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UID title description helpviewer_keywords old-location tech.root ms.assetid ms.date ms.keywords req.header req.include-header req.target-type req.target-min-winverclnt req.target-min-winversvr req.kmdf-ver req.umdf-ver req.ddi-compliance req.unicode-ansi req.idl req.max-support req.namespace req.assembly req.type-library req.lib req.dll req.irql targetos req.typenames req.redist ms.custom f1_keywords dev_langs topic_type api_type api_location api_name
NE:d3d12sdklayers.D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS (d3d12sdklayers.h)
Specifies how GPU-Based Validation handles patched pipeline states during ID3D12Device::CreateGraphicsPipelineState and ID3D12Device::CreateComputePipelineState.
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS enumeration
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE
direct3d12.d3d12_gpu_based_validation_pipeline_state_create_flags
direct3d12\d3d12_gpu_based_validation_pipeline_state_create_flags.htm
direct3d12
B3D0ABD0-E7CE-4853-AC7C-228398B4588C
12/05/2018
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS, D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS enumeration, D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK, D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS, D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS, D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS, D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE, d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS, d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK, d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS, d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS, d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS, d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE, direct3d12.d3d12_gpu_based_validation_pipeline_state_create_flags
d3d12sdklayers.h
Windows
Windows
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
19H1
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
d3d12sdklayers/D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS
c++
APIRef
kbSyntax
HeaderDef
d3d12sdklayers.h
D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS

D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS enumeration

-description

Specifies how GPU-Based Validation handles patched pipeline states during ID3D12Device::CreateGraphicsPipelineState and ID3D12Device::CreateComputePipelineState.

-enum-fields

-field D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE:0

This is the default value. Indicates no patching of pipeline states should be done during PSO creation. Instead PSO’s are patched on first use in a command list. This can help to reduce the up-front cost of PSO creation but may instead slow down command list recording until a steady-state is reached.

-field D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS:0x1

Indicates that state-tracking GPU-Based Validation PSO’s should be created along with the original PSO at create time.

-field D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS:0x2

Indicates that unguarded GPU-Based Validation PSO’s should be created along with the original PSO at create time.

-field D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS:0x4

Indicates that guarded GPU-Based Validation PSO’s should be created along with the original PSO at create time.

-field D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK:0x7

Internal use only.

-remarks

This enum is used by the D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS structure.

Generally speaking most application developers are likely to leave this parameter unchanged. However, if the overhead of deferring patched PSO creation is suspected to be too much of a performance problem, then developers should consider changing this setting.

-see-also

Debug Layer Enumerations

Using D3D12 Debug Layer GPU-Based Validation