ID3D12Device Members

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.

Public Methods

  Name Description
CreateCommandListX Creates a command list.
CreateCommandQueueX Creates a command queue, on Xbox One.
CreateCommittedResourceX Creates both a resource and an implicit heap large enough to contain the entire resource; the resource is mapped to the heap.
CreateComponentPlacedResourceX Places a component of a resource (a subresource).
CreateComponentPlacedResourceX1 Places a component of a resource (a subresource) described by a D3D12XBOX_RESOURCE_DESC.
CreateComputePipelineStateX Creates a compute pipeline state object with additional details such as shader limits.
CreateDerivedComputePipelineStateX Efficiently creates a compute pipeline state object that’s derived from another pipeline state object.
CreateDerivedGraphicsPipelineStateX Efficiently creates a graphics Pipeline State object that is derived from another Pipeline State object.
CreateGraphicsPipelineStateX Creates a graphics pipeline state object with additional details such as shader limits and depth, stencil, and pixel shader options.
CreatePlacedRawShaderResourceViewX Creates a shader resource view descriptor directly from a resource and resource view desc without creating an intermediate ID3D12Resource API object.
CreatePlacedRawUnorderedAccessViewX Creates an unordered access view descriptor directly from a resource and resource view desc without creating an intermediate ID3D12Resource API object.
CreatePlacedResourceX Places an entire resource.
CreatePlacedShaderResourceViewX Places a shader resource view (SRV).
CreatePlacedUnorderedAccessViewX Places an unordered access view (UAV).
CreateSamplerX Create a sampler object that encapsulates sampling information for a texture on Xbox.
DeserializeComputePipelineStateX Deserializes a previously serialized compute pipeline state object as a means of allowing efficient loading of compute state objects at run-time.
DeserializeGraphicsPipelineStateX Deserializes a previously serialized graphics Pipeline State object, as a means of allowing efficient loading Pipeline State objects at run-time.
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.
EnableManualGraphicsTLBInvalidationX Enables manual invalidation of the graphics translation lookaside buffer. This is an D3D12.x extension method.
GetDebugFlagsX Gets the debugging options that are currently active.
GetDefaultMSAAParametersX TBD
GetDescriptorSizeInOwordsFromHeapType Gets the descriptor size in OWORDs for the specified descriptor heap type.
GetGpuHardwareConfigurationX Gets hardware configuration information, currently just the GPU clock frequency.
RegisterCustomFenceLocationX Registers a memory location that is used for custom fence synchronization with the GPU hang reporting infrastructure.
RegisterPagePoolX Registers a page pool so that it can be used as a source for CopyPageMappingsX and similar functions.
ReportGpuHangX Reports a hang in the GPU.
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.
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.
SetDebugCallbackX Sets the callback function to invoke during debugging.
SetDebugErrorFilterX Apply validation error filtering targeted at the granularity of a DEBUG output message.
SetDebugFlagsX Sets debugging options.
SetDriverHintX Sets a driver hint, for Xbox One.
SetGpuMemoryPriorityX Sets the priority of non-coherent GPU memory traffic vs. other traffic such as CPU, Audio, and IO device traffic.
SetHangCallbacksX Sets the callback functions to invoke when the GPU hangs.
UnregisterCustomFenceLocationX Unregisters a memory location that was previously registered with RegisterCustomFenceLocationX.
UnregisterPagePoolX Unregisters a previously-registered page pool.

See also

ID3D12Device