| D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS | Specifies flags for the build of a raytracing acceleration structure. Use a value from this enumeration with the. |
| D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE | Specifies the type of copy operation performed when calling CopyRaytracingAccelerationStructure. |
| D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_TYPE | Specifies the type of acceleration structure post-build info that can be retrieved with calls to EmitRaytracingAccelerationStructurePostbuildInfo and. |
| D3D12SerializeVersionedRootSignature | Serializes a root signature of any version that can be passed to ID3D12Device::CreateRootSignature. |
| ID3D12CommandQueue::BeginEvent | Not intended to be called directly. Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.BeginEvent) |
| ID3D12CommandQueue::EndEvent | Not intended to be called directly. Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.EndEvent) |
| ID3D12CommandQueue::SetMarker | Not intended to be called directly. Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.SetMarker) |
| CreatePipelineState | Creates a pipeline state object from a pipeline state stream description. |
| SetAutoBreadcrumbsEnablement | Configures the enablement settings for Device Removed Extended Data (DRED) auto-breadcrumbs. |
| ID3D12GraphicsCommandList::BeginEvent | Not intended to be called directly. Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.BeginEvent) |
| ClearDepthStencilView | Clears the depth-stencil resource. (ID3D12GraphicsCommandList.ClearDepthStencilView) |
| ID3D12GraphicsCommandList::EndEvent | Not intended to be called directly. Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.EndEvent) |
| ID3D12GraphicsCommandList::SetMarker | Not intended to be called directly. Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.SetMarker) |
| ExecuteMetaCommand (XBOX Series consoles) | Records the execution (or invocation) of the specified meta command into a graphics command list. |
| WriteToSubresource | Uses the CPU to copy data into a subresource, enabling the CPU to modify the contents of most textures with undefined layouts. |
| ID3D12Tools | This interface is used to configure the runtime for tools such as PIX. Its not intended or supported for any other scenario. |
| EnableShaderInstrumentation | This method enables tools such as PIX to instrument shaders. |
| ShaderInstrumentationEnabled | Determines whether shader instrumentation is enabled. |
| ID3D12VirtualizationGuestDevice | Reference for ID3D12VirtualizationGuestDevice, a interface in the Direct3D 12 on XBOX Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| CreateFenceFd | Reference for CreateFenceFd, a method in the Direct3D 12 on XBOX Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| ShareWithHost | Reference for ShareWithHost, a method in the Direct3D 12 on XBOX Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| D3D12XBOX_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_OFFLINE_STATISTICS_DESC (XBOX Series consoles) | Describes statistics related to an offline BLAS build. |
| d3d12_x (API contents) (XBOX One family) | Reference topics for d3d12_x.h. |
| D3D12_BUFFER_SRV_FLAGS (XBOX One family) | Identifies how to view a buffer resource. |
| D3D12_BUFFER_UAV_FLAGS (XBOX One family) | Identifies unordered-access view options for a buffer resource. |
| D3D12_COMMAND_LIST_TYPE (XBOX One family) | Specifies the type of a command list. |
| D3D12_COMMAND_QUEUE_FLAGS (XBOX One family) | Specifies the flags used to create a command queue. |
| D3D12_DESCRIPTOR_HEAP_FLAGS (XBOX One family) | Specifies the options for a descriptor heap. |
| D3D12_HEAP_FLAGS (XBOX One family) | Specifies heap options, such as whether the heap can contain textures, and whether resources are shared across adapters. |
| D3D12_INDEX_BUFFER_STRIP_CUT_VALUE (XBOX One family) | When the triangle strip primitive topology is used, vertex positions are interpreted as vertices of a continuous triangle strip. The special index value. |
| D3D12_INDIRECT_ARGUMENT_TYPE (XBOX One family) | D3D12_INDIRECT_ARGUMENT_TYPE (XBOX One family consoles) — Argument types for indirect parameters, used for the D3D12_INDIRECT_ARGUMENT_DESC structure. |
| D3D12_MESH_SHADER_TIER (XBOX One family) | Defines constants that specify mesh and amplification shader support. |
| D3D12_PIPELINE_STATE_FLAGS (XBOX One family) | Specifies flags that control the placement of data produced by the geometry shader and tessellation, including whether geometry shader data is stored offchip. |
| D3D12_PIPELINE_STATE_SUBOBJECT_TYPE (XBOX One family) | Specifies the type of a sub-object in a pipeline state stream description. |
| D3D12_PRIMITIVE_TOPOLOGY_TYPE (XBOX One family) | Specifies how the pipeline interprets geometry or hull shader input primitives. |
| D3D12_QUERY_HEAP_TYPE (XBOX One family) | Specifies the type of query heap to create. |
| D3D12_QUERY_TYPE (XBOX One family) | Specifies the type of a query. |
| D3D12_RESOURCE_BARRIER_FLAGS (XBOX One family) | Flags for setting a resource barrier. |
| D3D12_RESOURCE_DIMENSION (XBOX One family) | Identifies the type of the resource being used. |
| D3D12_RESOURCE_FLAGS (XBOX One family) | D3D12_RESOURCE_FLAGS (XBOX One family consoles) — Identifies options for resources. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12_RESOURCE_STATES (XBOX One family) | Specifies the state of a resource in relation to how the resource is being used. |
| D3D12_ROOT_SIGNATURE_FLAGS (XBOX One family) | D3D12_ROOT_SIGNATURE_FLAGS (XBOX One family consoles) — Specifies options for root signature layout. Direct3D 12 graphics API reference for XBOX development. |
| D3D12_SAMPLER_FEEDBACK_TIER (XBOX One family) | Defines constants that specify sampler feedback support. |
| D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER (XBOX One family) | Defines constants that specify a cross-API sharing support tier. |
| D3D12_SRV_DIMENSION (XBOX One family) | Identifies the type of the resource that will be viewed as a shader resource. |
| D3D12_STENCIL_OP (XBOX One family) | Identifies the stencil operations that can be performed during depth-stencil testing. |
| D3D12_TEXTURE_ADDRESS_MODE (XBOX One family) | Specifies the technique for resolving texture coordinates that are outside the boundaries of a texture. |
| D3D12_TEXTURE_LAYOUT (XBOX One family) | Specifies the options for texture layouts. On XBOX, this enumeration includes the D3D12XBOX_ extension members. |
| D3D12_WAVE_MMA_TIER (XBOX One family) | D3D12_WAVE_MMA_TIER (XBOX One family consoles) — Defines constants that specify a level of support for WaveMMA (wave_matrix) operations. |
| D3D12XBOX_COMMAND_ALLOCATOR_CALLBACK_FLAGS (XBOX One family) | Flags used in conjunction with the XBOX extension to override default Command Allocator functionality. |
| D3D12XBOX_COMMAND_LIST_FLAGS (XBOX One family) | Flags for specifying the options for creating command lists. |
| D3D12XBOX_COMMAND_LIST_RESET_FLAGS (XBOX One family) | Flags for use with the ID3D12GraphicsCommandList2::ResetX API. |
| D3D12XBOX_COMMAND_QUEUE_PRIORITY (XBOX One family) | Specifies the values of the command queue priority. |
| D3D12XBOX_COMPRESSION_STATE_FLAGS (XBOX One family) | Enable or disable color compression on render target resources, and depth and/or stencil on depth target resources. |
| D3D12XBOX_COPY_FLAGS (XBOX One family) | D3D12XBOX_COPY_FLAGS (XBOX One family consoles) — Flags for controlling the copying into or filling of memory. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_CREATE_DEVICE_FLAGS (XBOX One family) | D3D12XBOX_CREATE_DEVICE_FLAGS (XBOX One family consoles) — Defines flags that are used to create a device. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_DATA_FORMAT (XBOX One family) | Defines the names of various data formats. |
| D3D12XBOX_DCC_COLOR_TRANSFORM (XBOX One family) | The color transformation to be performed before Delta Color Compression is applied. |
| D3D12XBOX_DCC_COMPRESSION_LEVEL (XBOX One family) | D3D12XBOX_DCC_COMPRESSION_LEVEL (XBOX One family consoles) — Establishes the maximum unit size for Delta Color Compression (DCC). |
| D3D12XBOX_DEBUG_FILTER_FLAGS (XBOX One family) | A set of flags that specify the actions to be taken in response to a specified validation error. |
| D3D12XBOX_DEBUG_FLAGS (XBOX One family) | Specifies the flags used to perform debugging on XBOX One. |
| D3D12XBOX_DERIVED_COMPUTE_STATE_TYPE (XBOX One family) | Specifies the type of a structure stored in a derived compute state object. |
| D3D12XBOX_DERIVED_GRAPHICS_STATE_TYPE (XBOX One family) | The type of a derived graphics-pipeline state object. |
| D3D12XBOX_DISPATCH_FLAGS (XBOX One family) | D3D12XBOX_DISPATCH_FLAGS (XBOX One family consoles) — Flags for controlling ID3D12GraphicsCommandList.DispatchX. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_EXECUTE_COMMAND_LIST_FLAGS (XBOX One family) | D3D12XBOX_EXECUTE_COMMAND_LIST_FLAGS (XBOX One family consoles) — Flags to be used with the ExecuteCommandLists2X API. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_EXTENDED_COMPUTE_PIPELINE_STATE_TYPE | Specifies the type of a structure stored in an extended compute state object. |
| D3D12XBOX_EXTENDED_GRAPHICS_PIPELINE_STATE_TYPE | Specifies the type of a structure stored in an extended graphics-pipeline state object. |
| D3D12XBOX_FLUSH (XBOX One family) | Specifies flags that control ID3D12GraphicsCommandList::FlushPipelineX and ID3D12CommandQueue::SignalX. |
| D3D12XBOX_FRAME_EVENT_STATISTICS_FLAGS (XBOX One family) | Specifies the status of a frame event statistics report. |
| D3D12XBOX_FRAME_EVENT_TYPE (XBOX One family) | Specifies the type of an event, for the purposes of frame scheduling. |
| D3D12XBOX_FRAME_INTERVAL_FLAGS (XBOX One family) | D3D12XBOX_FRAME_INTERVAL_FLAGS (XBOX One family consoles) — Specifies the options for providing additional control over the established frame interval. |
| D3D12XBOX_FRAME_PIPELINE_TOKEN (XBOX One family) | Defines an identifier for a frame as it passes through the graphics pipeline: from origin and input sampling, to presentation. |
| D3D12XBOX_FRAME_STATISTICS_TYPE (XBOX One family) | Specifies the types of frame statistics to be returned when GetFrameStatisticsX is called. |
| D3D12XBOX_GDS_OPERATION (XBOX One family) | Specifies the read and write operations for Global Data Share (GDS). |
| D3D12XBOX_HARDWARE_VERSION (XBOX One family) | Represents the hardware versions in the XBOX One family of devices. |
| D3D12XBOX_HISTENCIL_COMPARE_FUNCTION (XBOX One family) | Specifies how to interpret the result of the COMPARE function. |
| D3D12XBOX_NUMBER_FORMAT (XBOX One family) | Defines the names of various number formats. Used by the D3D12XBOX_SHADER_RESOURCE_VIEW_DESC structure. |
| D3D12XBOX_OCCLUSION_QUERY_CONTROL_COUNT_FLAG | Flags for controlling which samples to count, such as whether to count the samples that passed or failed the depth or stencil test. |
| D3D12XBOX_ORDERED_APPEND_SHADER_STAGE (XBOX One family) | Associates an Ordered Append counter with a shader stage. Only Compute Shader is currently supported. |
| D3D12XBOX_PAGE_MAPPING_FLAGS (XBOX One family) | D3D12XBOX_PAGE_MAPPING_FLAGS (XBOX One family consoles) — Flags that specify additional details about how pages are to be mapped by methods such as. |
| D3D12XBOX_PAGE_MAPPING_RANGE_TYPE (XBOX One family) | Specifies the purpose of a page mapping range. |
| D3D12XBOX_PIX_CAPTURE_FLAGS (XBOX One family) | D3D12XBOX_PIX_CAPTURE_FLAGS (XBOX One family consoles) — Flags for controlling the kind of information captured for analysis, such as whether information is. |
| D3D12XBOX_PIXEL_SHADER_OPTION_CONSERVATIVE_Z_EXPORT | Forces Z exports to be less than or greater than the source Z value, DB_SHADER_CONTROL.CONSERVATIVE_Z_EXPORT. |
| D3D12XBOX_PIXEL_SHADER_OPTION_DEPTH_BEFORE_SHADER | Provides settings for the DB_SHADER_CONTROL.DEPTH_BEFORE_SHADER register, for controlling the timing of pixel shader depth testing. |
| D3D12XBOX_PIXEL_SHADER_OPTION_EXEC_ON_HIER_FAIL | Provides settings for the DB_SHADER_CONTROL.EXEC_ON_HIER_FAIL register, for controlling pixel shader depth testing. |
| D3D12XBOX_PIXEL_SHADER_OPTION_EXEC_ON_NOOP (XBOX One family) | Setting that controls pixel shader depth testing (DB_SHADER_CONTROL. EXEC_ON_NOOP). |
| D3D12XBOX_PIXEL_SHADER_OPTION_OUT_OF_ORDER_RASTERIZATION | Establishes the level of Out-of-Order (OoO) rasterization. |
| D3D12XBOX_PIXEL_SHADER_OPTION_PER_SAMPLE_ITERATION | Provides settings for the PA_SC_MODE_CNTL_1.PS_ITER_SAMPLE register, for controlling per-sample execution of the pixel shader. |
| D3D12XBOX_PIXEL_SHADER_OPTION_TEXKILL (XBOX One family) | Provides settings for DB_SHADER_CONTROL.KILL_ENABLE, which controls a pixel shader’s ability to kill pixels. |
| D3D12XBOX_PIXEL_SHADER_OPTION_ZORDER (XBOX One family) | Provides settings for the DB_SHADER_CONTROL.Z_ORDER register that controls pixel shader depth testing. |
