Structures

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

Structures

Name Description
CD3DX12_PIPELINE_STATE_STREAM A helper structure for creating and working with graphics and compute pipeline states through a combined interface. See D3D12_GRAPHICS_PIPELINE_STATE_DESC and D3D12_COMPUTE_PIPELINE_STATE_DESC.
D3D12_DISCARD_RESOURCE_DESC Describes details for the discard-resource operation.
D3D12_GRAPHICS_PIPELINE_STATE_DESC Describes a graphics pipeline state object.
D3D12_INDIRECT_ARGUMENT_DESC Describes an indirect argument (an indirect parameter), for use with a command signature.
D3D12XBOX_COMMAND_LIST_DESC Description of the command list, including Xbox-specific extensions.
D3D12XBOX_COMMAND_QUEUE_DESC Description of the command queue. Xbox-specific.
D3D12XBOX_COMPONENT_PLACED_ADDRESSES A union used by ID3D12Device::CreateComponentPlacedResourceX, storing one of the following structures: Resource, NonAARenderTarget, AARenderTarget, DepthTarget, DepthStencilTarget. Every member of these structures is a D3D12_GPU_VIRTUAL_ADDRESS.
D3D12XBOX_COMPUTE_SHADER_LIMITS_DESC Describes limits for a compute shader.
D3D12XBOX_CREATE_DEVICE_PARAMETERS Specifies parameters used during device creation on Xbox hardware.
D3D12XBOX_DCC_OPTIONS Establishes the DCC configuration options for a resource description.
D3D12XBOX_DEPTH_STENCIL_OPTIONS_DESC Describes depth stencil settings in graphics pipeline state.
D3D12XBOX_DERIVED_COMPUTE_STATE_DESC Describes a derived compute pipeline state object. The new pipeline state object is derived from an existing pipeline state object.
D3D12XBOX_DERIVED_GRAPHICS_STATE_DESC Describes a derived graphics pipeline state object (which can be a D3D12_DEPTH_STENCIL_DESC, D3D12_RASTERIZER_DESC, D3D12_BLEND_DESC, or SampleMask). The new pipeline state object is derived from an existing pipeline state object.
D3D12XBOX_DESCRIPTOR_BUFFER_VIEW Do not use. Internal use only. An opaque structure for the Xbox One native GPU buffer descriptor.
D3D12XBOX_DESCRIPTOR_PIPELINE_STATE The Command Processor packet descriptor for setting a Pipeline State object. This structure is output by ID3D12PipelineState::GetDescriptorX.
D3D12XBOX_DESCRIPTOR_SAMPLER_STATE Do not use. Internal use only. An opaque structure for the Xbox One native binding descriptor for sampler state.
D3D12XBOX_DESCRIPTOR_TEXTURE_VIEW Do not use. Internal use only. An opaque structure for the Xbox One native texture view descriptor.
D3D12XBOX_DESCRIPTOR_UNORDERED_ACCESS_VIEW Do not use. Internal use only. An opaque structure for the Xbox One native unordered access view (UAV) descriptor.
D3D12XBOX_DESERIALIZE_COMPUTE_PIPELINE_STATE Defines how to deserialize compute pipeline state objects.
D3D12XBOX_DESERIALIZE_GRAPHICS_PIPELINE_STATE Contains information for deserializing a previously serialized graphics Pipeline State object.
D3D12XBOX_DESERIALIZE_SHADER Contains information about deserializing a previously serialized shader, including GPU instructions and metadata.
D3D12XBOX_DISPATCH_ARGUMENTS Arguments to a call to the compute pipeline.
D3D12XBOX_EXTENDED_COMPUTE_PIPELINE_STATE_DESC Specifies the type of structure stored in an extended compute pipeline state object.
D3D12XBOX_EXTENDED_GRAPHICS_PIPELINE_STATE_DESC Extended graphics pipeline state description.
D3D12XBOX_GPU_HARDWARE_CONFIGURATION Contains the GPU clock frequency.
D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC Defines graphics shader limits.
D3D12XBOX_HISTENCIL_COMPARE_STATE Stores the state of comparison, to control how the comparison is done.
D3D12XBOX_HISTENCIL_CONTROL Specifies the first and second comparisons to perform.
D3D12XBOX_MSAA_CENTROID_PRIORITIES Describes multisampling antialiasing centroid priorities.
D3D12XBOX_MSAA_PARAMETERS Controls the settings in the depth block for multi-sampling antialiasing (MSAA).
D3D12XBOX_MSAA_SAMPLE_LOCATIONS Describes multisample antialias sample locations.
D3D12XBOX_OCCLUSION_QUERY_CONTROL Settings for ID3D12GraphicsCommandList::SetOcclusionQueryControlX.
D3D12XBOX_PAGE_MAPPING_BATCH Describes one or more memory page ranges to be mapped into the GPU virtual address space.
D3D12XBOX_PAGE_MAPPING_RANGE Describes a page mapping range.
D3D12XBOX_PIXEL_SHADER_OPTIONS_DESC Describes pixel shader options.
D3D12XBOX_PREDICATION_BUFFER_VIEW Describes a predication buffer view.
D3D12XBOX_QUERY_PREDICATION_STATUS Do not use. Predication status queries are not supported.
D3D12XBOX_RESOURCE_DESC Describes a resource such as a texture.
D3D12XBOX_SAMPLER_DESC Describes a sampler state.
D3D12XBOX_SERIALIZE_COMPUTE_PIPELINE_STATE Contains information for deserializing a previously serialized compute Pipeline State object.
D3D12XBOX_SERIALIZE_GRAPHICS_PIPELINE_STATE Information for serializing a graphics pipeline state object.
D3D12XBOX_SERIALIZE_SHADER Information for serializing a shader, including GPU instructions and metadata.
D3D12XBOX_SHADER_RESOURCE_VIEW_DESC Describes a shader-resource view (SRV).
D3D12XBOX_TESSELLATION_PARAMETERS_DESC Describes tessellation parameters.
D3D12XBOX_UNORDERED_ACCESS_VIEW_DESC Descriptor for an unordered access view (UAV).
D3D12XboxShaderUserDataManagerDraw Internal. Do not use.

See also

Direct3D 12 Reference