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