| D3D12XBOX_PREFETCH_MEMORY_FLAGS (XBOX One family) | Provides flags for controlling prefetch memory operations. |
| D3D12XBOX_PREFETCH_PIPELINE_STATE_FLAGS (XBOX One family) | Provides flags that specify which shaders from the pipeline state object are to be retrieved for pipeline prefetch operations. |
| D3D12XBOX_PRESENT_DESC_TYPE (XBOX One family) | Provides identifiers for the type of an extended presentation description. |
| D3D12XBOX_PRESENT_FLAGS (XBOX One family) | Specifies the presentation options that PresentX uses to display resources. |
| D3D12XBOX_PRESENT_PLANE_DESC_TYPE (XBOX One family) | Identifier of the type of an extended plane presentation description. |
| D3D12XBOX_PRESENT_PLANE_FLAGS (XBOX One family) | Provides composition options for the presentation plane. |
| D3D12XBOX_PRESENT_PLANE_SCALE_FILTER (XBOX One family) | Scale filter selection for upsampling from a source plane resource to a destination display. |
| D3D12XBOX_PROCESS_DEBUG_FLAGS (XBOX One family) | D3D12XBOX_PROCESS_DEBUG_FLAGS (XBOX One family consoles) — Defines the flags used to debug a process. Direct3D 12 graphics API reference for XBOX development. |
| D3D12XBOX_REGISTER_PAGE_POOL_FLAGS (XBOX One family) | Flags to be used with the RegisterPagePool2X API |
| D3D12XBOX_REPORT_GPU_HANG_FLAGS (XBOX One family) | Defines options to use when reporting a GPU hang. |
| D3D12XBOX_RESOURCE_BARRIER_ACTIONS (XBOX One family) | Defines resource barrier actions. Each member is an action that will or might result from calling ID3D12XboxDmaCommandList::ResourceBarrier. |
| D3D12XBOX_SAMPLER_FLAGS (XBOX One family) | D3D12XBOX_SAMPLER_FLAGS (XBOX One family consoles) — Sampler flags for creating a sampler description. Direct3D 12 graphics API reference for XBOX development. |
| D3D12XBOX_SCHEDULE_FRAME_EVENT_FLAGS (XBOX One family) | Specifies the scheduling options for ID3D12Device::ScheduleFrameEventX. |
| D3D12XBOX_SERIALIZE_FLAGS (XBOX One family) | Flags to control serializing Pipeline State objects. |
| D3D12XBOX_SHADER_CS_SIMD_WALK_ALGORITHM (XBOX One family) | Specifies the algorithm the SIMD (Single Instruction Multiple Data) processes are to use for each Compute Unit (CU). |
| D3D12XBOX_SHADER_STAGE (XBOX One family) | Specifies a shader stage. |
| D3D12XBOX_SHADER_UNIT_DISABLE_FLAGS (XBOX One family) | Disables compute units (CUs) from specific shaders. |
| D3D12XBOX_TEXTURE_FILTER_MODE (XBOX One family) | Specifies the texture filter mode to use in a sampler description. |
| D3D12XBOX_TEXTURE_MIP_FILTER (XBOX One family) | Specifies the texture MIP filtering that will be used in a sampler description. |
| D3D12XBOX_TEXTURE_XY_FILTER (XBOX One family) | Specifies the XY texture filtering to use in a sampler description. |
| D3D12XBOX_TEXTURE_Z_FILTER (XBOX One family) | Specifies the texture Z filter to be used in a sampler description. |
| D3D12XBOX_WAIT_FLAGS (XBOX One family) | D3D12XBOX_WAIT_FLAGS (XBOX One family consoles) — Flags for selecting the engine used to perform a wait. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_WAIT_FRAME_EVENT_FLAGS (XBOX One family) | Specifies event-wait options. |
| D3D12XBOX_WRITE_VALUE_BOP_FLAGS (XBOX One family) | Flags for controlling methods such as ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX. |
| D3D12XBOX_WRITE_VALUE_TOP_FLAGS (XBOX One family) | Flags that control GPU timestamp writebacks to Top Of Pipe. |
| D3D12CreateDevice (XBOX One family) | D3D12CreateDevice (XBOX One family consoles) — Creates a device that represents the display adapter. Direct3D 12 graphics API reference for XBOX development. |
| D3D12GetFlushFromResourceBarrierActionsX (XBOX One family) | Masks off compression-related activity from the specified resource barrier actions, and converts it to a set of flushes that can be passed to the. |
| D3D12XboxCreateDevice (XBOX One family) | D3D12XboxCreateDevice (XBOX One family consoles) — Creates a device that represents the display adapter. Direct3D 12 graphics reference for XBOX. |
| D3D12XboxEnableMemoryProfiling (XBOX One family) | Enables memory profiling. |
| D3D12XboxGetCachedReadPointer (XBOX One family) | Gets a cached read pointer for the specified CPU descriptor handle. |
| D3D12XboxGetProcessDebugFlags (XBOX One family) | Gets the current process debug flags. |
| D3D12XboxGetWritePointer (XBOX One family) | Gets a write pointer for the specified CPU descriptor handle. |
| D3D12XboxInitializeDefaultComputeShaderLimits | Initializes a D3D12XBOX_COMPUTE_SHADER_LIMITS_DESC structure with default limits. |
| D3D12XboxInitializeDefaultGraphicsShaderLimits | Initializes a D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC structure with default limits. |
| D3D12XboxInitializeDefaultTessellationParameters | Initializes a D3D12XBOX_TESSELLATION_PARAMETERS_DESC structure with default limits. |
| D3D12XboxSetProcessDebugFlags (XBOX One family) | Sets the options that will be used to debug a process. |
| D3D12XboxUnloadDriverModule | Unloads the currently loaded user-mode graphics driver from the process. |
| D3DConfigureVirtualMemory (XBOX One family) | Initializes Graphics memory tracking |
| CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT (XBOX One family) | A templated helper structure used to encapsulate a pair of subobject type and subobject data as a single object suitable for a stream description. |
| CD3DX12XBOX_PIPELINE_STATE_STREAM_PARSE_HELPER (Interface contents) (XBOX One family) | Builds an internal CD3DX12_PIPELINE_STATE_STREAM object from subobject details passed into the corresponding member functions. This struct implements the. |
| XboxSetComputeShaderLimits (XBOX One family) | Initializes the ComputeShaderLimitsX member of a PipelineStream object with the value of the desc parameter. |
| XboxSetDepthStencilOptions (XBOX One family) | Initializes the DepthStencilOptionsX member of a CD3DX12XBOX_PIPELINE_STATE_STREAM object with the value of the desc parameter. |
| XboxSetGraphicsShaderLimits (XBOX One family) | Initializes the GraphicsShaderLimitsX member of a CD3DX12XBOX_PIPELINE_STATE_STREAM object with the value of the desc parameter. |
| XboxSetPixelShaderOptions (XBOX One family) | Initializes the PixelShaderOptionsX member of PipelineStream using the value of the desc parameter. |
| XboxSetTessellationParameters (XBOX One family) | Initializes the TessellationParametersX member of PipelineStream using the value of the desc parameter. |
| ID3D12CommandAllocator (Interface contents) | Represents the allocations of storage for GPU commands. |
| SetAllocatorCallbackX (XBOX One family) | Sets an allocation callback function for the command allocator. |
| ID3D12CommandQueue (Interface contents) (XBOX One family) | ID3D12CommandQueue (Interface contents) (XBOX One family consoles) — Submits command lists and synchronizes their execution. |
| ClearPageMappingsX (XBOX One family) | Clears page mappings. |
| CopyPageMappingsBatchX (XBOX One family) | Maps memory page ranges into the GPU virtual address space as one or more batches. |
| CopyPageMappingsX (XBOX One family) | Manipulates the GPU page tables on the GPU timeline. It can be called on graphics and DMA command queues, but not on compute queues. |
| ExecuteCommandLists (XBOX One family) | Submits an array of command lists to be executed. |
| ExecuteCommandLists2X (XBOX One family) | ExecuteCommandLists2X (XBOX One family consoles) — XBOX extension API for executing Command Lists. Direct3D 12 graphics API reference for XBOX game development. |
| InvalidateGraphicsTLBX (XBOX One family) | Invalidates a graphics translation lookaside buffer. |
| ID3D12CommandQueue::KickoffX (XBOX One family) | ID3D12CommandQueue::KickoffX (XBOX One family consoles) — Submits queued graphics or compute command list segments to the GPU, for processing. |
| PIXGpuBeginCapture (XBOX One family) | Starts the PIX GPU capture process. |
| PIXGpuCaptureNextFrame (XBOX One family) | Captures the next frame of data for the GPU. |
| PIXGpuEndCapture (XBOX One family) | Ends the PIX GPU capture process. |
| PresentX (XBOX One family) | Presents a set of resources for display. |
| ResumeX (XBOX One family) | Resumes from connected standby. |
| SetHDRToneMapperX (XBOX One family) | Sets a High Dynamic Range (HDR) tone mapper used to produce a Standard Dynamic Range (SDR) image at runtime when an HDR game enables automatic tone mapping. |
| SignalX (XBOX One family) | SignalX (XBOX One family consoles) — Updates a fence to a specified value. Direct3D 12 graphics API reference for XBOX game development. |
| SuspendX (XBOX One family) | Suspends for connected standby. |
| ID3D12Debug (Interface contents) (XBOX One family) | A debug interface controls the debug settings and validates pipeline state. It can only be used if the debug layer is turned on. |
| SetProcessDebugFlags (XBOX One family) | Sets the options to be used to debug a process. |
| ID3D12Device (Interface contents) (XBOX One family) | The device interface represents a virtual adapter used to create resources. |
| CreateCommandListX (XBOX One family) | CreateCommandListX (XBOX One family consoles) — Creates a command list. Direct3D 12 graphics API reference for XBOX game development. |
| CreateCommandQueueX (XBOX One family) | Creates a command queue on XBOX One. |
| CreateCommittedResourceX (XBOX One family) | Creates both a resource and an implicit heap large enough to contain the entire resource. The resource is mapped to the heap. |
| CreateComponentPlacedResourceX (XBOX One family) | CreateComponentPlacedResourceX (XBOX One family consoles) — Places a component of a resource (subresource). Direct3D 12 graphics reference for XBOX. |
| CreateComponentPlacedResourceX1 (XBOX One family) | Places a component of a resource (subresource) described by D3D12XBOX_RESOURCE_DESC. |
| CreateComputePipelineStateX (XBOX One family) | Creates a compute-pipeline state object with additional details, such as shader limits. |
| CreateCounterSetX (XBOX One family) | Creates a set of GPU hardware counters which can be sampled. |
| CreateDerivedComputePipelineStateX (XBOX One family) | Efficiently creates a compute-pipeline state object derived from another pipeline state object. |
| CreateDerivedGraphicsPipelineStateX (XBOX One family) | Efficiently creates a graphics-pipeline state object derived from another pipeline state object. |
| CreateGraphicsPipelineStateX (XBOX One family) | Creates a graphics-pipeline state object with additional details, such as shader limits and depth, stencil, and pixel shader options. |
| CreatePlacedRawShaderResourceViewX (XBOX One family) | Creates a shader resource view descriptor directly from a resource and a resource view description, without creating an intermediate ID3D12Resource API object. |
| CreatePlacedRawUnorderedAccessViewX (XBOX One family) | Creates an unordered access view descriptor directly from a resource and a resource view description, without creating an intermediate ID3D12Resource API. |
| CreatePlacedResourceX (XBOX One family) | CreatePlacedResourceX (XBOX One family consoles) — Places an entire resource. Direct3D 12 graphics API reference for XBOX game development. |
| CreatePlacedShaderResourceViewX (XBOX One family) | Places a shader resource view (SRV). |
| CreatePlacedUnorderedAccessViewX (XBOX One family) | Places an unordered access view (UAV). |
| CreateSamplerX (XBOX One family) | Creates a sampler object that encapsulates the sampling information for a texture on XBOX. |
| DeserializeComputePipelineStateX (XBOX One family) | Deserializes a previously serialized compute-pipeline state object to allow efficient loading of compute state objects at runtime. |
| DeserializeGraphicsPipelineStateX (XBOX One family) | Deserializes a previously serialized graphics-pipeline state object to allow efficient loading of pipeline state objects at runtime. |
| EnableManualGraphicsTLBInvalidationX (XBOX One family) | Enables manual invalidation of the graphics translation lookaside buffer. This is a D3D12.x extension method. |
| GetDebugFlagsX (XBOX One family) | Gets the debugging options that are currently active. |
| GetDefaultMSAAParametersX (XBOX One family) | Gets the default multisampling antialiasing (MSAA) parameters. |
| GetFrameStatisticsX (XBOX One family) | Retrieves a set of statistics for a frame. |
| GetGpuHardwareConfigurationX (XBOX One family) | Gets the hardware configuration information: currently, just the GPU’s clock frequency. |
| RegisterCustomFenceLocationX (XBOX One family) | Registers a memory location used for custom fence synchronization with the GPU hang reporting infrastructure. |
| RegisterPagePoolX (XBOX One family) | Registers a page pool so it can be used as a source for CopyPageMappingsX and similar functions. |
| ReportGpuHangX (XBOX One family) | Reports a hang in the GPU. |
