Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
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_NONEValue: 0 Indicates that the render pass has no special requirements. |
D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITESValue: 0x1 Indicates that writes to unordered access view(s) should be allowed during the render pass. |
D3D12_RENDER_PASS_FLAG_SUSPENDING_PASSValue: 0x2 Indicates that this is a suspending render pass. |
D3D12_RENDER_PASS_FLAG_RESUMING_PASSValue: 0x4 Indicates that this is a resuming render pass. |
Requirements
| Requirement | Value |
|---|---|
| Header | d3d12.h |