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UID title description helpviewer_keywords tech.root ms.date targetos req.assembly req.construct-type req.ddi-compliance req.dll req.header req.idl req.include-header req.irql req.kmdf-ver req.lib req.max-support req.namespace req.redist req.target-min-winverclnt req.target-min-winversvr req.target-type req.type-library req.umdf-ver req.unicode-ansi topic_type api_type api_location api_name f1_keywords dev_langs
NF:d3d12.ID3D12Device7.AddToStateObject
ID3D12Device7::AddToStateObject
Incrementally add to an existing state object. This incurs lower CPU overhead than creating a state object from scratch that is a superset of an existing one.
ID3D12Device7 interface
AddToStateObject method
ID3D12Device7.AddToStateObject
ID3D12Device7::AddToStateObject
AddToStateObject
AddToStateObject method
AddToStateObject method
ID3D12Device7 interface
direct3d12.id3d12device7_addtostateobject
d3d12/ID3D12Device7::AddToStateObject
direct3d12
09/15/2020
Windows
function
d3d12.dll
d3d12.h
d3d12.lib
Windows 10 Build 20348
Windows 10 Build 20348
apiref
COM
d3d12.lib
d3d12.dll
ID3D12Device7::AddToStateObject
d3d12/ID3D12Device7::AddToStateObject
c++

-description

Incrementally add to an existing state object. This incurs lower CPU overhead than creating a state object from scratch that is a superset of an existing one (for example, adding a few more shaders).

-parameters

-param pAddition

Type: _In_ const D3D12_STATE_OBJECT_DESC*

Description of state object contents to add to existing state object. To help generate this see the CD3D12_STATE_OBJECT_DESC helper in class in d3dx12.h.

-param pStateObjectToGrowFrom

Type: _In_ ID3D12StateObject*

Existing state object, which can be in use (for example, active raytracing) during this operation.

The existing state object must not be of type Collection.

-param riid

Type: _In_ REFIID

Must be the IID of the ID3D12StateObject interface.

-param ppNewStateObject

Type: _COM_Outptr_ void**

Returned state object.

Behavior is undefined if shader identifiers are retrieved for new shaders from this call and they are accessed via shader tables by any already existing or in-flight command list that references some older state object. Use of the new shaders added to the state object can occur only from commands (such as DispatchRays or ExecuteIndirect calls) recorded in a command list after the call to AddToStateObject.

-returns

S_OK for success. E_INVALIDARG, E_OUTOFMEMORY on failure. The debug layer provides detailed status information.

-remarks

For more info, see AddToStateObject.

-see-also