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.
public:
void SetGraphicsShaderLimitsX(
BOOL PixelShaderEnabled,
BOOL TessellationEnabled,
BOOL GeometryShaderEnabled,
BOOL GeometryShaderOnChip,
const D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC *pShaderLimits
)
PixelShaderEnabled
Type: BOOL
[in] true to enable the pixel shader; otherwise, false.
TessellationEnabled
Type: BOOL
[in] true to enable the tessellator; otherwise, false.
GeometryShaderEnabled
Type: BOOL
[in] true to enable the geometry shader; otherwise, false.
GeometryShaderOnChip
Type: BOOL
[in] true to indicate that the generated geometry will be kept in GPU memory and does not spill to system memory.
pShaderLimits
Type: D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC *
[in, optional] A pointer to a D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC structure that describes the limits of the compute shader.
SetGraphicsShaderLimitsX is used to override the shader limits established by the currently set PSO. The overridden limits will persist until the PSO is reset or a new PSO is set, including any PSO referenced by ExecuteIndirect.
SetGraphicsShaderLimitsX can’t be recorded into a command bundle, and the shader pipeline configuration parameters such as PixelShaderEnabled must all match those of the current PSO or validation will fail the call.
Header: Declared in d3d12_x.h.
Library: Use d3d12_x.lib.