These Direct3D 12 enumerations are extensions for Xbox One, or contain extension members for Xbox One.
| Name | Description |
|---|---|
| D3D11X_PIX_CAPTURE_FLAGS | Flags to control which information is captured, such as whether to capture data from all engines. |
| D3D12_COMMAND_LIST_TYPE | Specifies the type of a command list. |
| D3D12_COMMAND_QUEUE_FLAGS | Specifies flags to be used when creating a command queue. |
| D3D12_DESCRIPTOR_HEAP_FLAGS | Specifies options for a heap. |
| D3D12_HEAP_FLAGS | Specifies heap options, such as whether the heap can contain textures, and whether resources are shared across adapters. |
| D3D12_INDIRECT_ARGUMENT_TYPE | Argument types for indirect, used for the D3D12_INDIRECT_ARGUMENT_DESC structure. Xbox One has extension members at the end of this enumeration. |
| D3D12_PIPELINE_STATE_FLAGS | Flags to control the placement of data produced by the geometry shader and tessellation, including whether geometry shader data is stored offchip or onchip, and whether tessellation data is stored offchip or onchip. |
| D3D12_PIPELINE_STATE_SUBOBJECT_TYPE | Specifies the type of a sub-object in a pipeline state stream description. |
| D3D12_PRIMITIVE_TOPOLOGY_TYPE | Specifies how the pipeline interprets geometry or hull shader input primitives. |
| D3D12_QUERY_HEAP_TYPE | Specifies the type of query heap to create. |
| D3D12_QUERY_TYPE | Specifies the type of query. |
| D3D12_RESOURCE_BARRIER_FLAGS | Flags for setting a resource barrier. |
| D3D12_RESOURCE_FLAGS | Identifies options for resources. This enumeration has the same enumeration constants as [D3D12RESOURCE_FLAGS](https://msdn.microsoft.com/en-us/library/dn986742(v=vs.85).aspx) for PC, and also has the following D3D12XBOX Xbox extension enumeration constants. |
| D3D12_RESOURCE_STATES | Specifies the state of a resource regarding how the resource is being used. |
| D3D12_STENCIL_OP | Identifies the stencil operations that can be performed during depth-stencil testing. |
| D3D12_TEXTURE_ADDRESS_MODE | Identifies a technique for resolving texture coordinates that are outside of the boundaries of a texture. |
| D3D12_TEXTURE_LAYOUT | Specifies texture layout options. On Xbox, this enumeration includes D3D12XBOX_ extension members. |
| D3D12XBOX_COMMAND_LIST_FLAGS | Flags for the specification of command list creation options. |
| D3D12XBOX_COMPRESSION_STATE_FLAGS | Establishes the maximum DCC compression unit size. |
| D3D12XBOX_COPY_FLAGS | Flags to control copying into memory or filling memory. |
| D3D12XBOX_DATA_FORMAT | Defines names of the various data formats. Used by the D3D12XBOX_SHADER_RESOURCE_VIEW_DESC structure. |
| D3D12XBOX_DCC_COLOR_TRANSFORM | The color transformation performed before DCC-compression. |
| D3D12XBOX_DCC_COMPRESSION_LEVEL | Establishes the maximum DCC compression unit size. |
| D3D12XBOX_DEBUG_FILTER_FLAGS | Set of flags used to specify actions taken in response to an associated validation error. |
| D3D12XBOX_DEBUG_FLAGS | Specifies flags that are used for debugging on Xbox One. |
| D3D12XBOX_DERIVED_COMPUTE_STATE_TYPE | Specifies the type of structure stored in a derived compute state object. |
| D3D12XBOX_DERIVED_GRAPHICS_STATE_TYPE | The type of derived graphics state object. |
| D3D12XBOX_DISPATCH_FLAGS | Flags to control ID3D12GraphicsCommandList.DispatchX. |
| D3D12XBOX_EXTENDED_COMPUTE_PIPELINE_STATE_TYPE | >Specifies the type of structure stored in an extended compute state object. |
| D3D12XBOX_EXTENDED_GRAPHICS_PIPELINE_STATE_TYPE | Specifies the type of structure stored in an extended graphics pipeline state object. |
| D3D12XBOX_FLUSH | Specifies flags that control ID3D12GraphicsCommandList::FlushPipelineX and ID3D12CommandQueue::SignalX. |