| ScheduleFrameEventX (XBOX One family) | Schedules an event to be signaled one or more times within a frame. |
| SerializeComputePipelineStateX (XBOX One family) | Serializes a compute-pipeline state object to allow efficient loading at runtime. This method is called during offline creation of content, not at game runtime. |
| SerializeGraphicsPipelineStateX (XBOX One family) | Serializes a pipeline state object to allow efficient loading at runtime. This method is called during the offline content-creation process, not at game. |
| SetDebugCallbackX (XBOX One family) | Sets the callback function to be invoked during debugging. |
| SetDebugErrorFilterX (XBOX One family) | Applies validation error filtering targeted at the granularity of a DEBUG output message. |
| SetDebugFlagsX (XBOX One family) | Sets the debugging options. |
| SetDriverHintX (XBOX One family) | Sets a driver hint for XBOX One. |
| SetFrameIntervalX (XBOX One family) | Establishes the interval duration and period for a frame. |
| SetGpuMemoryPriorityX (XBOX One family) | Sets the priority of non-coherent GPU memory traffic against other traffic, such as CPU, audio, and IO device traffic. |
| SetHangCallbacksX (XBOX One family) | Sets the callback functions to be invoked when the GPU hangs. |
| UnregisterCustomFenceLocationX (XBOX One family) | Unregisters a memory location previously registered with RegisterCustomFenceLocationX. |
| UnregisterPagePoolX (XBOX One family) | Unregisters a previously registered page pool. |
| WaitFrameEventX (XBOX One family) | Waits on a scheduled frame event to be signalled. |
| ID3D12Device3 (XBOX One family) | Represents a virtual adapter. This interface extends ID3D12Device2 to create pipeline state objects from pipeline state stream descriptions. |
| RegisterPagePool2X (XBOX One family) | Extension to RegisterPagePoolX |
| ID3D12GraphicsCommandList (Interface contents) | ID3D12GraphicsCommandList (Interface contents) (XBOX One family consoles) — Encapsulates a list of graphics commands for rendering. |
| AdvancePredicationX (XBOX One family) | Advances the predication process. |
| ID3D12GraphicsCommandList::ClearRenderTargetView | ID3D12GraphicsCommandList::ClearRenderTargetView (XBOX One family consoles) — Sets all the elements in a render target to one value. |
| CloseBundleX (XBOX One family) | Closes a bundle command list while writing the recorded commands to the specified allocation. |
| ID3D12GraphicsCommandList::CopyMemoryToMemoryX | ID3D12GraphicsCommandList::CopyMemoryToMemoryX (XBOX One family consoles) — Copies data from one GPU virtual address to another. |
| CopyResourceX (XBOX One family) | Copies the entire contents of the source resource to the destination resource. |
| CopyTextureRegionX (XBOX One family) | Uses the GPU to copy texture data between two locations. Both the source and destination may reference the texture data located within a buffer resource or. |
| DispatchX (XBOX One family) | Executes a command list from a thread group. |
| DrawIndexedX (XBOX One family) | Draws indexed primitives as a more efficient alternative to DrawIndexedInstanced. |
| ExecuteCommandListsX (XBOX One family) | Not implemented at this time. |
| ExecuteIndirectBundleX (XBOX One family) | Indirectly executes a bundle from a buffer, where a bundle is a GPU command buffer representation of GPU draws and state setting. This API allows for more. |
| FillMemoryWith128BitValueX (XBOX One family) | Fills the specified range of GPU memory with the specified 128-bit value. |
| ID3D12GraphicsCommandList::FillMemoryWith32BitValueX | Fills the specified range of GPU memory with the specified 32-bit value. |
| FillMemoryWith64BitValueX (XBOX One family) | Fills the specified range of GPU memory with the specified 64-bit value. |
| FlushPipelineX (XBOX One family) | Flushes the specified segment of the pipeline. |
| GetExecutionCommandSizeX (XBOX One family) | Queries a bundle command list for its required allocation size. |
| ID3D12GraphicsCommandList::KickoffX (XBOX One family) | ID3D12GraphicsCommandList::KickoffX (XBOX One family consoles) — Submits queued graphics or compute command list segments to the GPU, for processing. |
| NopX (XBOX One family) | Adds a specified number of bytes of no-operation padding to the current Command List. |
| OMSetDepthBoundsX (XBOX One family) | Sets the depth bounds. |
| PrefetchMemoryX (XBOX One family) | PrefetchMemoryX (XBOX One family consoles) — Prefetches memory at the specified address. Direct3D 12 graphics API reference for XBOX game development. |
| PrefetchPipelineStateX (XBOX One family) | PrefetchPipelineStateX (XBOX One family consoles) — Prefetches the specified pipeline state. Direct3D 12 graphics API reference for XBOX game development. |
| ReadGDSX (XBOX One family) | Reads data from GDS. |
| RSSetDepthBiasX (XBOX One family) | Overrides the current PSO depth bias options, and sets new values. |
| RSSetMSAAParametersX (XBOX One family) | Sets the Render Stage multisampling antialiasing (MSAA) parameters. |
| SampleCountersX (XBOX One family) | Writes the values of GPU hardware counters to a user-supplied buffer at a user-supplied offset. |
| SetComputeShaderLimitsX (XBOX One family) | Sets the compute shader limits, including active shader units, wave and thread group properties, and the SIMD-walking algorithm to be used. |
| SetGraphicsShaderLimitsX (XBOX One family) | SetGraphicsShaderLimitsX (XBOX One family consoles) — Sets the graphics shader limits for vertex, domain, geometry, and pixel shaders. Some of the limits are. |
| SetHiStencilControlX (XBOX One family) | Enables or disables the Hi-Stencil hardware. Provides a direct but temporary override until the next depth/stencil resource is bound to the pipeline. |
| SetHiStencilStateX (XBOX One family) | Sets hierarchical stencil-compare states that will persist on a specified resource. |
| SetOcclusionQueryControlX (XBOX One family) | Configures the counters used in an occlusion query. |
| SetPerfectOcclusionQueriesX (XBOX One family) | Obtains the perfect sample counts, and overrides the HiStencil state. |
| SetPixelShaderDepthForceZOrderX (XBOX One family) | Forces Z-order to be taken from shader directives. |
| SetPredicationBufferX (XBOX One family) | Sets a predication buffer for a graphics command list. |
| SetResourceCompressionStateX (XBOX One family) | Sets the compression state of a resource. |
| SetupOrderedAppendCounterX (XBOX One family) | Sets up an Ordered Append counter, enabling shader threads to append data in the order of their launch. |
| StartCountersX (XBOX One family) | Selects a GPU counter set to take samples from. |
| StopCountersX (XBOX One family) | Ends a period of sampling GPU counters. |
| Wait32BitValueX (XBOX One family) | Waits on the 32-bit value at a specified source location in memory, to satisfy a comparison condition. |
| ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One family) | ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One family consoles) — Waits on the 64-bit value at a specified source location in memory, to satisfy a. |
| Write32BitValueBottomOfPipeX (XBOX One family) | Writes a 32-bit value at the bottom of the pipeline to a specified destination in memory. |
| Write32BitValueBottomOfShaderX (XBOX One family) | Writes a 32-bit value at the bottom of the shader, to a specified destination in memory. |
| Write32BitValueTopOfPipeX (XBOX One family) | Writes a 32-bit value at the top of the pipeline to a specified destination in memory. |
| ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX | ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX (XBOX One family consoles) — Writes a 64-bit value at the bottom of the pipeline to a specified. |
| Write64BitValueTopOfPipeX (XBOX One family) | Writes a 64-bit value at the top of the pipeline to a specified destination in memory. |
| WriteGDSX (XBOX One family) | Writes data to the Global Data Share (GDS). |
| ID3D12GraphicsCommandList2 (XBOX One family) | Encapsulates a list of graphics commands for rendering, extending the interface to support writing immediate values directly to a buffer. |
| ID3D12GraphicsCommandList2::ResetX (XBOX One family) | ID3D12GraphicsCommandList2::ResetX (XBOX One family consoles) — Resets a command list back to its initial state as if a new command list was just created. |
| ID3D12PipelineState (Interface contents) (XBOX One family) | ID3D12PipelineState (Interface contents) (XBOX One family consoles) — Represents the state of all currently set shaders as well as certain fixed function state. |
| GetDescriptorX (XBOX One family) | GetDescriptorX (XBOX One family consoles) — Gets the descriptor for this ID3D12PipelineState, for using ID3D12GraphicsCommandList::ExecuteIndirect. |
| ID3D12Resource (Interface contents) (XBOX One family) | Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory or to heaps. Contains abstractions for organizing and manipulating. |
| GetPlacementDescX (XBOX One family) | Gets the placement description for this resource, as a D3D12_RESOURCE_DESC structure. |
| ID3D12XboxCounterSet (Interface contents) (XBOX One family) | Interface for sampling GPU hardware counters. |
| GetCounterDataSizeX (XBOX One family) | Query the required size in bytes for a buffer which will receive counter values. |
| RetrieveCounterDataX (XBOX One family) | Instruct the GPU to write previously sampled counter values to a C++ struct. |
| ID3D12XboxDmaCommandList (Interface contents) | A dedicated interface for D3D12_COMMAND_LIST_TYPE_COPY. |
| ID3D12XboxDmaCommandList::BeginEvent (XBOX One family) | Reference for ID3D12XboxDmaCommandList::BeginEvent (XBOX One family), a method in the XBOX One family consoles Direct3D 12 graphics API. Reserved or unused on. |
| BeginQuery (XBOX One family) | Starts a query running. |
| ID3D12XboxDmaCommandList::Close (XBOX One family) | Gracefully cleans up the running streams. |
| CopyBufferRegion (XBOX One family) | CopyBufferRegion (XBOX One family consoles) — Copies a region of a buffer from one resource to another. Direct3D 12 graphics API reference for XBOX development. |
| CopyLastErrorCodeToMemoryX (XBOX One family) | Copies the last error code to memory. |
| ID3D12XboxDmaCommandList::CopyMemoryToMemoryX | ID3D12XboxDmaCommandList::CopyMemoryToMemoryX (XBOX One family consoles) — Copies data from one GPU virtual address to another. |
| CopyResource (XBOX One family) | Copies a resource. |
| CopyTextureRegion (XBOX One family) | Copies a region of a source texture to a specified location in a destination texture. |
| CopyTiles (XBOX One family) | Copies tiles from a buffer to a tiled resource, or vice versa. |
| ID3D12XboxDmaCommandList::EndEvent (XBOX One family) | Reference for ID3D12XboxDmaCommandList::EndEvent (XBOX One family), a method in the XBOX One family consoles Direct3D 12 graphics API. Reserved or unused on. |
| EndQuery (XBOX One family) | EndQuery (XBOX One family consoles) — Ends a running query. XBOX Direct3D 12 graphics reference. |
| EnqueueDwordsX (XBOX One family) | Copies an array of SDMA command packet DWORD values into the command list. This method is for developer experimentation and is not functional on retail. |
| ID3D12XboxDmaCommandList::FillMemoryWith32BitValueX | Fills the specified range of GPU memory (a memory buffer) with the specified 32-bit value. |
| JPEGDecodeMemoryX (XBOX One family) | Decodes a JPEG resource. |
| ID3D12XboxDmaCommandList::KickoffX (XBOX One family) | Submits queued DMA command list segments to the GPU, for processing. |
| LZCompressMemoryX (XBOX One family) | Compresses memory to the LZ format. |
| LZDecompressMemoryX (XBOX One family) | Decompresses memory from the LZ format. |
| ID3D12XboxDmaCommandList::Reset (XBOX One family) | Resets the DMA command list by using the specified allocator and, optionally, the specified initial state of the pipeline. |
| ResolveQueryData (XBOX One family) | Extracts data from a query. Works with all heap types: default, upload, and readback. |
| ResourceBarrier (XBOX One family) | Notifies the driver that it needs to synchronize multiple accesses to resources, for example, by synchronizing reading and writing to the same texture. |
| ID3D12XboxDmaCommandList::SetMarker (XBOX One family) | Reference for ID3D12XboxDmaCommandList::SetMarker (XBOX One family), a method in the XBOX One family consoles Direct3D 12 graphics API. Reserved or unused on. |
| ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One family) | ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One family consoles) — Waits on the 64-bit value at a specified source location in memory, to satisfy a. |
| ID3D12XboxDmaCommandList::Write64BitValueBottomOfPipeX | ID3D12XboxDmaCommandList::Write64BitValueBottomOfPipeX (XBOX One family consoles) — Writes a 64-bit value at the bottom of the pipeline to a specified. |
