</p> |
DispatchArgumentS |
D3D12_DISPATCH_ARGUMENTS <p>Describes dispatch parameters, for use by the compute shader.</p> |
DrawArgumentS |
D3D12_DRAW_ARGUMENTS <p>Describes parameters for drawing instances.</p> |
DrawIndexedArgumentS |
D3D12_DRAW_INDEXED_ARGUMENTS <p>Describes parameters for drawing indexed instances.</p> |
FeatureDataArchitecture |
D3D12_FEATURE_DATA_ARCHITECTURE <p>Provide detail about the adapter architecture, helping applications better optimize for certain adapter properties.</p> |
FeatureDataD3D12Options |
D3D12_FEATURE_DATA_D3D12_OPTIONS <p> Describes Direct3D 12 feature options in the current graphics driver.</p> |
FeatureDataFeatureLevels |
D3D12_FEATURE_DATA_FEATURE_LEVELS <p>No documentation.</p> |
FeatureDataFormatInformation |
D3D12_FEATURE_DATA_FORMAT_INFO <p> Describes the DXGI data format.</p> |
FeatureDataFormatSupport |
D3D12_FEATURE_DATA_FORMAT_SUPPORT <p> Describes which resources are supported by the current graphics driver for a given format.</p> |
FeatureDataGpuVirtualAddressSupport |
D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT <p> Details the adapter’s GPU virtual address space limitations, including maximum address bits per resource and per process.</p> |
FeatureDataMultisampleQualityLevels |
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS <p> Describes the image quality levels for a given format and sample count.</p> |
GpuDescriptorHandle |
D3D12_GPU_DESCRIPTOR_HANDLE <p> Describes a GPU descriptor handle.</p> |
GraphicsPipelineStateDescription |
D3D12_GRAPHICS_PIPELINE_STATE_DESC <p>No documentation.</p> |
HeapDescription |
D3D12_HEAP_DESC <p> Describes the purpose of a query heap.</p> |
HeapProperties |
D3D12_HEAP_PROPERTIES <p>Describes heap properties.</p> |
IndexBufferView |
D3D12_INDEX_BUFFER_VIEW <p>No documentation.</p> |
IndirectArgumentDescription |
D3D12_INDIRECT_ARGUMENT_DESC <p> Describes an indirect argument (an indirect parameter), for use with a command signature.</p> |
InfoQueueFilter |
D3D12_INFO_QUEUE_FILTER <p> Debug message filter; contains a lists of message types to allow or deny.</p> |
InfoQueueFilterDescription |
D3D12_INFO_QUEUE_FILTER_DESC <p> Allow or deny certain types of messages to pass through a filter.</p> |
InputElement |
D3D12_INPUT_ELEMENT_DESC <p>A description of a single element for the input-assembler stage.</p> |
InputLayoutDescription |
D3D12_INPUT_LAYOUT_DESC <p>Describes the input-buffer data for the input-assembler stage.</p> |
Message |
D3D12_MESSAGE <p> A debug message in the Information Queue.</p> |
PackedMipInformation |
D3D12_PACKED_MIP_INFO <p> Describes the tile structure of a tiled resource with mipmaps.</p> |
PlacedSubResourceFootprint |
D3D12_PLACED_SUBRESOURCE_FOOTPRINT <p> Describes the footprint of a placed subresource, including the offset and the .</p> |
QueryDataPipelineStatistics |
D3D12_QUERY_DATA_PIPELINE_STATISTICS <p>Query information about graphics-pipeline activity in between calls to BeginQuery and EndQuery.</p> |
QueryHeapDescription |
D3D12_QUERY_HEAP_DESC <p> Describes the purpose of a query heap.</p> |
Range |
D3D12_RANGE <p>Describes a memory range.</p> |
RasterizerStateDescription |
D3D12_RASTERIZER_DESC <p>Describes rasterizer state.</p> |
RenderTargetBlendDescription |
