D3D12XBOX_OCCLUSION_QUERY_CONTROL Structure

Settings for ID3D12GraphicsCommandList::SetOcclusionQueryControlX.

Syntax

typedef struct D3D12XBOX_OCCLUSION_QUERY_CONTROL {
    UINT  : 1;
    BOOL EnablePerfectOcclusionQueries : 3;
    UINT SampleCountLog2 : 4;
    UINT EnableZPass : 4;
    UINT EnableZFail : 4;
    UINT EnableSFail : 4;
    UINT EnableDepthBoundsFail : 4;
    UINT EnableEvenSlices : 4;
    UINT EnableOddSlices : 4;
} D3D12XBOX_OCCLUSION_QUERY_CONTROL;  

Members

EnablePerfectOcclusionQueries
If set to TRUE, disables no-op culling in the GPU, in order to obtain perfect occlusion count results. Corresponds to DisableOptimizationsForCountAccuracy in the D3D11X_QUERY_CONFIG_OCCLUSION structure.

SampleCountLog2
Log2 of the sample count.

EnableZPass
Enables counting samples which pass the depth test.

EnableZFail
Enables counting samples which fail the depth test.

EnableSFail
Enables counting samples which fail the stencil test.

EnableDepthBoundsFail
Enables counting samples which fail the depth bounds test.

EnableEvenSlices
Enables counting even slices.

EnableOddSlices
Enables counting odd slices.

Remarks

This structure is passed into ID3D12GraphicsCommandList::SetOcclusionQueryControlX.

This structure is a rephrasing of the data that is passed to ID3D11DeviceContextX::ConfigureQuery in D3D11.

Requirements

Header: Declared in d3d12_x.h.

See also

D3D12XBOX_OCCLUSION_QUERY_CONTROL_COUNT_FLAG