| ID3DX12PipelineParserCallbacks (Interface contents) | An interface that represents a collection of parser and error callbacks used by the D3DX12parsePipelineStream helper function. |
| ID3DX12PipelineParserCallbacks::XboxSetComputeShaderLimits | Sets the compute shader limits on XBOX. |
| ID3DX12PipelineParserCallbacks::XboxSetDepthStencilOptions | Sets depth stencil options on XBOX. |
| ID3DX12PipelineParserCallbacks::XboxSetGraphicsShaderLimits | Sets graphics shader limits on XBOX. |
| ID3DX12PipelineParserCallbacks::XboxSetPixelShaderOptions | Sets pixel shader options on XBOX. |
| ID3DX12PipelineParserCallbacks::XboxSetTessellationParameters (XBOX One family) | Sets tessellation parameters on XBOX. |
| CD3DX12XBOX_PIPELINE_STATE_STREAM (XBOX One family) | A helper structure for creating and working with graphics and compute pipeline states through a combined interface. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS10 (XBOX One family) | D3D12_FEATURE_DATA_D3D12_OPTIONS10 (XBOX One family consoles) — Indicates the level of support that the adapter provides for variable rate shading sum. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS11 (XBOX One family) | D3D12_FEATURE_DATA_D3D12_OPTIONS11 (XBOX One family consoles) — Indicates the level of support that the adapter provides for atomic Int64 on descriptor. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS7 (XBOX One family) | D3D12_FEATURE_DATA_D3D12_OPTIONS7 (XBOX One family consoles) — Indicates the level of support that the adapter provides for mesh shader and sampler feedback. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS8 (XBOX One family) | D3D12_FEATURE_DATA_D3D12_OPTIONS8 (XBOX One family consoles) — Indicates the level of support that the adapter provides for unaligned block textures. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS9 (XBOX One family) | Indicates the level of support that the adapter provides for mesh shader pipeline stats, mesh shader full range render target array index, atomic Int64 on. |
| D3D12_FEATURE_DATA_DISPLAYABLE (XBOX One family) | D3D12_FEATURE_DATA_DISPLAYABLE (XBOX One family consoles) — This feature is currently in preview. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_SUPPORT | Indicates the level of support for protected resource sessions. |
| D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPE_COUNT | D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPE_COUNT (XBOX One family consoles) — Indicates a count of protected resource session types. |
| D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPES | D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPES (XBOX One family consoles) — Indicates a list of protected resource session types. |
| D3D12_GRAPHICS_PIPELINE_STATE_DESC (XBOX One family) | Describes a graphics-pipeline state object. |
| D3D12_INDIRECT_ARGUMENT_DESC (XBOX One family) | Describes an indirect argument (an indirect parameter) for use with a command signature. |
| D3D12XBOX_COMMAND_LIST_DESC (XBOX One family) | Description of the command list, including XBOX-specific extensions. |
| D3D12XBOX_COMMAND_QUEUE_DESC (XBOX One family) | XBOX-specific description of the command queue. |
| D3D12XBOX_COMPONENT_PLACED_ADDRESSES (XBOX One family) | A union used by ID3D12Device::CreateComponentPlacedResourceX. |
| D3D12XBOX_COMPUTE_SHADER_LIMITS_DESC (XBOX One family) | Describes limits for a compute shader. |
| D3D12XBOX_COUNTER_DATA (XBOX One family) | Data returned by sampling a set of simultaneously active GPU hardware counters. |
| D3D12XBOX_COUNTER_SET_DESC (XBOX One family) | Describes a collection of GPU hardware counters which can be sampled at one time. |
| D3D12XBOX_CREATE_DEVICE_PARAMETERS (XBOX One family) | D3D12XBOX_CREATE_DEVICE_PARAMETERS (XBOX One family consoles) — Specifies the parameters used during the creation of a device on XBOX hardware. |
| D3D12XBOX_DCC_OPTIONS (XBOX One family) | Establishes the DCC configuration options for a resource description. |
| D3D12XBOX_DEPTH_STENCIL_OPTIONS_DESC (XBOX One family) | Describes depth stencil settings in graphics pipeline state. |
| D3D12XBOX_DERIVED_COMPUTE_STATE_DESC (XBOX One family) | Describes a derived compute-pipeline state object. The new pipeline state object is derived from an existing pipeline state object. |
| D3D12XBOX_DERIVED_GRAPHICS_STATE_DESC (XBOX One family) | Describes a derived graphics-pipeline state object, which can be a D3D12_DEPTH_STENCIL_DESC, D3D12_RASTERIZER_DESC, D3D12_BLEND_DESC, or SampleMask. |
| D3D12XBOX_DESCRIPTOR_BUFFER_VIEW (XBOX One family) | Don’t use; internal use only. An opaque structure for the XBOX One–native GPU buffer descriptor. |
| D3D12XBOX_DESCRIPTOR_PIPELINE_STATE (XBOX One family) | D3D12XBOX_DESCRIPTOR_PIPELINE_STATE (XBOX One family consoles) — The command processor packet descriptor for setting a pipeline state object. |
| D3D12XBOX_DESCRIPTOR_SAMPLER_STATE (XBOX One family) | Don’t use; internal use only. An opaque structure for the XBOX One–native binding descriptor for sampler state. |
| D3D12XBOX_DESCRIPTOR_TEXTURE_VIEW (XBOX One family) | Don’t use; internal use only. An opaque structure for the XBOX One–native texture view descriptor. |
| D3D12XBOX_DESCRIPTOR_UNORDERED_ACCESS_VIEW (XBOX One family) | Don’t use; internal use only. An opaque structure for the XBOX One–native UAV (unordered access view) descriptor. |
| D3D12XBOX_DESERIALIZE_COMPUTE_PIPELINE_STATE | Defines how to deserialize compute-pipeline state objects. |
| D3D12XBOX_DESERIALIZE_GRAPHICS_PIPELINE_STATE | D3D12XBOX_DESERIALIZE_GRAPHICS_PIPELINE_STATE (XBOX One family consoles) — Contains information for deserializing a previously serialized graphics-pipeline. |
| D3D12XBOX_DESERIALIZE_SHADER (XBOX One family) | Contains information about deserializing a previously serialized shader, including GPU instructions and metadata. |
| D3D12XBOX_DISPATCH_ARGUMENTS (XBOX One family) | Arguments to a call to the compute pipeline. |
| D3D12XBOX_DISPLAY_STATISTICS (XBOX One family) | Defines the statistics related to frame display. |
| D3D12XBOX_EXTENDED_COMPUTE_PIPELINE_STATE_DESC | Specifies the type of a structure stored in an extended compute-pipeline state object. |
| D3D12XBOX_EXTENDED_GRAPHICS_PIPELINE_STATE_DESC | Extended graphics pipeline state description. |
| D3D12XBOX_FRAME_EVENT_STATISTICS (XBOX One family) | Defines statistics related to a scheduled frame event. |
| D3D12XBOX_FRAME_INTERVAL_STATISTICS (XBOX One family) | Defines the statistics related to the interval established for the frame. |
| D3D12XBOX_FRAME_STATISTICS (XBOX One family) | Defines a group of frame statistics. |
| D3D12XBOX_GPU_HARDWARE_CONFIGURATION (XBOX One family) | Contains the GPU clock frequency. |
| D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC (XBOX One family) | D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC (XBOX One family consoles) — Defines a graphics shader’s limits. Direct3D 12 graphics API reference for XBOX development. |
| D3D12XBOX_HISTENCIL_COMPARE_STATE (XBOX One family) | Stores the state of a comparison, to control how the comparison is done. |
| D3D12XBOX_HISTENCIL_CONTROL (XBOX One family) | Specifies the first and second comparisons to perform. |
| D3D12XBOX_INPUT_STATISTICS (XBOX One family) | Defines the statistics related to the input queries for a frame. |
| D3D12XBOX_MSAA_CENTROID_PRIORITIES (XBOX One family) | Describes multisampling antialiasing centroid priorities. |
| D3D12XBOX_MSAA_PARAMETERS (XBOX One family) | D3D12XBOX_MSAA_PARAMETERS depth-block MSAA settings on XBOX One family: sample counts, PS iteration, over-rasterization, and centroid mask behavior. |
| D3D12XBOX_MSAA_SAMPLE_LOCATIONS (XBOX One family) | Describes multisample antialias sample locations. |
| D3D12XBOX_OCCLUSION_QUERY_CONTROL (XBOX One family) | Settings for ID3D12GraphicsCommandList::SetOcclusionQueryControlX. |
| D3D12XBOX_PAGE_MAPPING_BATCH (XBOX One family) | Describes one or more memory page ranges to be mapped into the GPU virtual address space. |
| D3D12XBOX_PAGE_MAPPING_RANGE (XBOX One family) | Describes a page-mapping range. |
| D3D12XBOX_PIXEL_SHADER_OPTIONS_DESC (XBOX One family) | Describes pixel shader options. |
| D3D12XBOX_PREDICATION_BUFFER_VIEW (XBOX One family) | Describes a predication-buffer view. |
| D3D12XBOX_PRESENT_DESC (XBOX One family) | Defines an extended configuration of the presentation to be performed by ID3D12CommandQueue::PresentX. |
| D3D12XBOX_PRESENT_DESC_TITLE_PERFORMANCE_OVERLAY | Defines the extended present desc for title performance overlay. |
| D3D12XBOX_PRESENT_PARAMETERS (XBOX One family) | Configures the presentation to be performed by ID3D12CommandQueue::PresentX. |
| D3D12XBOX_PRESENT_PLANE_DESC (XBOX One family) | Defines an extended plane configuration for the presentation to be performed by ID3D12CommandQueue::PresentX. |
| D3D12XBOX_PRESENT_PLANE_PARAMETERS (XBOX One family) | Configures a presentation plane for composition with ID3D12CommandQueue::PresentX. |
| D3D12XBOX_PRESENT_STATISTICS (XBOX One family) | Defines the statistics related to frame presentation. |
| D3D12XBOX_QUERY_PREDICATION_STATUS (XBOX One family) | Do not use. Predication status queries are not supported. |
| D3D12XBOX_RENDER_STATISTICS (XBOX One family) | Defines the statistics related to frame rendering. |
| D3D12XBOX_RESOURCE_DESC (XBOX One family) | Describes a resource such as a texture. |
| D3D12XBOX_SAMPLER_DESC (XBOX One family) | D3D12XBOX_SAMPLER_DESC (XBOX One family consoles) — Describes a sampler state. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12XBOX_SCHEDULE_FRAME_OBJECT_LIST (XBOX One family) | Defines an ancillary set of kernel synchronization events to be signalled with an event scheduled through ID3D12Device::ScheduleFrameEventX. |
| D3D12XBOX_SERIALIZE_COMPUTE_PIPELINE_STATE (XBOX One family) | Contains information for deserializing a previously serialized compute-pipeline state object. |
| D3D12XBOX_SERIALIZE_GRAPHICS_PIPELINE_STATE | D3D12XBOX_SERIALIZE_GRAPHICS_PIPELINE_STATE (XBOX One family consoles) — Information for serializing a graphics Pipeline State Object. |
| D3D12XBOX_SERIALIZE_SHADER (XBOX One family) | Information for serializing a shader. This includes GPU instructions and metadata. |
| D3D12XBOX_SHADER_RESOURCE_VIEW_DESC (XBOX One family) | D3D12XBOX_SHADER_RESOURCE_VIEW_DESC defines an SRV on XBOX One family, including resource location, DataFormat, NumberFormat, and memory-type overrides. |
| D3D12XBOX_TESSELLATION_PARAMETERS_DESC (XBOX One family) | Describes tessellation parameters. |
| D3D12XBOX_UNORDERED_ACCESS_VIEW_DESC (XBOX One family) | Descriptor for an unordered access view (UAV). |
| D3D12XBOX_VIEW_RECT (XBOX One family) | Defines a view rectangle in normalized floating-point coordinates. |
| D3D12XBOX_WAIT_FRAME_OBJECT_LIST (XBOX One family) | Defines an ancillary set of kernel synchronization objects to be included in a wait executed by ID3D12Device::WaitFrameEventX. |
| D3D12XboxPutBuffer (XBOX One family) | D3D12XboxPutBuffer (XBOX One family consoles) — Structure for managing the writing of GPU commands to the current command buffer segment. |
| d3d12_xs (API contents) (XBOX Series consoles) | Reference topics for d3d12_xs.h. |
| D3D_PRIMITIVE_TOPOLOGY (XBOX Series consoles) | Values that indicate how the pipeline interprets vertex data that is bound to the input-assembler stage. |
| D3D11_CREATE_DEFERRED_CONTEXT_FLAG (XBOX Series consoles) | Specifies flags that identify the usage of a deferred context. |
| D3D12_BUFFER_SRV_FLAGS (XBOX Series consoles) | Values that identify view options for the buffer resource to use in a shader-resource view. |
| D3D12_BUFFER_UAV_FLAGS (XBOX Series consoles) | Values that identify view options for the buffer resource to use in an unordered-access view. |
| D3D12_FENCE_FLAGS (XBOX Series consoles) | Specifies fence options. |
| D3D12_INDIRECT_ARGUMENT_TYPE (XBOX Series consoles) | D3D12_INDIRECT_ARGUMENT_TYPE (XBOX Series consoles) — Argument types for indirect parameters, used for the D3D12_INDIRECT_ARGUMENT_DESC structure. |
| D3D12_MEASUREMENTS_ACTION (XBOX Series consoles) | Reference for D3D12_MEASUREMENTS_ACTION (XBOX Series consoles), a enumeration in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX. |
| D3D12_MESSAGE_ID (XBOX Series consoles) | Specifies debug message IDs for setting up an info-queue filter. |
| D3D12_PIPELINE_STATE_FLAGS (XBOX Series consoles) | Specifies flags that control the placement of data produced by the geometry shader and tessellation. |
| D3D12_RAY_FLAGS (XBOX Series consoles) | Flags passed to the TraceRay function to override transparency, culling, and early-out behavior. |
| D3D12_ROOT_SIGNATURE_FLAGS (XBOX Series consoles) | D3D12_ROOT_SIGNATURE_FLAGS (XBOX Series consoles) — Specifies options for root signature layout. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12_SAMPLER_FEEDBACK_TIER (XBOX Series consoles) | Hardware and driver support level for Sampler Feedback. |