D3D12_RENDER_TARGET_BLEND_DESC <p>Describes the blend state for a render target.</p> |
RenderTargetViewDescription |
D3D12_RENDER_TARGET_VIEW_DESC <p>Describes the subresources from a resource that are accessible by using a render-target view.</p> |
ResourceAliasingBarrier |
D3D12_RESOURCE_ALIASING_BARRIER <p> Describes the transition between usages of two different resources that have mappings into the same heap.</p> |
ResourceAllocationInformation |
D3D12_RESOURCE_ALLOCATION_INFO <p>Describes parameters needed to allocate resources.</p> |
ResourceBarrier |
D3D12_RESOURCE_BARRIER <p>Specifies a type of resource barrier (transition in resource use) description.</p> |
ResourceDescription |
D3D12_RESOURCE_DESC <p> Describes a resource, such as a texture.</p> |
ResourceRegion |
D3D12_BOX <p>Describes a 3D box.</p> |
ResourceTransitionBarrier |
D3D12_RESOURCE_TRANSITION_BARRIER <p> Describes the transition of subresources between different usages.</p> |
ResourceUnorderedAccessViewBarrier |
D3D12_RESOURCE_UAV_BARRIER <p> Represents a resource in which all UAV accesses must complete before any future UAV accesses can begin.</p> |
RootConstants |
D3D12_ROOT_CONSTANTS <p> Describes constants inline in the root signature that appear in shaders as one constant buffer.</p> |
RootDescriptor |
D3D12_ROOT_DESCRIPTOR <p> Describes descriptors inline in the root signature that appear in shaders.</p> |
RootDescriptorTable |
D3D12_ROOT_DESCRIPTOR_TABLE <p> Describes the layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap.</p> |
RootParameter |
D3D12_ROOT_PARAMETER <p> Specifies the type of root signature slot.</p> |
RootSignatureDescription |
D3D12_ROOT_SIGNATURE_DESC <p> Describes the layout of a root signature.</p> |
SamplerStateDescription |
D3D12_SAMPLER_DESC <p>Describes a sampler state.</p> |
ShaderBytecode |
D3D12_SHADER_BYTECODE <p>Describes shader data.</p> |
ShaderResourceViewDescription |
D3D12_SHADER_RESOURCE_VIEW_DESC <p>Describes a shader-resource view.</p> |
StaticSamplerDescription |
D3D12_STATIC_SAMPLER_DESC <p> Describes a static sampler.</p> |
StreamOutputBufferView |
D3D12_STREAM_OUTPUT_BUFFER_VIEW <p>No documentation.</p> |
StreamOutputDescription |
D3D12_STREAM_OUTPUT_DESC <p>Describes a streaming output buffer.</p> |
StreamOutputElement |
D3D12_SO_DECLARATION_ENTRY <p>Describes a vertex element in a vertex buffer in an output slot.</p> |
StreamOutputStatistics |
D3D12_QUERY_DATA_SO_STATISTICS <p>Describes query data for stream output.</p> |
SubResourceFootprint |
D3D12_SUBRESOURCE_FOOTPRINT <p> Describes the format, width, height, depth, and row-pitch of the subresource into the parent resource.</p> |
SubResourceInformation |
D3D12_SUBRESOURCE_INFO <p>Describes subresource data.</p> |
SubResourceTiling |
D3D12_SUBRESOURCE_TILING <p>Describes a tiled subresource volume.</p> |
TextureCopyLocation |
D3D12_TEXTURE_COPY_LOCATION <p>Describes a portion of a texture for the purpose of texture copies.</p> |
TiledResourceCoordinate |
D3D12_TILED_RESOURCE_COORDINATE <p>Describes the coordinates of a tiled resource.</p> |
TileRegionSize |
D3D12_TILE_REGION_SIZE <p>Describes the size of a tiled region.</p> |
TileShape |
D3D12_TILE_SHAPE <p>Describes the shape of a tile by specifying its dimensions.</p> |
UnorderedAccessViewDescription |
