D3D12XBOX_PIX_CAPTURE_FLAGS Enumeration

Flags to control which information is captured, such as whether to capture data from all engines.

Syntax

typedef enum D3D12XBOX_PIX_CAPTURE_FLAGS
{
    D3D12XBOX_PIX_CAPTURE_ALL_ENGINES = 0x2,
    D3D12XBOX_PIX_CAPTURE_ASYNC_COMPUTE_AS_CPU = 0x4,
    D3D12XBOX_PIX_CAPTURE_DMA_AS_CPU = 0x8,
    D3D12XBOX_PIX_CAPTURE_ALL_MEMORY = 0x10,
    D3D12XBOX_PIX_CAPTURE_API = 0x10000,
    D3D12XBOX_PIX_CAPTURE_GOLD_IMAGE = 0x200000
} D3D12XBOX_PIX_CAPTURE_FLAGS;  

Constants

Constant Description
D3D12XBOX_PIX_CAPTURE_ALL_ENGINES Captures data from all engines.
D3D12XBOX_PIX_CAPTURE_ASYNC_COMPUTE_AS_CPU Captures the effects of async compute work as memory modifications done by the CPU, instead of capturing the async compute commands themselves. This can be useful if you want to capture only graphics commands, without any async compute commands. However, since the effects of the async compute commands are replicated as memory updates by the CPU, performance analysis in PIX might not accurately reflect the title.
D3D12XBOX_PIX_CAPTURE_DMA_AS_CPU Captures the effects of DMA work as memory modifications done by the CPU, instead of capturing the DMA commands themselves. This can be useful if you want to capture only graphics commands, without any DMA commands. However, since the effects of the DMA commands are replicated as memory updates by the CPU, performance analysis in PIX might not accurately reflect the title.
D3D12XBOX_PIX_CAPTURE_ALL_MEMORY Captures all graphics memory allocated by the title, instead of on the memory used by the captured frame. This will produce a capture file which is quite large. PIX analysis of the resulting capture may be significantly slower with this flag.
D3D12XBOX_PIX_CAPTURE_API Performs an API capture that collects all API arguments, in addition to GPU command buffers. This includes the resource names from ID3D12Object::SetName and shader symbols.
D3D12XBOX_PIX_CAPTURE_GOLD_IMAGE This member is private; do not use.

Remarks

This enumeration is passed into ID3D12CommandQueue::PIXGpuBeginCapture and ID3D12CommandQueue::PIXGpuCaptureNextFrame.

Requirements

Header: Declared in d3d12_x.h.