| D3D12_STATE_SUBOBJECT_TYPE (XBOX Series consoles) | D3D12_STATE_SUBOBJECT_TYPE (XBOX Series consoles) — The type of a state subobject. Use with D3D12_STATE_SUBOBJECT. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_BIN_MAPPING_MODE (XBOX Series consoles) | Deferred Primitive Batch Binning mapping mode. |
| D3D12XBOX_BIN_SIZE (XBOX Series consoles) | Deferred Primitive Batch Binning (DPBB) bin size. |
| D3D12XBOX_BINNING_FLAGS (XBOX Series consoles) | Reserved for future use. |
| D3D12XBOX_BINNING_MODE (XBOX Series consoles) | Defines the Deferred Primitive Batch Binning (DPBB) mode. |
| D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_SUBOBJECT_TYPE (XBOX Series consoles) | A type of extension for a build in the tokenized descriptor stream. |
| D3D12XBOX_CMDLIST_DRIVER_HINT (XBOX Series consoles) | Hints passed to a Command List in order to alter internal driver behaviour |
| D3D12XBOX_COMMAND_LIST_FLAGS (XBOX Series consoles) | Flags for use with the CreateCommandListX API. |
| D3D12XBOX_COMMAND_LIST_RESET_FLAGS (XBOX Series consoles) | Flags for use with the ID3D12GraphicsCommandList6::ResetX API. |
| D3D12XBOX_COMPUTE_SHADER_LAUNCH_PARAMETER_FLAGS | Control flags for override parameters for compute pipeline state object launch settings. |
| D3D12XBOX_COPY_FLAGS (XBOX Series consoles) | D3D12XBOX_COPY_FLAGS (XBOX Series consoles) — Flags for controlling the copying into or filling of memory. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_CREATE_DEVICE_FLAGS (XBOX Series consoles) | D3D12XBOX_CREATE_DEVICE_FLAGS (XBOX Series consoles) — Defines flags that are used to create a device. Direct3D 12 graphics API reference for XBOX development. |
| D3D12XBOX_DCC_COMPRESSION_LEVEL (XBOX Series consoles) | D3D12XBOX_DCC_COMPRESSION_LEVEL (XBOX Series consoles) — Establishes the maximum unit size for Delta Color Compression (DCC). |
| D3D12XBOX_DISPATCH_FLAGS (XBOX Series consoles) | D3D12XBOX_DISPATCH_FLAGS (XBOX Series consoles) — Flags for controlling ID3D12GraphicsCommandList.DispatchX. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_DRIVER_HINT (XBOX Series consoles) | Hints passed to the driver to enable specific functions. |
| D3D12XBOX_EXECUTE_COMMAND_LIST_FLAGS (XBOX Series consoles) | D3D12XBOX_EXECUTE_COMMAND_LIST_FLAGS (XBOX Series consoles) — Flags to be used with the ExecuteCommandLists2X API. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_FRAME_INTERVAL_FLAGS (XBOX Series consoles) | D3D12XBOX_FRAME_INTERVAL_FLAGS (XBOX Series consoles) — Specifies the options for providing additional control over the established frame interval. |
| D3D12XBOX_HARDWARE_VERSION (XBOX Series consoles) | Describes the hardware version of the XBOX console. |
| D3D12XBOX_IMAGE_FORMAT (XBOX Series consoles) | Defines the names of hardware-defined image formats. |
| D3D12XBOX_LIVE_DEBUGGING_SHADER_FLAGS (XBOX Series consoles) | D3D12XBOX_LIVE_DEBUGGING_SHADER_FLAGS (XBOX Series consoles) — Flags used to specify which shader to debug live. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_LIVE_DEBUGGING_SHADER_GLOBAL_FLAGS | D3D12XBOX_LIVE_DEBUGGING_SHADER_GLOBAL_FLAGS (XBOX Series consoles) — Flags used to specify which shader to debug live. Direct3D 12 graphics reference for XBOX. |
| D3D12XBOX_LIVE_DEBUGGING_TYPE (XBOX Series consoles) | Desired type of live debugging |
| D3D12XBOX_MINMIP_FILTER_OFFSET (XBOX Series consoles) | Reference for D3D12XBOX_MINMIP_FILTER_OFFSET (XBOX Series consoles), a enumeration in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| D3D12XBOX_MINMIP_FILTER_SLOPE (XBOX Series consoles) | Reference for D3D12XBOX_MINMIP_FILTER_SLOPE (XBOX Series consoles), a enumeration in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| D3D12XBOX_PAGE_MAPPING_FLAGS (XBOX Series consoles) | D3D12XBOX_PAGE_MAPPING_FLAGS (XBOX Series consoles) — Flags that specify additional details about how pages are to be mapped by methods such as. |
| D3D12XBOX_PIPELINE_STATE_INFORMATION_TYPE | Specifies which type of data to retrieve for the PSO. |
| D3D12XBOX_PIPELINE_STATE_OPTION_TYPE (XBOX Series consoles) | Used to set PSO options. |
| D3D12XBOX_PIX_CAPTURE_FLAGS (XBOX Series consoles) | D3D12XBOX_PIX_CAPTURE_FLAGS (XBOX Series consoles) — Flags for controlling the kind of information captured for analysis, such as whether information is. |
| D3D12XBOX_PRESENT_DESC_TITLE_PERFORMANCE_OVERLAY_FLAGS | Performance overlay flags to be used with PresentX |
| D3D12XBOX_PROCESS_DEBUG_FLAGS (XBOX Series consoles) | D3D12XBOX_PROCESS_DEBUG_FLAGS (XBOX Series consoles) — Defines the flags used to debug a process. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12XBOX_RAYTRACING_CANONICAL_ACCELERATION_STRUCTURE_NODE_TYPE (XBOX Series consoles) | Specifies what type of data the canonical node contains. |
| D3D12XBOX_RAYTRACING_INFORMATION_FLAGS | Used to retieve information from a State Object |
| D3D12XBOX_RAYTRACING_OPTIONS_TRAVERSE_TYPE | Debug overrides during RTPSO create. |
| D3D12XBOX_REGISTER_PAGE_POOL_FLAGS (XBOX Series consoles) | Defines the flags used to register a page pool. |
| D3D12XBOX_REPORT_GPU_HALT_FLAGS (XBOX Series consoles) | Defines options to use when a GPU halt is reported |
| D3D12XBOX_RESOURCE_BARRIER_SHARED_FLAGS | Flags used to control how ResourceBarrierX processing is performed. |
| D3D12XBOX_RESOURCE_BARRIER_SUPPLEMENTAL_ACTIONS | A summary union of all decompression and wait actions performed on behalf of the list of barriers provided to ResourceBarrierX |
| D3D12XBOX_RESOURCE_VALIDATION_FLAGS (XBOX Series consoles) | Flags that control validation behavior for individual resources. |
| D3D12XBOX_SAMPLER_FLAGS (XBOX Series consoles) | D3D12XBOX_SAMPLER_FLAGS (XBOX Series consoles) — Sampler flags for creating a sampler description. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12XBOX_SET_SHADER_SCRATCH_SPACE_FLAGS | Defines the flags used to manage scratch space. |
| D3D12XBOX_SHADER_STAGE_FLAGS (XBOX Series consoles) | Enumeration of the different kinds of Shader stages. |
| D3D12XBOX_SHADER_UNIT_DISABLE_FLAGS (XBOX Series consoles) | Defines constants which identify compute units (CUs) to disable from specific shaders. |
| D3D12XBOX_SHADING_RATE_SETTINGS_HTILE_MODE_TYPE | VRS HTile format programming. |
| D3D12XBOX_SHADING_RATE_SETTINGS_TYPE (XBOX Series consoles) | VRS settings to program. |
| D3D12XBOX_SYNC_CONTROL_FLAGS (XBOX Series consoles) | Specifies flags that provide additional control of synchronization operations in several synchronization APIs. |
| D3D12XBOX_SYNC_FLAGS (XBOX Series consoles) | Specifies flags that direct synchronization operations in several synchronization APIs. |
| D3D12XBOX_VIRTUAL_MEMORY_CONFIGURATION_FLAGS | Configuration flags for the D3D12ConfigureVirtualMemoryX API. |
| D3D12XBOX_WAIT_FLAGS (XBOX Series consoles) | D3D12XBOX_WAIT_FLAGS (XBOX Series consoles) — Flags for selecting the engine used to perform a wait. Direct3D 12 graphics API reference for XBOX development. |
| D3D12XBOX_ZERO_MEMORY_FLAGS (XBOX Series consoles) | Defines the flags used to zero memory. |
| DXGI_COLOR_SPACE_TYPE (XBOX Series consoles) | Specifies color space types. |
| DXGI_FORMAT (XBOX Series consoles) | Resource data formats, including fully-typed and typeless formats. A list of modifiers at the bottom of the page more fully describes each format type. |
| DXGI_MODE_ROTATION (XBOX Series consoles) | Flags that indicate how the back buffers should be rotated to fit the physical rotation of a monitor. |
| DXGI_MODE_SCANLINE_ORDER (XBOX Series consoles) | Flags indicating the method the raster uses to create an image on a surface. |
| DXGI_SCALING (XBOX Series consoles) | Identifies resize behavior when the back-buffer size does not match the size of the target output. |
| DXGI_SWAP_CHAIN_FLAG (XBOX Series consoles) | Options for swap-chain behavior. |
| DXGI_SWAP_EFFECT (XBOX Series consoles) | Defines options for handling pixels in a display surface. |
| DXGIX_FRAME_NOTIFICATION (XBOX Series consoles) | DXGI Frame Notification Event. |
| DXGIX_VLINECOUNTER (XBOX Series consoles) | DXGI VLINE Notification Event. |
| DXGIXBOX_MODE_FLAGS (XBOX Series consoles) | Flags indicating xbox specific display information. |
| D3D12ConfigureVirtualMemoryX (XBOX Series consoles) | Reserves memory for and initializes the page tables for tracking graphics memory. |
| D3D12XboxInitializeDefaultDpbbState (XBOX Series consoles) | Initializes the default Deferred Primitive Batch Binning (DPBB) state. |
| D3D12XboxMakeDefault_D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1 (XBOX Series consoles) | Initializes a D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1 structure with default values. |
| D3D12XboxMakeDefault_D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2 (XBOX Series consoles) | Initializes a D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2 structure with default values. |
| D3D12XboxMakeDefault_D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3 (XBOX Series consoles) | Initializes a D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3 structure with default values. |
| D3D12ZeroMemoryX (XBOX Series consoles) | Zeroes the specified memory ranges. |
| ID3D10Blob (XBOX Series consoles) | This interface is used to return arbitrary-length data. |
| GetBufferPointer (XBOX Series consoles) | Gets a pointer to the data. |
| GetBufferSize (XBOX Series consoles) | Gets the size of the data. |
| ID3D12CommandQueue (Interface contents) | ID3D12CommandQueue (Interface contents) (XBOX Series consoles) — Submits command lists and synchronizes their execution. XBOX Direct3D 12 graphics reference. |
| ID3D12Commandqueue::EnableLiveDebuggingX | ID3D12Commandqueue::EnableLiveDebuggingX (XBOX Series consoles) — Programmatically enables live GPU debugging on XBOX Series consoles. |
| ExecuteCommandLists2X (XBOX Series consoles) | ExecuteCommandLists2X (XBOX Series consoles) — XBOX extension API for executing Command Lists. Direct3D 12 graphics API reference for XBOX game development. |
| Signal2X (XBOX Series consoles) | Signal2X (XBOX Series consoles) — Updates a fence to a specified value. Direct3D 12 graphics API reference for XBOX game development. |
| WaitX (XBOX Series consoles) | Provides the same functionality as Wait() but with additional control over the wait and cache flushes. |
| ID3D12DescriptorHeap (XBOX Series consoles) | Reference for ID3D12DescriptorHeap (XBOX Series consoles), a interface in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| GetSamplerBorderColorTableX | Reference for GetSamplerBorderColorTableX, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| ID3D12Device11 (XBOX Series consoles) | Represents a virtual adapter. This interface extends ID3D12Device10. |
| CreateComponentPlacedResourceX2 (XBOX Series consoles) | CreateComponentPlacedResourceX2 (XBOX Series consoles) — Places a component of a resource (subresource). Direct3D 12 graphics reference for XBOX. |
| CreatePlacedResourceX1 (XBOX Series consoles) | CreatePlacedResourceX1 (XBOX Series consoles) — Places an entire resource. Direct3D 12 graphics API reference for XBOX game development. |
| ID3D12Device11::EnableLiveDebuggingX (XBOX Series consoles) | Programmatically enables live GPU debugging on exceptions on XBOX Series consoles. |
| ReportGpuHaltX (XBOX Series consoles) | Reports a halt during GPU execution. |
| ID3D12Device6 (XBOX Series consoles) | Represents a virtual adapter. This interface extends ID3D12Device5. |
| SetBackgroundProcessingMode (XBOX Series consoles) | Reference for SetBackgroundProcessingMode (XBOX Series consoles), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX. |
| ID3D12Device7 (XBOX Series consoles) | Represents a virtual adapter. This interface extends ID3D12Device6. |
| AddToStateObject (XBOX Series consoles) | Incrementally add to an existing state object. |
| CreateProtectedResourceSession1 (XBOX Series consoles) | Reference for CreateProtectedResourceSession1 (XBOX Series consoles), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| ID3D12Device8 (XBOX Series consoles) | Represents a virtual adapter. This interface extends ID3D12Device7. |
| AddBlobToGpuHangDumpX (XBOX Series consoles) | Adds a memory blob and metadata to the hang dump (.hix) file. Call this function only from the D3D12XBOX_HANGBEGINCALLBACK function when the GPU is hung. |
| CreateCommittedResource2 (XBOX Series consoles) | Creates both a resource and a heap, such that the heap is big enough to contain the entire resource, and the resource is mapped to the heap. |
| CreateMinMipShaderResourceViewX (XBOX Series consoles) | Creates a MinMip map shader resource view given a targeted resource (or desc) combined with a MinMip resource. |
| CreatePlacedResource1 (XBOX Series consoles) | Creates a placed resource. |
| CreateSamplerFeedbackUnorderedAccessView | CreateSamplerFeedbackUnorderedAccessView (XBOX Series consoles) — Creates a UAV descriptor for sampler feedback, given a targeted resource and feedback. |