D3D12_UNORDERED_ACCESS_VIEW_DESC <p>Describes the subresources from a resource that are accessible by using an unordered-access view.</p> |
VertexBufferView |
D3D12_VERTEX_BUFFER_VIEW <p>No documentation.</p> |
Viewport |
D3D12_VIEWPORT <p>Describes the dimensions of a viewport.</p> |
Interfaces
Managed | Native |
---|---|
CommandAllocator <ul><li>Reset </li></ul> |
ID3D12CommandAllocator <ul><li>Reset </li></ul><p>Represents the allocations of storage for graphics processing unit (GPU) commands.</p> |
CommandList <ul><li>TypeInfo </li></ul> |
ID3D12CommandList <ul><li>GetType </li></ul><p>No documentation.</p> |
CommandQueue <ul><li>BeginEvent </li><li>CopyTileMappings </li><li>Description </li><li>EndEvent </li><li>ExecuteCommandList </li><li>ExecuteCommandLists </li><li>ExecuteCommandLists </li><li>GetClockCalibration </li><li>SetMarker </li><li>Signal </li><li>TimestampFrequency </li><li>UpdateTileMappings </li><li>Wait </li></ul> |
ID3D12CommandQueue <ul><li>BeginEvent </li><li>CopyTileMappings </li><li>GetDesc </li><li>EndEvent </li><li>ExecuteCommandLists </li><li>ExecuteCommandLists </li><li>ExecuteCommandLists </li><li>GetClockCalibration </li><li>SetMarker </li><li>Signal </li><li>GetTimestampFrequency </li><li>UpdateTileMappings </li><li>Wait </li></ul><p>No documentation.</p> |
CommandSignature |
ID3D12CommandSignature <p> A command signature object enables apps to specify indirect drawing, including the buffer format, command type and resource bindings to be used.</p> |
DebugCommandList <ul><li>AssertResourceState </li><li>FeatureMask </li></ul> |
ID3D12DebugCommandList <ul><li>AssertResourceState </li><li>GetFeatureMask </li></ul><p> Provides methods to monitor and debug a command list.</p> |
DebugCommandQueue <ul><li>AssertResourceState </li></ul> |
ID3D12DebugCommandQueue <ul><li>AssertResourceState </li></ul><p> Provides methods to monitor and debug a command queue.</p> |
DebugDevice <ul><li>FeatureMask </li><li>ReportLiveDeviceObjects </li></ul> |
ID3D12DebugDevice <ul><li>GetFeatureMask </li><li>ReportLiveDeviceObjects </li></ul><p> This interface represents a graphics device for debugging.</p> |
DebugInterface <ul><li>EnableDebugLayer </li></ul> |
ID3D12Debug <ul><li>EnableDebugLayer </li></ul><p> A debug interface controls debug settings and validates pipeline state.</p> |
DescriptorHeap <ul><li>CPUDescriptorHandleForHeapStart </li><li>Description </li><li>GPUDescriptorHandleForHeapStart </li></ul> |
ID3D12DescriptorHeap <ul><li>GetCPUDescriptorHandleForHeapStart </li><li>GetDesc </li><li>GetGPUDescriptorHandleForHeapStart </li></ul><p>A descriptor heap is a collection of contiguous allocations of descriptors, one allocation for every descriptor.</p> |
Device <ul><li>AdapterLuid </li><li>Architecture </li><li>CheckFeatureSupport </li><li>CopyDescriptors </li><li>CopyDescriptorsSimple </li><li>CreateCommandAllocator </li><li>CreateCommandList </li><li>CreateCommandQueue </li><li>CreateCommandSignature </li><li>CreateCommittedResource </li><li>CreateComputePipelineState </li><li>CreateConstantBufferView </li><li>CreateDepthStencilView </li><li>CreateDescriptorHeap </li><li>CreateFence </li><li>CreateGraphicsPipelineState </li><li>CreateHeap </li><li>CreatePlacedResource </li><li>CreateQueryHeap </li><li>CreateRenderTargetView </li><li>CreateReservedResource </li><li>CreateRootSignature </li><li>CreateRootSignature </li><li>CreateRootSignature </li><li>CreateSampler </li><li>CreateShaderResourceView </li><li>CreateUnorderedAccessView </li><li>D3D12Options </li><li>DeviceRemovedReason </li><li>Evict </li><li>Evict </li><li>GetCopyableFootprints </li><li>GetCustomHeapProperties </li><li>GetDescriptorHandleIncrementSize </li><li>GetResourceAllocationInfo </li><li>GetResourceAllocationInfo </li><li>GetResourceTiling </li><li>MakeResident </li><li>MakeResident </li><li>NodeCount </li><li>OpenSharedHandle </li><li>OpenSharedHandleByName </li><li>StablePowerState </li></ul> |
ID3D12Device <ul><li>GetAdapterLuid </li><li>CheckFeatureSupport </li><li>CheckFeatureSupport </li><li>CopyDescriptors </li><li>CopyDescriptorsSimple </li><li>CreateCommandAllocator </li><li>CreateCommandList </li><li>CreateCommandQueue </li><li>CreateCommandSignature </li><li>CreateCommittedResource </li><li>CreateComputePipelineState </li><li>CreateConstantBufferView </li><li>CreateDepthStencilView </li><li>CreateDescriptorHeap </li><li>CreateFence </li><li>CreateGraphicsPipelineState </li><li>CreateHeap </li><li>CreatePlacedResource </li><li>CreateQueryHeap </li><li>CreateRenderTargetView </li><li>CreateReservedResource </li><li>CreateRootSignature </li><li>CreateRootSignature </li><li>CreateRootSignature </li><li>CreateSampler </li><li>CreateShaderResourceView </li><li>CreateUnorderedAccessView </li><li>CheckFeatureSupport </li><li>GetDeviceRemovedReason </li><li>Evict </li><li>Evict </li><li>GetCopyableFootprints </li><li>GetCustomHeapProperties </li><li>GetDescriptorHandleIncrementSize </li><li>GetResourceAllocationInfo </li><li>GetResourceAllocationInfo </li><li>GetResourceTiling </li><li>MakeResident </li><li>MakeResident </li><li>GetNodeCount </li><li>OpenSharedHandle </li><li>OpenSharedHandleByName </li><li>SetStablePowerState </li></ul><p>Represents a virtual adapter; it is used to create command allocators, command lists, command queues, fences, resources, pipeline state objects, heaps, root signatures, samplers, and many resource views.</p> |
DeviceChild <ul><li>GetDevice </li></ul> |
ID3D12DeviceChild <ul><li>GetDevice </li></ul><p>An interface from which other core interfaces inherit from, including , , and .</p> |
Fence <ul><li>CompletedValue </li><li>SetEventOnCompletion </li><li>Signal </li></ul> |
ID3D12Fence <ul><li>GetCompletedValue </li><li>SetEventOnCompletion </li><li>Signal </li></ul><p>No documentation.</p> |
GraphicsCommandList <ul><li>BeginEvent </li><li>BeginQuery </li><li>BlendFactor </li><li>ClearDepthStencilView </li><li>ClearDepthStencilView </li><li>ClearRenderTargetView </li><li>ClearRenderTargetView </li><li>ClearState </li><li>ClearUnorderedAccessViewFloat </li><li>ClearUnorderedAccessViewUint </li><li>Close </li><li>CopyBufferRegion </li><li>CopyResource </li><li>CopyTextureRegion </li><li>CopyTiles </li><li>DiscardResource </li><li>Dispatch </li><li>DrawIndexedInstanced </li><li>DrawInstanced </li><li>EndEvent </li><li>EndQuery </li><li>ExecuteBundle </li><li>ExecuteIndirect </li><li>PipelineState </li><li>PrimitiveTopology </li><li>Reset </li><li>ResolveQueryData </li><li>ResolveSubresource </li><li>ResourceBarrier </li><li>ResourceBarrier </li><li>ResourceBarrierAliasing </li><li>ResourceBarrierTransition </li><li>ResourceBarrierTransition </li><li>SetComputeRoot32BitConstant </li><li>SetComputeRoot32BitConstants </li><li>SetComputeRootConstantBufferView </li><li>SetComputeRootDescriptorTable </li><li>SetComputeRootShaderResourceView </li><li>SetComputeRootSignature </li><li>SetComputeRootUnorderedAccessView </li><li>SetDescriptorHeaps </li><li>SetDescriptorHeaps </li><li>SetGraphicsRoot32BitConstant </li><li>SetGraphicsRoot32BitConstants </li><li>SetGraphicsRootConstantBufferView </li><li>SetGraphicsRootDescriptorTable </li><li>SetGraphicsRootShaderResourceView </li><li>SetGraphicsRootSignature </li><li>SetGraphicsRootUnorderedAccessView </li><li>SetIndexBuffer </li><li>SetMarker </li><li>SetPredication </li><li>SetRenderTargets </li><li>SetRenderTargets </li><li>SetRenderTargets </li><li>SetScissorRectangles </li><li>SetScissorRectangles </li><li>SetScissorRectangles </li><li>SetVertexBuffer </li><li>SetVertexBuffers </li><li>SetViewport </li><li>SetViewports </li><li>SetViewports </li><li>SOSetTargets </li><li>StencilReference </li></ul> |
ID3D12GraphicsCommandList <ul><li>BeginEvent </li><li>BeginQuery </li><li>OMSetBlendFactor </li><li>ClearDepthStencilView </li><li>ClearDepthStencilView </li><li>ClearRenderTargetView </li><li>ClearRenderTargetView </li><li>ClearState </li><li>ClearUnorderedAccessViewFloat </li><li>ClearUnorderedAccessViewUint </li><li>Close </li><li>CopyBufferRegion </li><li>CopyResource </li><li>CopyTextureRegion </li><li>CopyTiles </li><li>DiscardResource </li><li>Dispatch </li><li>DrawIndexedInstanced </li><li>DrawInstanced </li><li>EndEvent </li><li>EndQuery </li><li>ExecuteBundle </li><li>ExecuteIndirect </li><li>SetPipelineState </li><li>IASetPrimitiveTopology </li><li>Reset </li><li>ResolveQueryData </li><li>ResolveSubresource </li><li>ResourceBarrier </li><li>ResourceBarrier </li><li>ResourceBarrier </li><li>ResourceBarrier </li><li>ResourceBarrier </li><li>SetComputeRoot32BitConstant </li><li>SetComputeRoot32BitConstants </li><li>SetComputeRootConstantBufferView </li><li>SetComputeRootDescriptorTable </li><li>SetComputeRootShaderResourceView </li><li>SetComputeRootSignature </li><li>SetComputeRootUnorderedAccessView </li><li>SetDescriptorHeaps </li><li>SetDescriptorHeaps </li><li>SetGraphicsRoot32BitConstant </li><li>SetGraphicsRoot32BitConstants </li><li>SetGraphicsRootConstantBufferView </li><li>SetGraphicsRootDescriptorTable </li><li>SetGraphicsRootShaderResourceView </li><li>SetGraphicsRootSignature </li><li>SetGraphicsRootUnorderedAccessView </li><li>IASetIndexBuffer </li><li>SetMarker </li><li>SetPredication </li><li>OMSetRenderTargets </li><li>OMSetRenderTargets </li><li>OMSetRenderTargets </li><li>RSSetScissorRects </li><li>RSSetScissorRects </li><li>RSSetScissorRects </li><li>IASetVertexBuffers </li><li>IASetVertexBuffers </li><li>RSSetViewports </li><li>RSSetViewports </li><li>RSSetViewports </li><li>SOSetTargets </li><li>OMSetStencilRef </li></ul><p>No documentation.</p> |
Heap <ul><li>Description </li></ul> |
ID3D12Heap <ul><li>GetDesc </li></ul><p>A heap is an abstraction of contiguous memory allocation, used to manage physical memory.</p> |
