Note

Access to this page requires authorization. You can try signing in or .

Access to this page requires authorization. You can try .

D3D12_RENDER_PASS_FLAGS enumeration (d3d12.h)

Specifies the nature of the render pass; for example, whether it is a suspending or a resuming render pass.

Syntax

typedef enum D3D12_RENDER_PASS_FLAGS {
 D3D12_RENDER_PASS_FLAG_NONE = 0,
 D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 0x1,
 D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 0x2,
 D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 0x4,
 D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH,
 D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL
} ;

Constants

 
D3D12_RENDER_PASS_FLAG_NONE
Value: 0
Indicates that the render pass has no special requirements.
D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES
Value: 0x1
Indicates that writes to unordered access view(s) should be allowed during the render pass.
D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS
Value: 0x2
Indicates that this is a suspending render pass.
D3D12_RENDER_PASS_FLAG_RESUMING_PASS
Value: 0x4
Indicates that this is a resuming render pass.

Requirements

Requirement Value
Header d3d12.h

See also

Rendering


Feedback

Was this page helpful?

Additional resources