| CreateSamplerFeedbackUnorderedAccessViewX | CreateSamplerFeedbackUnorderedAccessViewX (XBOX Series consoles) — Creates a UAV descriptor for sampler feedback, given a targeted resource and feedback. |
| DeserializeStateObjectX (XBOX Series consoles) | Deserializes a raytracing pipeline state object (RTPSO) from a serialized RTPSO created by SerializeStateObjectX. |
| GetCopyableFootprints1 (XBOX Series consoles) | Gets a resource layout that can be copied. |
| GetRaytracingAccelerationStructurePrebuildInfoX | Queries the driver for resource requirements to build an acceleration structure. |
| GetResourceAllocationInfo2 (XBOX Series consoles) | GetResourceAllocationInfo2 (XBOX Series consoles) — Gets the size and alignment of memory required for a collection of resources on this adapter. |
| GetShaderResourceViewPRTLODIndexX (XBOX Series consoles) | Returns the PRT LOD counter ID associated with this shader resource view, if PRT LOD tracking is enabled. |
| SerializeStateObjectX (XBOX Series consoles) | Creates a serialize RTPSO that can be saved to disk and reloaded with DeserializeStateObjectX. |
| SetCompileTimeShaderPdbPathX (XBOX Series consoles) | Used to specify the path where the driver saves the Raytracing PSO PDBs. |
| SetShaderRecompileCallbackX (XBOX Series consoles) | Sets a callback to be invoked when the driver recompiles one or more shader stages for a pipeline state object. |
| SetShaderResourceViewPRTLODIndexX (XBOX Series consoles) | Sets and enables the PRT LOD counter ID associated with this shader resource view, or disables PRT LOD tracking for this shader resource view. |
| ID3D12GraphicsCommandList (XBOX Series consoles) | ID3D12GraphicsCommandList (XBOX Series consoles) — Encapsulates a list of graphics commands for rendering. Direct3D 12 graphics reference for XBOX. |
| ID3D12GraphicsCommandList::ClearRenderTargetView | ID3D12GraphicsCommandList::ClearRenderTargetView (XBOX Series consoles) — Sets all the elements in a render target to one value. |
| DeferredPrimitiveBreakBatchX (XBOX Series consoles) | Deferred Primitive Batch Binning (DPBB) break batch event. |
| DispatchMeshX (XBOX Series consoles) | An extension method to allow for a finer control of the Mesh Shader launches. |
| DriverHintX (XBOX Series consoles) | Sets a driver hint |
| SetDeferredPrimitiveBatchBinningX (XBOX Series consoles) | Sets the Deferred Primitive Batch Binning (DPBB) state. |
| SetGraphicsShaderLimitsX (XBOX Series consoles) | SetGraphicsShaderLimitsX (XBOX Series consoles) — Sets the graphics shader limits for vertex, domain, geometry, and pixel shaders. Some of the limits are the. |
| ID3D12GraphicsCommandList4 (XBOX Series consoles) | Encapsulates a list of graphics commands for rendering. This interface extends ID3D12GraphicsCommandList3. |
| BuildRaytracingAccelerationStructureFromCanonicalBVH | Allows the user to pre-build the BVH and allows the driver to lay it out in memory along with the auxiliary data. |
| CpuValidateResultX (XBOX Series consoles) | This is used by XDXR to verify BVH builds on the CPU side. |
| ID3D12GraphicsCommandList5 (XBOX Series consoles) | Encapsulates a list of graphics commands for rendering. This interface extends ID3D12GraphicsCommandList4. |
| RSSetShadingRateX (XBOX Series consoles) | An extension method that allows fully taking control over VRS hardware. |
| ID3D12GraphicsCommandList6 (XBOX Series consoles) | Encapsulates a list of graphics commands for rendering. This interface extends ID3D12GraphicsCommandList5. |
| BuildRaytracingAccelerationStructureBatched2X | Specifies extra options individually per build on a batched build. |
| DispatchMesh (XBOX Series consoles) | Launches either the Mesh Shader or the Amplification Shader if it is present. |
| DispatchRaysX (XBOX Series consoles) | Extensible version of DispatchRays. The working memory set can be supplied by the user. |
| ID3D12GraphicsCommandlist6::EnableLiveDebuggingX | ID3D12GraphicsCommandlist6::EnableLiveDebuggingX (XBOX Series consoles) — Programmatically enables live GPU debugging on XBOX Series consoles. |
| OMSetSampleMaskX (XBOX Series consoles) | Sets the sample enable mask for each sample in a 2 x 2 pixel quad |
| PrefetchMemoryX (XBOX Series consoles) | PrefetchMemoryX (XBOX Series consoles) — Prefetches memory at the specified address. Direct3D 12 graphics API reference for XBOX game development. |
| PrefetchPipelineStateX (XBOX Series consoles) | PrefetchPipelineStateX (XBOX Series consoles) — Prefetches the specified pipeline state. Direct3D 12 graphics API reference for XBOX game development. |
| ResetX (XBOX Series consoles) | ResetX (XBOX Series consoles) — Resets a command list back to its initial state as if a new command list was just created. XBOX Direct3D 12 graphics reference. |
| ResourceBarrierX (XBOX Series consoles) | Notifies the driver to synchronize multiple accesses to resources. |
| SetComputeShaderLaunchParametersX (XBOX Series consoles) | Selective override of compute pipeline state object launch parameters. |
| SetShaderScratchSpaceX (XBOX Series consoles) | Allows direct control of the SPI_TMPRING_SIZE and COMPUTE_TMPRING_SIZE registers and the graphics and compute rings, correspondingly. |
| SyncBottomOfPipeX (XBOX Series consoles) | Execute a set of synchronization operations at the bottom of the graphics pipeline. |
| SyncTopOfPipeX (XBOX Series consoles) | Execute a set of synchronization operations at the top of the graphics pipeline. |
| Write32BitValueBottomOfPipe2X (XBOX Series consoles) | Writes a 32-bit value from the bottom of the pipeline to a specified destination in memory. |
| Write64BitValueBottomOfPipe2X (XBOX Series consoles) | Writes a 64-bit value from the bottom of the pipeline to a specified destination in memory. |
| WritePRTLODStatisticsX (XBOX Series consoles) | Writes a PRT LOD statistics report to a memory buffer. |
| ID3D12GraphicsCommandList8 | Reference for ID3D12GraphicsCommandList8, a interface in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| AllocateFromCommandAllocatorX | Reference for AllocateFromCommandAllocatorX, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| ID3D12Heap1 (XBOX Series consoles) | A heap is an abstraction of contiguous memory allocation, used to manage physical memory. This interface extends ID3D12Heap. |
| GetGpuAddressX (XBOX Series consoles) | Returns the base GPU virtual address of the memory allocation associated with the heap object. |
| ID3D12Object (XBOX Series consoles) | ID3D12Object (XBOX Series consoles) — An interface from which ID3D12Device and ID3D12DeviceChild inherit from. It provides methods to associate private data. |
| GetNameX (XBOX Series consoles) | Returns the name of this object, if any, that was provided earlier to ID3D12Object::SetName. |
| ID3D12PipelineState (XBOX Series consoles) | ID3D12PipelineState (XBOX Series consoles) — Represents the state of all currently set shaders as well as certain fixed function state objects. |
| GetDescriptorX (XBOX Series consoles) | GetDescriptorX (XBOX Series consoles) — Gets the descriptor for this ID3D12PipelineState, for using ID3D12GraphicsCommandList::ExecuteIndirect. |
| ID3D12PipelineState::GetInformationX (XBOX Series consoles) | Returns extra information about shaders. |
| IsWave32 | Reference for IsWave32, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| SetOptionX (XBOX Series consoles) | Changes shader settings. |
| UsesHardwareGSorHS() | Reference for UsesHardwareGSorHS(), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| UsesHardwareGSorHS(D3D12XBOX_DESCRIPTOR_PIPELINE_STATE*) | Reference for UsesHardwareGSorHS(D3D12XBOX_DESCRIPTOR_PIPELINE_STATE*), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| ID3D12Resource (XBOX Series consoles) | Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory, or heaps. |
| GetValidationFlagsX (XBOX Series consoles) | Retrieves the current set of validation flags for this resource. |
| SetValidationFlagsX (XBOX Series consoles) | Sets new validation flags for this resource. |
| ID3D12RootSignature (XBOX Series consoles) | Reference for ID3D12RootSignature (XBOX Series consoles), a interface in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| GetComputeDescriptorX | Reference for GetComputeDescriptorX, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| ID3D12StateObject (XBOX Series consoles) | Represents a variable amount of configuration state, including shaders, that an application manages as a single unit and which is given to a driver. |
| GetPipelineStateX (XBOX Series consoles) | Retrieves the parent state object. |
| ID3D12StateObjectProperties (XBOX Series consoles) | Provides methods for getting and setting the properties of an ID3D12StateObject. |
| ID3D12StateObjectProperties::GetInformationX | XDXR specific extension that allows querying some post-link parameters of the DXR RTPSO. |
| ID3DInclude (XBOX Series consoles) | ID3DInclude is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader #include. |
| ID3DInclude::Close (XBOX Series consoles) | A user-implemented method for closing a shader #include file. |
| Open (XBOX Series consoles) | A user-implemented method for opening and reading the contents of a shader. |
| IDXGIAdapter (XBOX Series consoles) | IDXGIAdapter (XBOX Series consoles) — The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory). |
| CheckInterfaceSupport (XBOX Series consoles) | Checks whether the system supports a device interface for a graphics component. |
| EnumOutputs (XBOX Series consoles) | Enumerate adapter (video card) outputs. |
| IDXGIAdapter::GetDesc (XBOX Series consoles) | Gets a DXGI description of an adapter. |
| IDXGIAdapter1 (XBOX Series consoles) | IDXGIAdapter1 (XBOX Series consoles) — The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory). |
| GetDesc1 (XBOX Series consoles) | Gets a DXGI 1.1 description of an adapter. |
| IDXGIAdapter2 (XBOX Series consoles) | IDXGIAdapter2 (XBOX Series consoles) — The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory). |
| GetDesc2 (XBOX Series consoles) | Gets a DXGI 1.2 description of an adapter. |
| IDXGIDevice (XBOX Series consoles) | IDXGIDevice (XBOX Series consoles) — An IDXGIDevice interface implements a derived class for DXGI objects that produce image data. |
| CreateSurface (XBOX Series consoles) | Returns a surface. |
| GetAdapter (XBOX Series consoles) | Returns the adapter for the specified device. |
| GetGPUThreadPriority (XBOX Series consoles) | Gets the GPU thread priority. |
| QueryResourceResidency (XBOX Series consoles) | Gets the residency status of an array of resources. |
| SetGPUThreadPriority (XBOX Series consoles) | Sets the GPU thread priority. |
| IDXGIDevice1 (XBOX Series consoles) | IDXGIDevice1 (XBOX Series consoles) — An IDXGIDevice interface implements a derived class for DXGI objects that produce image data. |
| GetMaximumFrameLatency (XBOX Series consoles) | Gets the number of frames that the system is allowed to queue for rendering. |
| SetMaximumFrameLatency (XBOX Series consoles) | Sets the number of frames that the system is allowed to queue for rendering. |
| IDXGIDevice2 (XBOX Series consoles) | IDXGIDevice2 (XBOX Series consoles) — An IDXGIDevice interface implements a derived class for DXGI objects that produce image data. |
| EnqueueSetEvent (XBOX Series consoles) | Flushes any outstanding rendering commands and sets the specified event object to the signaled state after all previously submitted rendering commands complete. |
| OfferResources (XBOX Series consoles) | Allows the operating system to free the video memory of resources by discarding their content. |
| ReclaimResources (XBOX Series consoles) | Restores access to resources that were previously offered by calling IDXGIDevice2::OfferResources. |
| IDXGIDeviceSubObject (XBOX Series consoles) | Inherited from objects that are tied to the device so that they can retrieve a pointer to it. |
| GetDevice (XBOX Series consoles) | Retrieves the device. |
| IDXGIFactory (XBOX Series consoles) | IDXGIFactory (XBOX Series consoles) — An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions). |
| CreateSoftwareAdapter (XBOX Series consoles) | Create an adapter interface that represents a software adapter. |
| EnumAdapters (XBOX Series consoles) | Enumerates the adapters. |
| GetWindowAssociation (XBOX Series consoles) | Get the window through which the user controls the transition to and from full screen. |
| MakeWindowAssociation (XBOX Series consoles) | Allows DXGI to monitor an application’s message queue for the Alt+Enter key sequence (which causes the application to switch from windowed to full screen. |
| IDXGIFactory1 (XBOX Series consoles) | IDXGIFactory1 (XBOX Series consoles) — An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions). |
| EnumAdapters1 (XBOX Series consoles) | Enumerates both adapters with or without outputs. |
