UID | title | ms.date | targetos | tech.root | description | req.construct-type | req.ddi-compliance | req.dll | req.header | req.include-header | req.kmdf-ver | req.lib | req.max-support | req.redist | req.target-min-winverclnt | req.target-min-winversvr | req.target-type | req.typenames | req.umdf-ver | req.unicode-ansi | topic_type | api_type | api_location | api_name | f1_keywords | dev_langs | |||||||
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NS:d3d12umddi.D3D12DDI_DEVICE_FUNCS_CORE_0074 |
D3D12DDI_DEVICE_FUNCS_CORE_0074 |
03/24/2020 |
Windows |
display |
Core device functions available in D3D12 Release 7, Build rev 4. |
structure |
d3d12umddi.h |
Windows 10, version 2004 |
D3D12DDI_DEVICE_FUNCS_CORE_0074 |
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Core device functions available in D3D12 Release 7, Build rev 4.
Check format support.
Check multi sample quality levels.
Get MIP packing.
Calculate private element layout size.
Create element layout.
Destroy element layout.
Calculate private blend state size.
Create blend state.
Destroy blend state.
Calculate private depth stencil state size.
Create depth stencil state.
Destroy depth stencil state.
Calculate private rasterizer state size.
Create rasterizer state.
Destroy rasterizer state.
Calculate private shader size.
Create vertex shader.
Create pixel shader.
Create geometry shader.
Create compute shader.
Calculate private geometry shader with stream output.
Create geometry shader with stream output.
Calculate private tessellation shader size.
Create hull shader.
Create domain shader.
Destroy shader.
Calculate private command queue size.
Create command queue.
Destroy command queue.
Calculate private command pool size.
Create command pool.
Destroy command pool.
Reset command pool.
Calculate private pipeline state size.
Create pipeline state.
Destroy pipeline state.
Calculate private command list size.
Create command list.
Destroy command list.
Calculate private fence size.
Create fence.
Destroy fence.
Calculate private descriptor heap size.
Create descriptor heap.
Destroy descriptor heap.
Get descriptor size in bytes.
Get CPU descriptor handle for heap start.
Get GPU descriptor handle for heap start.
Create shader resource view.
Create constant buffer view.
Create sampler.
Create unordered access view.
Create render target view.
Create depth stencil view.
Calculate private root signature size.
Create root signature.
Destroy root signature.
Map heap.
Unmap heap.
Calculate private heap and resource sizes.
Create heap and resource.
Destroy heap and resource.
Make resident.
Evict.
Calculate private opened heap and resource sizes.
Open heap and resource.
Copy descriptors.
Copy descriptors sample.
Calculate private query heap size.
Create query heap.
Destroy query heap.
Calculate private command signature size.
Create command signature.
Destroy command signature.
Check resource virtual address.
Check resource allocation info.
Check subresource info.
Check existing resource allocation info.
Offer resources.
Reclaim resources.
Get implicit physical adapter mask.
Get present private driver data size.
Query node map.
Retrieve shader comment.
Check resource allocation handle.
Calculate private pipeline library size.
Create pipeline library.
Destroy pipeline library.
Add pipeline state to library.
Calculate serialized library size.
Serialize library.
Get debug allocation info.
Calculate private command recorder size.
Create command recorder.
Destroy command recorder.
Set the command pool as target for the command recorder.
Calculate private scheduling group size.
Create scheduling group.
Destroy scheduling group.
Enumerate meta-commands.
Enumerate meta-command parameters.
Calculate private meta-command size.
Create meta-command.
Destroy meta-command.
Get required meta-command parameter info.
Calculate private state object size.
Create state object.
Destroy state object.
Get ray tracing acceleration structure prebuild info.
Check driver matching identifier.
Get shader identifier.
Get shader stack size.
Get pipeline stack size.
Set pipeline stack size.
Sets the background processing mode.
Calculate private add to state object size. See the DirectX Raytracing (DXR) Functional Spec for more information.
Add to state object. See the DirectX Raytracing (DXR) Functional Spec for more information.
Create sampler feedback unordered access view. See the D3D Sampler Feedback Specification for more information.
Create amplification shader. See the Mesh Shader Specification for more information.
Create mesh shader. See the Mesh Shader Specification for more information.
Calculate private mesh shader size. See the Mesh Shader Specification for more information.