InfoQueue <ul><li>AddApplicationMessage </li><li>AddMessage </li><li>AddRetrievalFilterEntries </li><li>AddStorageFilterEntries </li><li>ClearRetrievalFilter </li><li>ClearStorageFilter </li><li>ClearStoredMessages </li><li>GetBreakOnCategory </li><li>GetBreakOnID </li><li>GetBreakOnSeverity </li><li>MessageCountLimit </li><li>MuteDebugOutput </li><li>NumMessagesAllowedByStorageFilter </li><li>NumMessagesDeniedByStorageFilter </li><li>NumMessagesDiscardedByMessageCountLimit </li><li>NumStoredMessages </li><li>NumStoredMessagesAllowedByRetrievalFilter </li><li>PopRetrievalFilter </li><li>PopStorageFilter </li><li>PushCopyOfRetrievalFilter </li><li>PushCopyOfStorageFilter </li><li>PushEmptyRetrievalFilter </li><li>PushEmptyStorageFilter </li><li>PushRetrievalFilter </li><li>PushStorageFilter </li><li>RetrievalFilterStackSize </li><li>SetBreakOnCategory </li><li>SetBreakOnID </li><li>SetBreakOnSeverity </li><li>StorageFilterStackSize </li></ul> |
ID3D12InfoQueue <ul><li>AddApplicationMessage </li><li>AddMessage </li><li>AddRetrievalFilterEntries </li><li>AddStorageFilterEntries </li><li>ClearRetrievalFilter </li><li>ClearStorageFilter </li><li>ClearStoredMessages </li><li>GetBreakOnCategory </li><li>GetBreakOnID </li><li>GetBreakOnSeverity </li><li>GetMessageCountLimit </li><li>GetMuteDebugOutput </li><li>GetNumMessagesAllowedByStorageFilter </li><li>GetNumMessagesDeniedByStorageFilter </li><li>GetNumMessagesDiscardedByMessageCountLimit </li><li>GetNumStoredMessages </li><li>GetNumStoredMessagesAllowedByRetrievalFilter </li><li>PopRetrievalFilter </li><li>PopStorageFilter </li><li>PushCopyOfRetrievalFilter </li><li>PushCopyOfStorageFilter </li><li>PushEmptyRetrievalFilter </li><li>PushEmptyStorageFilter </li><li>PushRetrievalFilter </li><li>PushStorageFilter </li><li>GetRetrievalFilterStackSize </li><li>SetBreakOnCategory </li><li>SetBreakOnID </li><li>SetBreakOnSeverity </li><li>GetStorageFilterStackSize </li></ul><p> An information-queue interface stores, retrieves, and filters debug messages.</p> |
Object <ul><li>GetPrivateData </li><li>Name </li><li>SetPrivateData </li><li>SetPrivateDataInterface </li></ul> |
ID3D12Object <ul><li>GetPrivateData </li><li>SetName </li><li>SetPrivateData </li><li>SetPrivateDataInterface </li></ul><p> Associates a name with the device object.</p> |
Pageable |
ID3D12Pageable <p>An interface from which many other core interfaces inherit from.</p> |
PipelineState <ul><li>CachedBlob </li></ul> |
ID3D12PipelineState <ul><li>GetCachedBlob </li></ul><p>Represents the state of all currently set shaders as well as certain fixed function state objects.</p> |
QueryHeap |
ID3D12QueryHeap <p>Manages a query heap.</p> |
Resource <ul><li>Description </li><li>GetHeapProperties </li><li>GPUVirtualAddress </li><li>Map </li><li>ReadFromSubresource </li><li>Unmap </li><li>WriteToSubresource </li></ul> |
ID3D12Resource <ul><li>GetDesc </li><li>GetHeapProperties </li><li>GetGPUVirtualAddress </li><li>Map </li><li>ReadFromSubresource </li><li>Unmap </li><li>WriteToSubresource </li></ul><p>No documentation.</p> |
RootSignature |
ID3D12RootSignature <p>The root signature defines what resources are bound to the graphics pipeline.</p> |
RootSignatureDeserializer <ul><li>RootSignatureDescription </li></ul> |
ID3D12RootSignatureDeserializer <ul><li>GetRootSignatureDesc </li></ul><p>Contains a method to return the deserialized data structure, of a serialized root signature.</p> |