| IsCurrent (XBOX Series consoles) | Informs an application of the possible need to re-enumerate adapters. |
| IDXGIFactory2 (XBOX Series consoles) | IDXGIFactory2 (XBOX Series consoles) — An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions). |
| GetSharedResourceAdapterLuid (XBOX Series consoles) | Identifies the adapter on which a shared resource object was created. |
| IsWindowedStereoEnabled (XBOX Series consoles) | Determines whether to use stereo mode. |
| RegisterOcclusionStatusEvent (XBOX Series consoles) | Registers to receive notification of changes in occlusion status by using event signaling. |
| RegisterOcclusionStatusWindow (XBOX Series consoles) | Registers an application window to receive notification messages of changes of occlusion status. |
| RegisterStereoStatusEvent (XBOX Series consoles) | Registers to receive notification of changes in stereo status by using event signaling. |
| RegisterStereoStatusWindow (XBOX Series consoles) | Registers an application window to receive notification messages of changes of stereo status. |
| UnregisterOcclusionStatus (XBOX Series consoles) | Unregisters a window or an event to stop it from receiving notification when occlusion status changes. |
| UnregisterStereoStatus (XBOX Series consoles) | Unregisters a window or an event to stop it from receiving notification when stereo status changes. |
| IDXGIInfoQueue (XBOX Series consoles) | This interface controls the debug information queue, and can only be used if the debug layer is turned on. |
| AddApplicationMessage (XBOX Series consoles) | Adds a user-defined message to the message queue and sends that message to the debug output. |
| AddMessage (XBOX Series consoles) | Adds a debug message to the message queue and sends that message to the debug output. |
| AddRetrievalFilterEntries (XBOX Series consoles) | Adds retrieval filters to the top of the retrieval-filter stack. |
| AddStorageFilterEntries (XBOX Series consoles) | Adds storage filters to the top of the storage-filter stack. |
| ClearRetrievalFilter (XBOX Series consoles) | Removes a retrieval filter from the top of the retrieval-filter stack. |
| ClearStorageFilter (XBOX Series consoles) | Removes a storage filter from the top of the storage-filter stack. |
| ClearStoredMessages (XBOX Series consoles) | Clears all messages from the message queue. |
| GetBreakOnCategory (XBOX Series consoles) | Determines whether the break on a message category is turned on or off. |
| GetBreakOnID (XBOX Series consoles) | Determines whether the break on a message identifier is turned on or off. |
| GetBreakOnSeverity (XBOX Series consoles) | Determines whether the break on a message severity level is turned on or off. |
| GetMessage (XBOX Series consoles) | Gets a message from the message queue. |
| GetMessageCountLimit (XBOX Series consoles) | Gets the maximum number of messages that can be added to the message queue. |
| GetMuteDebugOutput (XBOX Series consoles) | Determines whether the debug output is turned on or off. |
| GetNumMessagesAllowedByStorageFilter (XBOX Series consoles) | Gets the number of messages that a storage filter allowed to pass through. |
| GetNumMessagesDeniedByStorageFilter (XBOX Series consoles) | Gets the number of messages that were denied passage through a storage filter. |
| GetNumMessagesDiscardedByMessageCountLimit | Gets the number of messages that were discarded due to the message count limit. |
| GetNumStoredMessages (XBOX Series consoles) | Gets the number of messages currently stored in the message queue. |
| GetNumStoredMessagesAllowedByRetrievalFilters | Gets the number of messages that can pass through a retrieval filter. |
| GetRetrievalFilter (XBOX Series consoles) | Gets the retrieval filter at the top of the retrieval-filter stack. |
| GetRetrievalFilterStackSize (XBOX Series consoles) | Gets the size of the retrieval-filter stack in bytes. |
| GetStorageFilter (XBOX Series consoles) | Gets the storage filter at the top of the storage-filter stack. |
| GetStorageFilterStackSize (XBOX Series consoles) | Gets the size of the storage-filter stack in bytes. |
| PopRetrievalFilter (XBOX Series consoles) | Pops a retrieval filter from the top of the retrieval-filter stack. |
| PopStorageFilter (XBOX Series consoles) | Pops a storage filter from the top of the storage-filter stack. |
| PushCopyOfRetrievalFilter (XBOX Series consoles) | Pushes a copy of the retrieval filter that is currently on the top of the retrieval-filter stack onto the retrieval-filter stack. |
| PushCopyOfStorageFilter (XBOX Series consoles) | Pushes a copy of the storage filter that is currently on the top of the storage-filter stack onto the storage-filter stack. |
| PushDenyAllRetrievalFilter (XBOX Series consoles) | Pushes a deny-all retrieval filter onto the retrieval-filter stack. |
| PushDenyAllStorageFilter (XBOX Series consoles) | Pushes a deny-all storage filter onto the storage-filter stack. |
| PushEmptyRetrievalFilter (XBOX Series consoles) | Pushes an empty retrieval filter onto the retrieval-filter stack. |
| PushEmptyStorageFilter (XBOX Series consoles) | Pushes an empty storage filter onto the storage-filter stack. |
| PushRetrievalFilter (XBOX Series consoles) | Pushes a retrieval filter onto the retrieval-filter stack. |
| PushStorageFilter (XBOX Series consoles) | Pushes a storage filter onto the storage-filter stack. |
| SetBreakOnCategory (XBOX Series consoles) | Sets a message category to break on when a message with that category passes through the storage filter. |
| SetBreakOnID (XBOX Series consoles) | Sets a message identifier to break on when a message with that identifier passes through the storage filter. |
| SetBreakOnSeverity (XBOX Series consoles) | Sets a message severity level to break on when a message with that severity level passes through the storage filter. |
| SetMessageCountLimit (XBOX Series consoles) | Sets the maximum number of messages that can be added to the message queue. |
| SetMuteDebugOutput (XBOX Series consoles) | Turns the debug output on or off. |
| IDXGIObject (XBOX Series consoles) | A base interface for all DXGI objects; IDXGIObject supports associating caller-defined (private data) with an object and retrieval of an interface to the. |
| GetParent (XBOX Series consoles) | Gets the parent of the object. |
| GetPrivateData (XBOX Series consoles) | Get a pointer to the object’s data. |
| SetPrivateData (XBOX Series consoles) | Sets application-defined data to the object and associates that data with a GUID. |
| SetPrivateDataInterface (XBOX Series consoles) | Set an interface in the object’s private data. |
| IDXGIOutput (XBOX Series consoles) | An IDXGIOutput interface represents an adapter output (such as a monitor). |
| FindClosestMatchingMode (XBOX Series consoles) | Finds the display mode that most closely matches the requested display mode. |
| GetAspectRatio (XBOX Series consoles) | Gets the display aspect ratio. |
| IDXGIOutput::GetDesc (XBOX Series consoles) | Get a description of the output. |
| GetDisplayModeList (XBOX Series consoles) | GetDisplayModeList (XBOX Series consoles) — Gets the display modes that match the requested format and other input options. XBOX Direct3D 12 graphics reference. |
| GetDisplayModeListX (XBOX Series consoles) | GetDisplayModeListX (XBOX Series consoles) — Gets the display modes that match the requested format and other input options. |
| GetDisplaySurfaceData (XBOX Series consoles) | Gets a copy of the current display surface. |
| GetFrameStatistics (XBOX Series consoles) | Gets statistics about recently rendered frames. |
| GetGammaControl (XBOX Series consoles) | Gets the gamma control settings. |
| GetGammaControlCapabilities (XBOX Series consoles) | Gets a description of the gamma-control capabilities. |
| GetRefreshRate (XBOX Series consoles) | Gets the display refresh rate. |
| ReleaseOwnership (XBOX Series consoles) | Releases ownership of the output. |
| SetDisplaySurface (XBOX Series consoles) | Changes the display mode. |
| SetGammaControl (XBOX Series consoles) | Sets the gamma controls. |
| TakeOwnership (XBOX Series consoles) | Takes ownership of an output. |
| WaitForVBlank (XBOX Series consoles) | Halt a thread until the next vertical blank occurs. |
| IDXGISwapChain (XBOX Series consoles) | IDXGISwapChain (XBOX Series consoles) — Swap chains have been deprecated and replaced by swap resources (D3D12_HEAP_FLAG_ALLOW_DISPLAY) and presentation. |
| IDXGISwapChain1 (XBOX Series consoles) | IDXGISwapChain1 (XBOX Series consoles) — Swap chains have been deprecated and replaced by swap resources (D3D12_HEAP_FLAG_ALLOW_DISPLAY) and presentation. |
| D3D12_DISPATCH_MESH_ARGUMENTS (XBOX Series consoles) | Unsupported on XBOX. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS10 (XBOX Series consoles) | D3D12_FEATURE_DATA_D3D12_OPTIONS10 (XBOX Series consoles) — Indicates the level of support that the adapter provides for variable rate shading sum combiner. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS11 (XBOX Series consoles) | D3D12_FEATURE_DATA_D3D12_OPTIONS11 (XBOX Series consoles) — Indicates the level of support that the adapter provides for atomic Int64 on descriptor resource. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS7 (XBOX Series consoles) | D3D12_FEATURE_DATA_D3D12_OPTIONS7 (XBOX Series consoles) — Indicates the level of support that the adapter provides for mesh shader and sampler feedback. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS8 (XBOX Series consoles) | D3D12_FEATURE_DATA_D3D12_OPTIONS8 (XBOX Series consoles) — Indicates the level of support that the adapter provides for unaligned block textures. |
| D3D12_FEATURE_DATA_D3D12_OPTIONS9 (XBOX Series consoles) | Indicates whether various options are supported. |
| D3D12_FEATURE_DATA_DISPLAYABLE (XBOX Series consoles) | D3D12_FEATURE_DATA_DISPLAYABLE (XBOX Series consoles) — This feature is currently in preview. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPE_COUNT | D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPE_COUNT (XBOX Series consoles) — Indicates a count of protected resource session types. |
| D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPES | D3D12_FEATURE_DATA_PROTECTED_RESOURCE_SESSION_TYPES (XBOX Series consoles) — Indicates a list of protected resource session types. |
| D3D12_MIP_REGION (XBOX Series consoles) | A structure that defines the dimensions represented by one feedback texel in a feedback resource. |
| D3D12_PROTECTED_RESOURCE_SESSION_DESC1 | D3D12_PROTECTED_RESOURCE_SESSION_DESC1 (XBOX Series consoles) — Describes flags for a protected resource session, per adapter. |
| D3D12_RESOURCE_DESC1 (XBOX Series consoles) | Describes a resource, such as a texture. |
| D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_BATCHED_DESC (XBOX Series consoles) | A descriptor for batched BVH builds. Wraps a single set of parameters to the regular build call. |
| D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_BATCHED_DESC2 (XBOX Series consoles) | Extended batch build descriptor. |
| D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1 | D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1 (XBOX Series consoles) — The extended set of parameters for batched builds. |
| D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2 | D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2 (XBOX Series consoles) — The extended set of parameters for batched builds. |
| D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3 | D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3 (XBOX Series consoles) — The extended set of parameters for batched builds. |
| D3D12XBOX_COMPUTE_SHADER_LAUNCH_PARAMETERS | Override parameters for compute pipeline state object launch settings. |
| D3D12XBOX_COMPUTE_SHADER_LIMITS_DESC (XBOX Series consoles) | Set registers in the compute pipeline state to program various compute shader runtime parameters. |
| D3D12XBOX_CREATE_DEVICE_PARAMETERS (XBOX Series consoles) | D3D12XBOX_CREATE_DEVICE_PARAMETERS (XBOX Series consoles) — Specifies the parameters used during the creation of a device on XBOX hardware. |
| D3D12XBOX_DESCRIPTOR_PIPELINE_STATE (XBOX Series consoles) | D3D12XBOX_DESCRIPTOR_PIPELINE_STATE (XBOX Series consoles) — The command processor packet descriptor for setting a pipeline state object. |
| D3D12XBOX_DESERIALIZE_GRAPHICS_PIPELINE_STATE | D3D12XBOX_DESERIALIZE_GRAPHICS_PIPELINE_STATE (XBOX Series consoles) — Contains information for deserializing a previously serialized graphics-pipeline state. |
| D3D12XBOX_DISPATCH_MESH_X_ARGUMENTS (XBOX Series consoles) | A command signature type used in Mesh Shader execute indirect calls on XBOX. |
| D3D12XBOX_DISPATCH_RAYS_DESC (XBOX Series consoles) | XBOX extension for D3D12_DISPATCH_RAYS_DESC |
| D3D12XBOX_DPBB_BREAK_BATCH_ARGUMENTS (XBOX Series consoles) | D3D12XBOX_DPBB_BREAK_BATCH_ARGUMENTS is an XBOX Series Execute Indirect extension that triggers Deferred Primitive Batch Binning break-batch events. |
