ID3D12GraphicsCommandList Members

On Xbox One, this interface contains the ID3D12GraphicsCommandList methods in the Direct3D 12 Reference, and also contains the Xbox One extension methods documented here.

ID3D12GraphicsCommandList has the following members.

Public Methods

  Name Description
AdvancePredicationX Advance the predication process.
CloseBundleX Close a bundle command list while writing the recorded commands to the given allocation.
CopyMemoryToMemoryX Copies data from one GPU virtual address to another.
CopyResourceX Copies the entire contents of the source resource to the destination resource.
CopyTextureRegionX This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located within either a buffer resource or a texture resource.
DispatchX Executes a command list from a thread group.
DrawIndexedX Draws indexed primitives as a more efficient alternative to DrawIndexedInstanced.
ExecuteCommandListsX This method is not currently implemented.
ExecuteIndirectBundleX Indirectly executes a bundle from a buffer, where a bundle is a GPU command buffer representation of GPU draws and state setting. This API allows for more efficient creation and management of bundles than can be achieved with the standard ExecuteBundle API.
FillMemoryWith128BitValueX Fills the specified range of GPU memory with the specified 128-bit value.
FillMemoryWith32BitValueX Fills the specified range of GPU memory with the specified 32-bit value.
FillMemoryWith64BitValueX Fills the specified range of GPU memory with the specified 64-bit value.
FlushPipelineX Flushes the specified segment of the pipeline.
GetExecutionCommandSizeX Query a bundle command list for its required allocation size.
KickoffX Submits queued graphics or compute command list segments to the GPU for processing.
NopX Adds a specified number of bytes of no-operation padding to the current Command List.
OMSetDepthBoundsX Sets the depth bounds.
ReadGDSX Reads data from GDS.
RSSetDepthBiasX Overrides the current PSO depth bias options and sets new values.
RSSetMSAAParametersX Sets the Render Stage multi-sampling anti-aliasing (MSAA) parameters.
SetComputeShaderLimitsX Sets compute shader limits including active shader units, wave and thread group properties, and the SIMD-walking algorithm to be used.
SetGraphicsShaderLimitsX Sets graphics shader limits including active shader units, the maximum number of simultaneous waves, and maximum number of waves that allow CU locking, for vertex, domain, geometry and pixel shaders.
SetHiStencilControlX Enables or disables the Hi-Stencil hardware. Provides a direct but temporary override until the next depth/stencil resource is bound to the pipeline.
SetHiStencilStateX Sets hierarchical stencil compare states that will persist on a given resource.
SetOcclusionQueryControlX Configures the counters used in an occlusion query.
SetPerfectOcclusionQueriesX Obtains the perfect sample counts and override the HiStencil state.
SetPixelShaderDepthForceZOrderX Forces Z-order to be taken from shader directives.
SetPredicationBufferX Sets a predication buffer for a graphics command list.
SetResourceCompressionStateX Sets the compression state of a resource.
SetupOrderedAppendCounterX Sets up an ordered append counter, enabling shader threads to append data in order of their launch. See Remarks for an example.
Wait32BitValueX Waits on the 32-bit value at a given source location in memory to satisfy a comparison condition.
Wait64BitValueX Waits on the 64-bit value at a given source location in memory to satisfy a comparison condition.
Write32BitValueBottomOfPipeX Writes a 32-bit value at the bottom of the pipeline to a given destination in memory.
Write64BitValueBottomOfPipeX Writes a 64-bit value at the bottom of the pipeline to a given destination in memory.
Write64BitValueTopOfPipeX Writes a 64-bit value at the top of the pipeline to a given destination in memory.
WriteGDSX Writes data to the Global Data Share (GDS).

See also

ID3D12GraphicsCommandList