Establishes the maximum DCC compression unit size.
typedef enum D3D12XBOX_COMPRESSION_STATE_FLAGS
{
D3D12XBOX_COMPRESSION_STATE_FLAG_NONE = 0x0,
D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_COLOR = 0x1,
D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_DEPTH = 0x1,
D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_STENCIL = 0x2,
D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_STENCIL = (D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_DEPTH | D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_STENCIL)
} D3D12XBOX_COMPRESSION_STATE_FLAGS;
| Constant | Description |
|---|---|
| D3D12XBOX_COMPRESSION_STATE_FLAG_NONE | No flags. |
| D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_COLOR | Enables color buffer compression. Also enables indirect color clear and scattered color FMask. |
| D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_DEPTH | Enables depth buffer compression. |
| D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_STENCIL | Enables stencil buffer compression. |
| D3D12XBOX_COMPRESSION_STATE_FLAG_ENABLE_STENCIL | Enables both depth buffer and stencil buffer compression |
This structure is used as a parameter to the ID3D12GraphicsCommandList.SetResourceCompressionStateX member function.
Header: Declared in d3d12_x.h.
Library: Use d3d12_x.lib.