// d3d12umddi.h
PFND3D12DDI_CHECKRESOURCEALLOCATIONINFO_0088 Pfnd3d12ddiCheckresourceallocationinfo0088;
VOID Pfnd3d12ddiCheckresourceallocationinfo0088(
D3D12DDI_HDEVICE unnamedParam1,
const D3D12DDIARG_CREATERESOURCE_0088 *unnamedParam2,
D3D12DDI_RESOURCE_OPTIMIZATION_FLAGS unnamedParam3,
UINT32 AlignmentRestriction,
UINT VisibleNodeMask,
D3D12DDI_RESOURCE_ALLOCATION_INFO_0022 *unnamedParam6
)
{...}
View the official Windows Driver Kit DDI referenceNo description available.
The PFND3D12DDI_CHECKRESOURCEALLOCATIONINFO_0088 callback function supports checking resource allocation information.
unnamedParam1[in] A handle to the display device (graphics context).
unnamedParam2[in] Pointer to a D3D12DDIARG_CREATERESOURCE_0088 structure.
unnamedParam3A D3D12DDI_RESOURCE_OPTIMIZATION_FLAGS value that specifies the resource optimization flags.
AlignmentRestrictionA resource alignment restriction value.
VisibleNodeMaskFor a multi-adapter operation, this value indicates the set of nodes where the resource is visible. Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters.
unnamedParam6Pointer to a D3D12DDI_RESOURCE_ALLOCATION_INFO_0022 structure containing information for resource allocation.
This callback function is part of a two step process of resource creation. This function determines the sizes and alignments of the resource data, additional data header, and additional data is determined, along with the texture layout. When the resource description is passed into this function, the layout of the resource description may be set to _UNDEFINED. This allows the driver to choose any texture layout. When the layout of the resource description is STANDARD_SWIZZLE or ROW_MAJOR, the driver must return out the corresponding value as its choice.
This callback function is accessed by using the D3D12DDI_DEVICE_FUNCS_CORE_0088 structure.
D3D12DDI_DEVICE_FUNCS_CORE_0088
PFND3D12DDI_CREATEHEAPANDRESOURCE_0088