D3D12XBOX_COPY_FLAGS Enumeration

Flags to control copying into memory or filling memory.

Syntax

typedef enum D3D12XBOX_COPY_FLAGS
{
    D3D12XBOX_COPY_FLAG_NONE = 0x0,
    D3D12XBOX_COPY_FLAG_RESUMMARIZE_HTILE = 0x10,
    D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS_EXPAND_COLOR = 0x20,
    D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS_EXPAND_DEPTH = 0x20,
    D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS_EXPAND_STENCIL = 0x40,
    D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS = 0x60,
    D3D12XBOX_COPY_FLAG_FORCE_PROPAGATE_COLOR_CLEAR = 0x400,
    D3D12XBOX_COPY_FLAG_FORCE_GATHER_COLOR_FMASK = 0x800,
    D3D12XBOX_COPY_FLAG_FORCE_ELIMINATE_DCC = 0x1000,
    D3D12XBOX_COPY_FLAG_COPY_DEPTH_SAMPLE_TO_RED = 0x80,
    D3D12XBOX_COPY_FLAG_COPY_STENCIL_SAMPLE_TO_RED = 0x100,
    D3D12XBOX_COPY_FLAG_COPY_STENCIL_SAMPLE_TO_GREEN = 0x180,
    D3D12XBOX_COPY_FLAG_COPY_DEPTH_STENCIL_SAMPLES_TO_RED_GREEN = 0x200
} D3D12XBOX_COPY_FLAGS;  

Constants

Constant Description
D3D12XBOX_COPY_FLAG_NONE No flags.
D3D12XBOX_COPY_FLAG_RESUMMARIZE_HTILE Used with depth/stencil resources, this flag forces the GPU to resummarize HTile meta-information from the base depth and stencil data of the given resource.
D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS_EXPAND_COLOR Force the GPU to decompress a color (render target-based) resource.
D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS_EXPAND_DEPTH Force the GPU to decompress a depth resource.
D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS_EXPAND_STENCIL Force the GPU to decompress a stencil resource.
D3D12XBOX_COPY_FLAG_FORCE_DECOMPRESS Force the GPU to decompress both depth and stencil in a resource.
D3D12XBOX_COPY_FLAG_FORCE_PROPAGATE_COLOR_CLEAR Force the GPU to propagate color clear.
D3D12XBOX_COPY_FLAG_FORCE_GATHER_COLOR_FMASK Force the GPU to gather the bit planes constituting a group of fmask fragment pointers into contiguous bit values for each sampler. This enables a shader to fetch from the fmask and determine the multisample indices to use in fetching the fragment colors for compressed texture reads.
D3D12XBOX_COPY_FLAG_FORCE_ELIMINATE_DCC Force the GPU to decompress (eliminate) the delta color compressed blocks of a DCC surface. After elimination is complete, the DCC surface contains only uncompressed blocks. Only supported on XBox One X hardware.
D3D12XBOX_COPY_FLAG_COPY_DEPTH_SAMPLE_TO_RED Copies sample 0 of a depth surface to the red values of a color surface.
D3D12XBOX_COPY_FLAG_COPY_STENCIL_SAMPLE_TO_RED Copies sample 0 of a stencil surface to the red values of a color surface.
D3D12XBOX_COPY_FLAG_COPY_STENCIL_SAMPLE_TO_GREEN Copies sample 0 of a stencil surface to the green values of a color surface.
D3D12XBOX_COPY_FLAG_COPY_DEPTH_STENCIL_SAMPLES_TO_RED_GREEN Copies sample 0 of a depth surface to the red values of a color surface, and the sample 0 of a stencil surface to the green values of the same color surface.

Remarks

These flags make the driver copy a sample 0 of a depth or stencil surface to a color surface without decompressing. The destination color must be decompressed. This can be used for a quick sample-0 copy of depth/stencil into a color surface.

This enumeration is used by the following methods:

Requirements

Header: Declared in d3d12_x.h.