XG12_RESOURCE_MISC_FLAG Enumeration

Identifies options for resources.

Syntax

typedef enum XG12_RESOURCE_MISC_FLAG
{
    XG12_RESOURCE_MISC_NONE = 0,
    XG12_RESOURCE_MISC_ALLOW_RENDER_TARGET = 0x1,
    XG12_RESOURCE_MISC_ALLOW_DEPTH_STENCIL = 0x2,
    XG12_RESOURCE_MISC_ALLOW_UNORDERED_ACCESS = 0x4,
    XG12_RESOURCE_MISC_DENY_SHADER_RESOURCE = 0x8,
    XG12_RESOURCE_MISC_ALLOW_SIMULTANEOUS_ACCESS = 0x20,
    XG12_RESOURCE_MISC_DENY_COMPRESSION_DATA = 0x300000,
    XG12_RESOURCE_MISC_ALLOW_DCC = 0x400000,
    XG12_RESOURCE_MISC_FORCE_TEXTURE_COMPATIBILITY = 0x800000
} XG12_RESOURCE_MISC_FLAG;  

Constants

Constant Description
XG12_RESOURCE_MISC_NONE No options are specified.
XG12_RESOURCE_MISC_ALLOW_RENDER_TARGET Allows the resource to be a render target.
XG12_RESOURCE_MISC_ALLOW_DEPTH_STENCIL Allows the resource to be used for depth and stencil data.
XG12_RESOURCE_MISC_ALLOW_UNORDERED_ACCESS Allows the resource to be used with unordered access.
XG12_RESOURCE_MISC_DENY_SHADER_RESOURCE Doesn’t allow the resource to be a shader resource.
XG12_RESOURCE_MISC_ALLOW_SIMULTANEOUS_ACCESS Allows the resource to be simultaneously accessed by multiple different queues, devices, or processes. The resource can be simultaneously accessed by multiple readers and one writer, as long as the writer doesn’t concurrently modify texels that a reader is accessing.
XG12_RESOURCE_MISC_DENY_COMPRESSION_DATA Denies the resource the ability to create compression metadata. 
XG12_RESOURCE_MISC_ALLOW_DCC Allow delta color compression (DCC).
XG12_RESOURCE_MISC_FORCE_TEXTURE_COMPATIBILITY Force delta color compressed resources to maintain compatibility with texture sampling.

Remarks

This enumeration is used by the MiscFlags member of the XG_RESOURCE_DESC structure.

This enumeration is equivalent to the D3D12_RESOURCE_FLAGS enumeration. The Xbox version of the D3D12_RESOURCE_FLAGS enumeration adds Xbox extension members to the PC version of the D3D12_RESOURCE_FLAGS enumeration.

Requirements

Header: Declared in xg.h.