Identifies options for resources.
enum XG_RESOURCE_MISC_FLAG
{
XG_RESOURCE_MISC_GENERATE_MIPS = 0x1L,
XG_RESOURCE_MISC_TEXTURECUBE = 0x4L,
XG_RESOURCE_MISC_DRAWINDIRECT_ARGS = 0x10L,
XG_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS = 0x20L,
XG_RESOURCE_MISC_BUFFER_STRUCTURED = 0x40L,
XG_RESOURCE_MISC_RESOURCE_CLAMP = 0x80L,
XG_RESOURCE_MISC_RESTRICTED_CONTENT = 0x1000L,
XG_RESOURCE_MISC_ESRAM_RESIDENT = 0x20000L,
XG_RESOURCE_MISC_NO_COLOR_COMPRESSION = 0x80000L,
XG_RESOURCE_MISC_NO_DEPTH_COMPRESSION = 0x100000L,
XG_RESOURCE_MISC_NO_STENCIL_COMPRESSION = 0x200000L,
XG_RESOURCE_MISC_ALLOW_DCC = 0x400000L,
XG_RESOURCE_MISC_FORCE_TEXTURE_COMPATIBILITY = 0x8000L,
XG_RESOURCE_MISC_TILE_POOL = 0x4000000L,
XG_RESOURCE_MISC_TILED = 0x8000000L
};
| Constant | Description | ||
|---|---|---|---|
| XG_RESOURCE_MISC_GENERATE_MIPS | Enables MIP map generation by using ID3D11DeviceContext::GenerateMips on a texture resource. The resource must be created with the bind flags that specify that the resource is a render target and a shader resource. | ||
| XG_RESOURCE_MISC_TEXTURECUBE | Sets a resource to be a cube texture created from a Texture2DArray that contains 6 textures. | ||
| XG_RESOURCE_MISC_DRAWINDIRECT_ARGS | Enables instancing of GPU-generated content. | ||
| XG_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS | Enables a resource as a byte address buffer. | ||
| XG_RESOURCE_MISC_BUFFER_STRUCTURED | Enables a resource as a structured buffer. | ||
| XG_RESOURCE_MISC_RESOURCE_CLAMP | Enables a resource with MIP map clamping for use with ID3D11DeviceContext::SetResourceMinLOD. | ||
| XG_RESOURCE_MISC_RESTRICTED_CONTENT | Set this flag to indicate that the resource might contain protected content; therefore, the operating system should use the resource only when the driver and hardware support content protection. If the driver and hardware do not support content protection and you try to create a resource with this flag, the resource creation fails.
Direct3D 11
| ||
| XG_RESOURCE_MISC_ESRAM_RESIDENT | Set this flag when you want ESRAM to be used for your resource (buffer or texture). This way, your resource will be used in the fastest possible memory. See the ESRAM section in DirectX. | ||
| XG_RESOURCE_MISC_NO_COLOR_COMPRESSION | Disables color compression. | ||
| XG_RESOURCE_MISC_NO_DEPTH_COMPRESSION | Disables depth compression. | ||
| XG_RESOURCE_MISC_NO_STENCIL_COMPRESSION | Disables stencil compression. | ||
| XG_RESOURCE_MISC_ALLOW_DCC | Allow delta color compression (DCC). | ||
| XG_RESOURCE_MISC_FORCE_TEXTURE_COMPATIBILITY | Force delta color compressed resources to maintain compatibility with texture sampling. | ||
| XG_RESOURCE_MISC_TILE_POOL | Set this flag to indicate that the resource is a tile pool.
Direct3D 11
| ||
| XG_RESOURCE_MISC_TILED | Set this flag to indicate that the resource is a tiled resource.
Direct3D 11
|
XG_RESOURCE_MISC_FLAG is a subset of D3D11_RESOURCE_MISC_FLAG. The set of flags that exist in XG_RESOURCE_MISC_FLAG match the values of their corresponding flags in D3D11_RESOURCE_MISC_FLAG.
This enumeration is used in XG_BUFFER_DESC, XG_TEXTURE1D_DESC, XG_TEXTURE2D_DESC, and XG_TEXTURE3D_DESC.
These flags can be combined by bitwise OR.
Header: Declared in xg.h.
Library: Use xg_x.lib.