| D3D12XBOX_GDS_OPERATION | Specifies operations for ReadGDSX and WriteGDSX. |
| D3D12XBOX_HISTENCIL_COMPARE_FUNCTION | Specifies how to interpret the compare function result. |
| D3D12XBOX_NUMBER_FORMAT | Defines names of the various number formats. Used by the D3D12XBOX_SHADER_RESOURCE_VIEW_DESC structure. |
| D3D12XBOX_OCCLUSION_QUERY_CONTROL_COUNT_FLAG | Flags to control which samples to count, such as which samples pass or fail the depth or stencil test. |
| D3D12XBOX_ORDERED_APPEND_SHADER_STAGE | Associates an Ordered Append counter with a shader stage. Only Compute Shader is currently supported. |
| D3D12XBOX_PAGE_MAPPING_FLAGS | Flags that specify additional details about how pages are to be mapped by methods such as ID3D12CommandQueue::CopyPageMappingsX. |
| D3D12XBOX_PAGE_MAPPING_RANGE_TYPE | Specifies the purpose of a page mapping range. |
| D3D12XBOX_PIX_CAPTURE_FLAGS | Flags to control which information is captured, such as whether to capture data from all engines. |
| D3D12XBOX_PIXEL_SHADER_OPTION_CONSERVATIVE_Z_EXPORT | Forces z exports to be either less than or greater than the source z value (DB_SHADER_CONTROL.CONSERVATIVE_Z_EXPORT). |
| D3D12XBOX_PIXEL_SHADER_OPTION_DEPTH_BEFORE_SHADER | Setting that controls pixel shader depth testing (DB_SHADER_CONTROL.DEPTH_BEFORE_SHADER). |
| D3D12XBOX_PIXEL_SHADER_OPTION_EXEC_ON_HIER_FAIL | Setting that controls pixel shader depth testing (DB_SHADER_CONTROL. EXEC_ON_HIER_FAIL). |
| D3D12XBOX_PIXEL_SHADER_OPTION_EXEC_ON_NOOP | Setting that controls pixel shader depth testing (DB_SHADER_CONTROL. EXEC_ON_NOOP). |
| D3D12XBOX_PIXEL_SHADER_OPTION_OUT_OF_ORDER_RASTERIZATION | Establishes the level of Out-of-Order rasterization |
| D3D12XBOX_PIXEL_SHADER_OPTION_PER_SAMPLE_ITERATION | Setting that controls PA_SC_MODE_CNTL_1.PS_ITER_SAMPLE. |
| D3D12XBOX_PIXEL_SHADER_OPTION_TEXKILL | Setting that controls pixel shader pixel kill (DB_SHADER_CONTROL.KILL_ENABLE). |
| D3D12XBOX_PIXEL_SHADER_OPTION_ZORDER | Setting that controls pixel shader depth testing (DB_SHADER_CONTROL.Z_ORDER). |
| D3D12XBOX_PROCESS_DEBUG_FLAGS | Defines flags that are used to debug a process. |
| D3D12XBOX_REPORT_GPU_HANG_FLAGS | Defines options to use when reporting a GPU hang. |
| D3D12XBOX_RESOURCE_BARRIER_ACTIONS | Defines resource barrier actions. Each member is an action that will or might result from calling ID3D12XboxDmaCommandList::ResourceBarrier. |
| D3D12XBOX_SAMPLER_FLAGS | Sampler flags used when creating a sampler description. |
| D3D12XBOX_SERIALIZE_FLAGS | Flags to control serializing Pipeline State objects. |
| D3D12XBOX_SHADER_CS_SIMD_WALK_ALGORITHM | Specifies the algorithm the SIMD (Single Instruction Multiple Data) processes are to use for each Compute Unit (CU). |
| D3D12XBOX_SHADER_STAGE | Specifies a shader stage. |
| D3D12XBOX_SHADER_UNIT_DISABLE_FLAGS | Disables compute units (CUs) from specific shaders. |
| D3D12XBOX_TEXTURE_FILTER_MODE | Specifies the texture filter mode to use in a sampler description. |
| D3D12XBOX_TEXTURE_MIP_FILTER | Specifies the texture MIP filtering to use in a sampler description. |
| D3D12XBOX_TEXTURE_XY_FILTER | Specifies the XY texture filtering to use in a sampler description. |
| D3D12XBOX_TEXTURE_Z_FILTER | Specifies the texture Z filter to use in a sampler description. |
| D3D12XBOX_WAIT_FLAGS | Flags to select the engine used to perform a wait, for methods such as ID3D12GraphicsCommandList::Wait32BitValueX. |
| D3D12XBOX_WRITE_VALUE_BOP_FLAGS | Flags to control methods such as ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX. |
| D3D12XBOX_WRITE_VALUE_TOP_FLAGS | Flags to control methods such as ID3D12GraphicsCommandList::Write64BitValueTopOfPipeX. |