D3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 - NtDoc

Native API online documentation, based on the System Informer (formerly Process Hacker) phnt headers
// d3d12umddi.h

typedef struct D3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 {
  UINT AdditionalWidth;
  UINT AdditionalHeight;
} D3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101;
View the official Windows Driver Kit DDI reference

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Windows Driver Kit DDI reference (ns-d3d12umddi-d3d12ddi_render_pass_ending_access_preserve_local_parameters_0101)

Description

The D3D12DDI_RENDER_PASS_ENDING_ACCESS_PRESERVE_LOCAL_PARAMETERS_0101 structure specifies parameters for preserving a local portion of a resource at the end of a render pass.

Members

AdditionalWidth

Specifies the additional width, in pixels, to be preserved on either side of the preserved region. A value of 0 means no extra pixels are preserved beyond the specified region. See Remarks.

AdditionalHeight

Specifies the additional height, in pixels, to be preserved above and below the preserved region. A value of 0 means no extra pixels are preserved beyond the specified region. See Remarks.

Remarks

This structure is used when the ending access Type for a resource within a render pass is one of the following values. For each of these types, the beginning of the previous pass must specify the matching D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053_PRESERVE_LOCAL_*XXX* value and the same AdditionalWidth/AdditionalHeight parameters.

AdditionalWidth and AdditionalHeight must be set to 0 for D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0101_PRESERVE_LOCAL_RENDER because they don't make sense in the context of rendering.

If AdditionalWidth/AdditionalHeight parameters for the pass are nonzero, they define a border of additional pixel locations around the current one that can also be read. For instance, AdditionalWidth of 1 and AdditionalHeight of 2 means a region 3 pixels wide and 5 pixels tall around the current pixel can be read by the current pixel.

For more information, see D3D12 Render Passes.

See also

D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE_0053

D3D12DDI_RENDER_PASS_ENDING_ACCESS_0053

D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053

pfnBeginRenderPass