// d3d12umddi.h
typedef enum D3D12DDIARG_RENDER_PASS_FLAGS_0053 {
D3D12DDI_RENDER_PASS_FLAG_0053_NONE = 0x0,
D3D12DDI_RENDER_PASS_FLAG_0053_ALLOW_UAV_WRITES = 0x1,
D3D12DDI_RENDER_PASS_FLAG_0053_SUSPENDING_PASS = 0x2,
D3D12DDI_RENDER_PASS_FLAG_0053_RESUMING_PASS = 0x4,
D3D12DDI_RENDER_PASS_FLAG_0101_BIND_READ_ONLY_DEPTH = 0x8,
D3D12DDI_RENDER_PASS_FLAG_0101_BIND_READ_ONLY_STENCIL = 0x10
} ;
View the official Windows Driver Kit DDI referenceNo description available.
The D3D12DDIARG_RENDER_PASS_FLAGS_0053 enumeration is a bitwise OR of flags that indicate the state of a render pass.
D3D12DDI_RENDER_PASS_FLAG_0053_NONE:0x0No flags are specified.
D3D12DDI_RENDER_PASS_FLAG_0053_ALLOW_UAV_WRITES:0x1Used to specify whether the user will be issuing UAV writes within the render pass, allowing UMDs (user mode drivers) to opt out of tiling if necessary.
D3D12DDI_RENDER_PASS_FLAG_0053_SUSPENDING_PASS:0x2This render pass is suspending.
D3D12DDI_RENDER_PASS_FLAG_0053_RESUMING_PASS:0x4This render pass is resuming.
D3D12DDI_RENDER_PASS_FLAG_0101_BIND_READ_ONLY_DEPTH:0x8A depth stencil view (DSV) should be bound as read-only for the depth aspect during the render pass. This flag is set when the depth data will be read by the GPU, such as for depth comparison in shadow mapping, but not written to during the pass. This flag can only be specified for a depth surface that was initialized before the current pass (by a previous pass or some other way).
D3D12DDI_RENDER_PASS_FLAG_0101_BIND_READ_ONLY_STENCIL:0x10The stencil aspect of a DSV should be bound as read-only during the render pass. This is useful when the stencil data is needed for read operations like stencil testing but will not be modified by the pass. This flag can only be specified for a stencil surface that was initialized before the current pass (by a previous pass or some other way).
A render pass can be both resuming and suspending.
For more information, see D3D12 Render Passes.