Describes depth stencil settings in graphics pipeline state.
typedef struct D3D12XBOX_DEPTH_STENCIL_OPTIONS_DESC {
BOOL BackFaceDisable;
BOOL DepthBoundsDisable;
BOOL ColorWritesOnDepthFailEnable;
BOOL ColorWritesOnDepthPassDisable;
UINT8 StencilReadMaskBack;
UINT8 StencilWriteMaskBack;
UINT8 StencilTestRefValueFront;
UINT8 StencilTestRefValueBack;
UINT8 StencilOpRefValueFront;
UINT8 StencilOpRefValueBack;
} D3D12XBOX_DEPTH_STENCIL_OPTIONS_DESC;
BackFaceDisable
Disable using the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera.
DepthBoundsDisable
Disable depth bounds.
ColorWritesOnDepthFailEnable
Enable color writes when there is a depth detection failure.
ColorWritesOnDepthPassDisable
Disable color writes on depth pass.
StencilReadMaskBack
Enable stencil read mask for pixels whose surface normal is facing away from the camera.
StencilWriteMaskBack
Enable stencil write mask for pixels whose surface normal is facing away from the camera.
StencilTestRefValueFront
Enable stencil test reference value for pixels whose surface normal is facing towards the camera.
StencilTestRefValueBack
Enable stencil test reference value for pixels whose surface normal is facing away from the camera.
StencilOpRefValueFront
Enable stencil operation reference value for pixels whose surface normal is facing towards the camera.
StencilOpRefValueBack
Enable stencil operation reference value for pixels whose surface normal is facing away from the camera.
This structure is used in the D3D12XBOX_DERIVED_GRAPHICS_STATE_DESC and D3D12XBOX_EXTENDED_GRAPHICS_PIPELINE_STATE_DESC structures.
All of these values are d3d12_x.h Xbox One XDK specific. The settings are similar, but not identical, to the Direct3D 11 settings in D3D11_DEPTH_STENCIL_DESC.
The formats that support stenciling are DXGI_FORMAT_D24_UNORM_S8_UINT and DXGI_FORMAT_D32_FLOAT_S8X24_UINT.
Header: Declared in d3d12_x.h.