On Xbox One, this interface contains the ID3D12Device methods in the Direct3D 12 Reference, and also contains the Xbox One extension methods documented here.
ID3D12Device has the following members.
| Name | Description | |
|---|---|---|
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CreateCommandListX | Creates a command list. |
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CreateCommandQueueX | Creates a command queue, on Xbox One. |
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CreateCommittedResourceX | Creates both a resource and an implicit heap large enough to contain the entire resource; the resource is mapped to the heap. |
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CreateComponentPlacedResourceX | Places a component of a resource (a subresource). |
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CreateComponentPlacedResourceX1 | Places a component of a resource (a subresource) described by a D3D12XBOX_RESOURCE_DESC. |
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CreateComputePipelineStateX | Creates a compute pipeline state object with additional details such as shader limits. |
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CreateDerivedComputePipelineStateX | Efficiently creates a compute pipeline state object that’s derived from another pipeline state object. |
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CreateDerivedGraphicsPipelineStateX | Efficiently creates a graphics Pipeline State object that is derived from another Pipeline State object. |
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CreateGraphicsPipelineStateX | Creates a graphics pipeline state object with additional details such as shader limits and depth, stencil, and pixel shader options. |
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CreatePlacedRawShaderResourceViewX | Creates a shader resource view descriptor directly from a resource and resource view desc without creating an intermediate ID3D12Resource API object. |
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CreatePlacedRawUnorderedAccessViewX | Creates an unordered access view descriptor directly from a resource and resource view desc without creating an intermediate ID3D12Resource API object. |
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CreatePlacedResourceX | Places an entire resource. |
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CreatePlacedShaderResourceViewX | Places a shader resource view (SRV). |
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CreatePlacedUnorderedAccessViewX | Places an unordered access view (UAV). |
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CreateSamplerX | Create a sampler object that encapsulates sampling information for a texture on Xbox. |
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DeserializeComputePipelineStateX | Deserializes a previously serialized compute pipeline state object as a means of allowing efficient loading of compute state objects at run-time. |
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DeserializeGraphicsPipelineStateX | Deserializes a previously serialized graphics Pipeline State object, as a means of allowing efficient loading Pipeline State objects at run-time. |
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DoInline | Do not use; for internal use only. Decides at compile-time if possible, or run-time if necessary, whether the inline code should be used, or whether it’s necessary to call out-of-line into the D3D run-time. |
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EnableManualGraphicsTLBInvalidationX | Enables manual invalidation of the graphics translation lookaside buffer. This is an D3D12.x extension method. |
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GetDebugFlagsX | Gets the debugging options that are currently active. |
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GetDefaultMSAAParametersX | TBD |
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GetDescriptorSizeInOwordsFromHeapType | Gets the descriptor size in OWORDs for the specified descriptor heap type. |
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GetGpuHardwareConfigurationX | Gets hardware configuration information, currently just the GPU clock frequency. |
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RegisterCustomFenceLocationX | Registers a memory location that is used for custom fence synchronization with the GPU hang reporting infrastructure. |
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RegisterPagePoolX | Registers a page pool so that it can be used as a source for CopyPageMappingsX and similar functions. |
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ReportGpuHangX | Reports a hang in the GPU. |
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SerializeComputePipelineStateX | Serializes a compute pipeline state object as a means of allowing efficient loading at run-time. This method is called during offline content creation, not at game run-time. |
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SerializeGraphicsPipelineStateX | Serializes a Pipeline State object, as a means of allowing efficient loading at run-time. Called during offline content creation, not at game run-time. |
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SetDebugCallbackX | Sets the callback function to invoke during debugging. |
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SetDebugErrorFilterX | Apply validation error filtering targeted at the granularity of a DEBUG output message. |
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SetDebugFlagsX | Sets debugging options. |
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SetDriverHintX | Sets a driver hint, for Xbox One. |
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SetGpuMemoryPriorityX | Sets the priority of non-coherent GPU memory traffic vs. other traffic such as CPU, Audio, and IO device traffic. |
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SetHangCallbacksX | Sets the callback functions to invoke when the GPU hangs. |
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UnregisterCustomFenceLocationX | Unregisters a memory location that was previously registered with RegisterCustomFenceLocationX. |
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UnregisterPagePoolX | Unregisters a previously-registered page pool. |