// d3d12umddi.h
PFND3D12DDI_CREATE_STATE_OBJECT_0054 Pfnd3d12ddiCreateStateObject0054;
HRESULT Pfnd3d12ddiCreateStateObject0054(
D3D12DDI_HDEVICE unnamedParam1,
const D3D12DDIARG_CREATE_STATE_OBJECT_0054 *unnamedParam2,
D3D12DDI_HSTATEOBJECT_0054 unnamedParam3,
D3D12DDI_HRTSTATEOBJECT_0054 unnamedParam4
)
{...}
View the official Windows Driver Kit DDI referenceNo description available.
UMD's PFND3D12DDI_CREATE_STATE_OBJECT_0054 function creates a state object.
unnamedParam1[in] Handle to the device on which the state object is being created. It represents the GPU device on which all Direct3D 12 operations are performed.
unnamedParam2[in] Pointer to a D3D12DDIARG_CREATE_STATE_OBJECT_0054 structure that describes the state object to create.
unnamedParam3[out] A D3D12DDI_HSTATEOBJECT_0054 handle to the newly created state object returned by the function. This handle is used by the driver to reference the state object in subsequent operations.
unnamedParam4[in] Handle to a runtime (RT) state object. The runtime uses this handle to reference the state object in its own operations.
PFND3D12DDI_CREATE_STATE_OBJECT_0054 returns S_OK for success; otherwise it returns an appropriate error code.
A state object represents a variable amount of configuration state, including shaders, that an application manages as a single unit and which is given to a driver atomically to process (for example, to compile and optimize) however it sees fit. State objects are built out of subobjects. A subobject has a type and corresponding data.
D3D12DDIARG_CREATE_STATE_OBJECT_0054