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NS:d3d12.D3D12_NODE_MASK |
D3D12_NODE_MASK (d3d12.h) |
A state subobject that identifies the GPU nodes to which the state object applies. |
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direct3d12\d3d12_node_mask.htm |
direct3d12 |
DB1CF496-EB74-4898-8742-6D8374455C00 |
12/05/2018 |
D3D12_NODE_MASK, D3D12_NODE_MASK structure, PD3D12_NODE_MASK, PD3D12_NODE_MASK structure pointer, d3d12/D3D12_NODE_MASK, d3d12/PD3D12_NODE_MASK, direct3d12.d3d12_node_mask |
d3d12.h |
Windows |
Windows |
D3D12_NODE_MASK |
19H1 |
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A state subobject that identifies the GPU nodes to which the state object applies.
The node mask.
This subobject is optional. In its absence, the state object applies to all available nodes. If a node mask subobject has been associated with any part of a state object, a node mask association must be made to all exports in a state object (including imported collections) and all node mask subobjects that are referenced must have matching content.
Important
On some versions of the DirectX Runtime, specifying a node via D3D12_NODE_MASK in a D3D12_STATE_SUBOBJECT with type D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK, the runtime will incorrectly handle a node mask value of 0
, which should use node #1, which will lead to errors when attempting to use the state object later. Specify an explicit node value of 1, or omit the D3D12_NODE_MASK subobject to avoid this issue.