Enumerations

These Direct3D 12 enumerations are extensions for Xbox One, or contain extension members for Xbox One.

Enumerations

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.

See also

Direct3D 12 Reference