// d3d12umddi.h
typedef struct D3D12DDIARG_CREATEHEAP_0001 {
UINT64 ByteSize;
UINT64 Alignment;
D3D12DDI_MEMORY_POOL MemoryPool;
D3D12DDI_CPU_PAGE_PROPERTY CPUPageProperty;
D3D12DDI_HEAP_FLAGS Flags;
UINT CreationNodeMask;
UINT VisibleNodeMask;
} D3D12DDIARG_CREATEHEAP_0001;
View the official Windows Driver Kit DDI referenceNo description available.
The D3D12DDIARG_CREATEHEAP_0001 structure describes a heap.
ByteSizeSize of the heap, in bytes.
AlignmentThe alignment value of the heap. See D3D12_HEAP_DESC for a list of possible values.
MemoryPoolA D3D12DDI_MEMORY_POOL value that specifies the memory pool for the heap.
CPUPagePropertyA D3D12DDI_CPU_PAGE_PROPERTY value that specifies the CPU page properties for the heap.
FlagsA D3D12DDI_HEAP_FLAGS value with a bit-wise OR of heap options.
CreationNodeMaskFor multi-adapter operations, this indicates the node where the resource should be created.
Exactly one bit of this UINT must be set. See Multi-adapter systems.
Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters.
VisibleNodeMaskFor multi-adapter operations, this indicates the set of nodes where the resource is visible.
VisibleNodeMask must have the same bit set that is set in CreationNodeMask. VisibleNodeMask can also have additional bits set for cross-node resources, but doing so can potentially reduce performance for resource accesses, so you should do so only when needed.
Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters.