// d3d12umddi.h
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
} ;
View the official Windows Driver Kit DDI referenceNo description available.
D3D12DDI_SHADER_VISIBILITY identifies the shaders that can access the contents of a given root signature slot.
D3D12DDI_SHADER_VISIBILITY_ALL:0All shader stages can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_VERTEX:1The vertex shader stage can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_HULL:2The hull shader stage can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_DOMAIN:3The domain shader stage can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_GEOMETRY:4The geometry shader stage can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_PIXEL:5The pixel shader stage can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_AMPLIFICATION:6The amplification shader stage can access whatever is bound at the root signature slot.
D3D12DDI_SHADER_VISIBILITY_MESH:7The mesh shader stage can access whatever is bound at the root signature slot.
See the DirectX Raytracing (DXR) functional specification for more information.