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D3D12DDI_SHADER_VISIBILITY identifies the shaders that can access the contents of a given root signature slot.
Syntax
typedef enum D3D12DDI_SHADER_VISIBILITY {
D3D12DDI_SHADER_VISIBILITY_ALL = 0,
D3D12DDI_SHADER_VISIBILITY_VERTEX = 1,
D3D12DDI_SHADER_VISIBILITY_HULL = 2,
D3D12DDI_SHADER_VISIBILITY_DOMAIN = 3,
D3D12DDI_SHADER_VISIBILITY_GEOMETRY = 4,
D3D12DDI_SHADER_VISIBILITY_PIXEL = 5,
D3D12DDI_SHADER_VISIBILITY_AMPLIFICATION = 6,
D3D12DDI_SHADER_VISIBILITY_MESH = 7
} ;
Constants
D3D12DDI_SHADER_VISIBILITY_ALLValue: 0 All shader stages can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_VERTEXValue: 1 The vertex shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_HULLValue: 2 The hull shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_DOMAINValue: 3 The domain shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_GEOMETRYValue: 4 The geometry shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_PIXELValue: 5 The pixel shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_AMPLIFICATIONValue: 6 The amplification shader stage can access whatever is bound at the root signature slot. |
D3D12DDI_SHADER_VISIBILITY_MESHValue: 7 The mesh shader stage can access whatever is bound at the root signature slot. |
Remarks
See the DirectX Raytracing (DXR) functional specification for more information.
Requirements
| Requirement | Value |
|---|---|
| Minimum supported client | Windows 10, version 1903 |
| Header | d3d12umddi.h |