D3D12DDI_RESOURCE_FLAGS_0003 - NtDoc

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

typedef enum D3D12DDI_RESOURCE_FLAGS_0003 {
  D3D12DDI_RESOURCE_FLAG_0003_NONE = 0x0,
  D3D12DDI_RESOURCE_FLAG_0003_RENDER_TARGET = 0x1,
  D3D12DDI_RESOURCE_FLAG_0003_DEPTH_STENCIL = 0x2,
  D3D12DDI_RESOURCE_FLAG_0003_CROSS_ADAPTER = 0x4,
  D3D12DDI_RESOURCE_FLAG_0003_SIMULTANEOUS_ACCESS = 0x8,
  D3D12DDI_RESOURCE_FLAG_0003_SHADER_RESOURCE = 0x10,
  D3D12DDI_RESOURCE_FLAG_0020_VIDEO_DECODE_REFERENCE_ONLY = 0x20,
  D3D12DDI_RESOURCE_FLAG_0020_CONTENT_PROTECTION = 0x40,
  D3D12DDI_RESOURCE_FLAG_0022_UNORDERED_ACCESS = 0x80,
  D3D12DDI_RESOURCE_FLAG_0041_ONLY_NON_RT_DS_TEXTURE_PLACEMENT = 0x100,
  D3D12DDI_RESOURCE_FLAG_0041_ONLY_RT_DS_TEXTURE_PLACEMENT = 0x200,
  D3D12DDI_RESOURCE_FLAG_0041_4MB_ALIGNED = 0x400,
  D3D12DDI_RESOURCE_FLAG_0073_SAMPLER_FEEDBACK = 0x800,
  D3D12DDI_RESOURCE_FLAG_0080_VIDEO_ENCODE_REFERENCE_ONLY = 0x1000,
  D3D12DDI_RESOURCE_FLAG_0088_RAYTRACING_ACCELERATION_STRUCTURE = 0x2000
} ;
View the official Windows Driver Kit DDI reference

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Windows Driver Kit DDI reference (ne-d3d12umddi-d3d12ddi_resource_flags_0003)

D3D12DDI_RESOURCE_FLAGS_0003 enumeration

Description

The D3D12DDI_RESOURCE_FLAGS_0003 enumeration specifies resource flag values.

Constants

D3D12DDI_RESOURCE_FLAG_0003_NONE:0x0

No flags are specified.

D3D12DDI_RESOURCE_FLAG_0003_RENDER_TARGET:0x1

When set, allows a render target view to be created for the resource.

D3D12DDI_RESOURCE_FLAG_0003_DEPTH_STENCIL:0x2

When set, allows a depth stencil view to be created for the resource.

D3D12DDI_RESOURCE_FLAG_0003_CROSS_ADAPTER:0x4

When set, allows the resource to be used for cross-adapter data.

D3D12DDI_RESOURCE_FLAG_0003_SIMULTANEOUS_ACCESS:0x8

When set, allows a resource to be accessed simultaneously by multiple different queues, devices, or processes.

D3D12DDI_RESOURCE_FLAG_0003_SHADER_RESOURCE:0x10

When set, allows a shader resource view to be created for the resource.

D3D12DDI_RESOURCE_FLAG_0020_VIDEO_DECODE_REFERENCE_ONLY:0x20

When set, this resource can only be used as a decode reference frame. It can only be written to or read by the video decode operation.

D3D12DDI_RESOURCE_FLAG_0020_CONTENT_PROTECTION:0x40

When set, the resource can be used to support content protection.

D3D12DDI_RESOURCE_FLAG_0022_UNORDERED_ACCESS:0x80

When set, allows unordered access. This value is available as a resource flag for the fallback plans.

D3D12DDI_RESOURCE_FLAG_0041_ONLY_NON_RT_DS_TEXTURE_PLACEMENT:0x100

Not currently used.

D3D12DDI_RESOURCE_FLAG_0041_ONLY_RT_DS_TEXTURE_PLACEMENT:0x200

Not currently used.

D3D12DDI_RESOURCE_FLAG_0041_4MB_ALIGNED:0x400

Not currently used.

D3D12DDI_RESOURCE_FLAG_0073_SAMPLER_FEEDBACK:0x800

When set, allows the resource to be used for sampler feedback.

D3D12DDI_RESOURCE_FLAG_0080_VIDEO_ENCODE_REFERENCE_ONLY:0x1000

When set, this resource can only be used as a video encode reference frame. It can only be written to or read by the video encode operation.

D3D12DDI_RESOURCE_FLAG_0088_RAYTRACING_ACCELERATION_STRUCTURE:0x2000

When set, the resource can be used as an acceleration structure for ray tracing.

See also

D3D12DDIARG_CREATERESOURCE_0088