ID3D12Device::CreateComputePipelineStateX Method

Creates a compute pipeline state object with additional details such as shader limits.

Syntax

public:
HRESULT D3DAPI CreateComputePipelineStateX(
         const D3D12_COMPUTE_PIPELINE_STATE_DESC *pBaseDesc,
         UINT NumExtendedDescs,
         const D3D12XBOX_EXTENDED_COMPUTE_PIPELINE_STATE_DESC *pExtendedDescs,
         REFIID riid,
         void **ppPipelineState
)  

Parameters

pBaseDesc
Type: D3D12_COMPUTE_PIPELINE_STATE_DESC *

[in] The address of the base compute pipeline state description.

NumExtendedDescs
Type: UINT 

[in] The number of extended compute pipeline state descriptions in pExtendedDescs.

pExtendedDescs
Type: D3D12XBOX_EXTENDED_COMPUTE_PIPELINE_STATE_DESC *

[in] A pointer to an array of extended compute pipeline states descriptions that specify additional compute pipeline state details, such as shader limits.

riid
Type: REFIID 

The globally unique identifier (GUID) for the pipeline state interface (ID3D12PipelineState. The REFIID, or GUID, of the interface to the pipeline state can be obtained by using the __uuidof() macro.

ppPipelineState
Type: void **

[out] The resulting extended graphics pipeline state object.

Return value

Type: HRESULT D3DAPI 

One of the Direct3D 12 return codes, or S_RUNTIME_COMPILATION, which indicates that the function succeeded, but that runtime recompilation of shaders was performed.

Note S_RUNTIME_COMPILATION is an Xbox-only return value. This value may also be returned by CreateGraphicsPipelineState or CreateComputePipelineState (on Xbox only).

Requirements

Header: Declared in d3d12_x.h.

Library: Use d3d12_x.lib.