| D3D12XBOX_DPBB_STATE (XBOX Series consoles) | Settings for Deferred Primitive Batch Binning (DPBB). |
| D3D12XBOX_FLUSHPIPELINEX_ARGUMENTS (XBOX Series consoles) | D3D12XBOX_FLUSHPIPELINEX_ARGUMENTS is an XBOX Series Execute Indirect extension that flushes GPU caches and blocks like the FlushPipelineX command list API. |
| D3D12XBOX_GPU_HARDWARE_CONFIGURATION (XBOX Series consoles) | Contains the GPU clock frequency and hardware configuration. |
| D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC (XBOX Series consoles) | D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC (XBOX Series consoles) — Defines a graphics shader’s limits. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12XBOX_LIVE_DEBUGGING_AMPLIFICATION_SHADER_PARAMETERS | Parameters used to specify which amplification shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_ANY_SHADER_PARAMETERS | Parameters used to specify any shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_COMPUTE_SHADER_PARAMETERS | Parameters used to specify which compute shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_DOMAIN_SHADER_PARAMETERS | Parameters used to specify which domain shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_GEOMETRY_SHADER_PARAMETERS | Parameters used to specify which geometry shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_GLOBAL_PARAMETERS | D3D12XBOX_LIVE_DEBUGGING_GLOBAL_PARAMETERS (XBOX Series consoles) — Allows setting the type of live debugging and parameters specific to that debug type. |
| D3D12XBOX_LIVE_DEBUGGING_HULL_SHADER_PARAMETERS | Parameters used to specify which hull shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_MESH_SHADER_PARAMETERS | Parameters used to specify which mesh shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_PARAMETERS (XBOX Series consoles) | D3D12XBOX_LIVE_DEBUGGING_PARAMETERS (XBOX Series consoles) — Allows setting the type of live debugging and parameters specific to that debug type. |
| D3D12XBOX_LIVE_DEBUGGING_PIXEL_SHADER_PARAMETERS | Parameters used to specify which pixel shader to debug live |
| D3D12XBOX_LIVE_DEBUGGING_VERTEX_SHADER_PARAMETERS | Parameters used to specify which vertex shader to debug live |
| D3D12XBOX_MSAA_PARAMETERS (XBOX Series consoles) | D3D12XBOX_MSAA_PARAMETERS depth-block MSAA settings on XBOX Series consoles: sample counts, PS iteration, over-rasterization, and centroid controls. |
| D3D12XBOX_PRT_LOD_REPORT_DESC (XBOX Series consoles) | D3D12XBOX_PRT_LOD_REPORT_DESC (XBOX Series consoles) — Specifies the destination memory location and size for a PRT LOD report written by the GPU, as well as. |
| D3D12XBOX_PRT_LOD_REPORT_GPU_HEADER (XBOX Series consoles) | Defines the hardware layout of the 8-byte header written by the GPU as part of a PRT LOD report. |
| D3D12XBOX_PRT_LOD_REPORT_GPU_SAMPLE (XBOX Series consoles) | D3D12XBOX_PRT_LOD_REPORT_GPU_SAMPLE (XBOX Series consoles) — Specifies the destination memory location and size for a PRT LOD report written by the GPU, as. |
| D3D12XBOX_RAYTRACING_CANONICAL_ACCELERATION_STRUCTURE_NODE | A union containing canonical node data. |
| D3D12XBOX_RAYTRACING_CANONICAL_FP16_AABB_DATA | Contains a canonical FP16 box’s data. |
| D3D12XBOX_RAYTRACING_CANONICAL_FP32_AABB_DATA | Contains a canonical FP32 box’s data. |
| D3D12XBOX_RAYTRACING_CANONICAL_TRIANGLE_NODE_DATA | Canonical triangle node. |
| D3D12XBOX_RAYTRACING_FP16_AABB (XBOX Series consoles) | A helper structure to describe an FP16 box. |
| D3D12XBOX_RAYTRACING_INFORMATION (XBOX Series consoles) | Extra information that can be obtained from a finished RTPSO. |
| D3D12XBOX_RAYTRACING_INFORMATION_EXPORT | Reference for D3D12XBOX_RAYTRACING_INFORMATION_EXPORT (XBOX Series consoles), a structure in the XBOX Series consoles Direct3D 12 graphics API. Reserved or. |
| D3D12XBOX_RAYTRACING_INFORMATION_EXPORT_TABLE | Used to enumerate the exports of an RTPSO. |
| D3D12XBOX_RAYTRACING_OPTIONS (XBOX Series consoles) | Decsribes extended options that can be set on an RTPSO. |
| D3D12XBOX_RESOURCE_BARRIER_SUMMARY_ACTIONS | Provides a summary of actions performed on behalf of resource barriers. |
| D3D12XBOX_SAMPLER_DESC (XBOX Series consoles) | D3D12XBOX_SAMPLER_DESC (XBOX Series consoles) — Describes a sampler state. Direct3D 12 graphics API reference for XBOX game development. |
| D3D12XBOX_SERIALIZE_GRAPHICS_PIPELINE_STATE | D3D12XBOX_SERIALIZE_GRAPHICS_PIPELINE_STATE (XBOX Series consoles) — Information for serializing a graphics Pipeline State Object. |
| D3D12XBOX_SHADER_RESOURCE_VIEW_DESC (XBOX Series consoles) | D3D12XBOX_SHADER_RESOURCE_VIEW_DESC defines an SRV on XBOX Series consoles, using the unified ImageFormat and XBOX-only resource location and memory fields. |
| D3D12XBOX_SHADER_SYMBOL (XBOX Series consoles) | A single function in a compute shader. |
| D3D12XBOX_SHADER_SYMBOL_LIST (XBOX Series consoles) | Contains function symbols for compute pipeline state with function calls (such as for DXR). |
| D3D12XBOX_SHADING_RATE_SETTINGS (XBOX Series consoles) | A union of extended VRS settings. |
| D3D12XBOX_SHADING_RATE_SETTINGS_CMASK_VRS_HINT_MODE | Contains per-RTV enable bit for VRS-Hint. |
| D3D12XBOX_SHADING_RATE_SETTINGS_COMBINERS | Allows taking over the VRS combiner settings. |
| D3D12XBOX_SHADING_RATE_SETTINGS_HTILE_MODE | Contains the HTile settings to program. |
| D3D12XBOX_SHADING_RATE_SETTINGS_PIXEL_CENTER_OFFSETS | Programs coarse pixel center offsets in 1/16 steps using a signed 4 bit value. All coarse pixel shape’s centres can be set independently. |
| D3D12XBOX_SYNC_PARAMS (XBOX Series consoles) | GPU Synchronization parameters used in various APIs |
| D3D12XBOX_VIRTUAL_MEMORY_CONFIGURATION | Parameters used to initialize the Direct3D graphics virtual memory system. |
| D3D12XBOX_XDXR_STREAM_DESC (XBOX Series consoles) | A stream of tokenized options for adding and removing extensions without changing the API. |
| D3D12XBOX_ZERO_MEMORY_BUFFERS (XBOX Series consoles) | Control stucture provided by the title to the D3D12ZeroMemoryX API. |
| D3D12XBOX_ZERO_MEMORY_RANGE (XBOX Series consoles) | Represents a region of GPU virtual memory to be cleared with the D3D12ZeroMemoryX API |
| D3D12XboxPutBuffer (XBOX Series consoles) | D3D12XboxPutBuffer (XBOX Series consoles) — Structure for managing the writing of GPU commands to the current command buffer segment. |
| DXGI_MODE_DESC (XBOX Series consoles) | DXGI_MODE_DESC describes a display mode (width, height, refresh rate, format, scanline order, scaling) on XBOX Series consoles. Deprecated on XBOX. |
| DXGIX_FRAME_STATISTICS (XBOX Series consoles) | Contains DXGI frame statistics. |
| DXGIX_PRESENTARRAY_PARAMETERS (XBOX Series consoles) | DXGI Present Array parameters. |
| DXGIXBOX_MODE_DESC (XBOX Series consoles) | DXGIXBOX_MODE_DESC describes a display mode on XBOX Series consoles for IDXGIOutput::GetDisplayModeListX, adding a Flags member over DXGI_MODE_DESC. |
| d3d12shader_x/xs (XBOX Series consoles and XBOX One family) | Reference topics for d3d12shader_x/xs.h. |
| D3D_INTERPOLATION_MODE | Specifies interpolation mode, which affects how values are calculated during rasterization. |
| D3D_PARAMETER_FLAGS | Indicates semantic flags for function parameters. |
| d3d12video_x/xs (XBOX Series consoles and XBOX One family) | Reference topics for d3d12video_x/xs.h. |
| D3D12_FEATURE_VIDEO | Specifies a Direct3D 12 video feature or feature set to query about. |
| D3D12_VIDEO_FIELD_TYPE | Specifies how a video frame is interlaced. |
| D3D12_VIDEO_FRAME_FORMAT | Specifies the format of the video frame. |
| D3D12_VIDEO_PROCESS_AUTO_PROCESSING_FLAGS | Specifies the automatic processing features that a video processor can support. |
| D3D12_VIDEO_PROCESS_FEATURE_FLAGS | Specifies which video processor features are supported. |
| D3D12_VIDEO_PROCESS_FILTER_FLAGS | Specifies the filtering options supported by the video processor. |
| D3D12_VIDEO_PROCESS_INPUT_STREAM_FLAGS | Specifies flags for video processing input streams. |
| D3D12_VIDEO_PROCESS_ORIENTATION | Specifies an orientation operation to be performed by a video processor. |
| D3D12_VIDEO_PROCESS_SUPPORT_FLAGS | Specifies whether a conversion using the video processor is supported. |
| D3D12_VIDEO_USAGE (XBOX Series consoles and XBOX One family) | Describes the video usage. |
| D3D12_FEATURE_DATA_VIDEO_DECODE_BITSTREAM_ENCRYPTION_SCHEMES | Describes the DRM encryption schemes supported by the video decoder. |
| D3D12_FEATURE_DATA_VIDEO_PROCESS_SUPPORT | Structure to query for video processor feature support. |
| D3D12_VIDEO_DECODE_FRAME_ARGUMENT | Structure to describe a video decode argument. |
| D3D12_VIDEO_DECODE_INPUT_STREAM_ARGUMENTS | Describes the input arguments needed to decode a video frame. |
| D3D12_VIDEO_DECODE_REFERENCE_FRAMES | Describes the reference frames required for a video decode operation. |
| D3D12_VIDEO_PROCESS_INPUT_STREAM_ARGUMENTS | Describes the arguments for the video processor input stream. |
| D3D12_VIDEO_PROCESS_OUTPUT_STREAM_ARGUMENTS | Describes the arguments for the video processor output stream. |
| D3D12_VIDEO_PROCESSOR_DESC | Describes the D3D12_VIDEO_PROCESSOR_DESC structure. |
| d3dx12_x (XBOX One family) | Reference topics for d3dx12_x.h. |
| CD3D12XBOX_COMPUTE_SHADER_LIMITS_DESC (XBOX One family) | A wrapper for D3D12XBOX_COMPUTE_SHADER_LIMITS_DESC |
| CD3D12XBOX_DEPTH_STENCIL_OPTIONS_DESC (XBOX One family) | A wrapper for D3D12XBOX_DEPTH_STENCIL_OPTIONS_DESC |
| CD3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC (XBOX One family) | A wrapper for D3D12XBOX_GRAPHICS_SHADER_LIMITS_DESC |
| CD3D12XBOX_PIXEL_SHADER_OPTIONS_DESC (XBOX One family) | A wrapper for D3D12XBOX_PIXEL_SHADER_OPTIONS_DESC |
| CD3D12XBOX_TESSELLATION_PARAMETERS_DESC (XBOX One family) | A wrapper for D3D12XBOX_TESSELLATION_PARAMETERS_DESC |
| CD3DX12_CPU_DESCRIPTOR_HANDLE (XBOX One family) | A helper structure to enable easy initialization of a D3D12_CPU_DESCRIPTOR_HANDLE structure. |
| d3dx12_xs (XBOX Series consoles) | Reference topics for d3dx12_xs.h. |
| CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT | XBOX extension to SUBOBJECT_HELPER_BASE |
| CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT() | CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT() (XBOX Series consoles) — Creates an instance of CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT. |
| CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT (CD3DX12_STATE_OBJECT_DESC&) (XBOX Series consoles) | CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT (CD3DX12_STATE_OBJECT_DESC&) (XBOX Series consoles) — Creates an instance of CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT. |
| Type (XBOX Series consoles) | Getter to retrieved the D3D12_STATE_SUBOBJECT_TYPE |
| CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT | A templated helper structure used to encapsulate subobject type and subobject data pairs as a single object suitable for a stream description. |
| const InnerStructType& GetX() (XBOX Series consoles) | const InnerStructType& GetX() (XBOX Series consoles) — Getter to retieve the inner type. Direct3D 12 graphics API reference for XBOX game development. |
| InnerStructType& GetX() (XBOX Series consoles) | InnerStructType& GetX() (XBOX Series consoles) — Getter to retieve the inner type. Direct3D 12 graphics API reference for XBOX game development. |
| dxcapi | API entry points and interfaces for of dxcompiler_x*.dll |
| DxcXboxShaderStatsClass | Version number of the DxcXboxShaderStatistics* structure queried from IDxcXboxShaderStats::GetShaderStats. |
| IDxcXboxBackendDebugInfo | Interface for querying XBOX hardware specific debug info from DXIL. |
| GetDebugInfoForStage | Queries XBOX hardware specific debug info for a single hardware shader stage. |
| GetNumStages | Get the number of hardware stages in the precompiled DXIL/PDB. |
| GetStage | Query the hardware stage at a specific index. |
| IDxcXboxBackendDebugInfo::Load | Load a precompiled DXIL or PDB into the interface. |
| IDxcXboxContainer | Interface used to query hardware shaders from DXIL containers. |
| GetNumShaders | Query the number of hardware shaders in the precompiled DXIL. |
| GetShader | Retrieves the hardware shader at the specified index. |
| IDxcXboxContainer::Load | Load a precompiled DXIL into the interface. |
| IDxcXboxHwShader | Interface used to query data from a precompiled hardware shader stage. |
| GetCode | Retrieve the encoded hardware shader instructions for this shader stage. |
| GetDebugInfo | Retrieve the hardware specific debug info for the shader stage. |
| IDxcXboxHwShader::GetShaderStats | Retrieve the shader stats for the hardware shader stage. |
| GetStageName | Retrieve the hardware shader stage name as a string. |
| IDxcXboxShaderStats | (Deprecated) Interface used to query shader stats from precompiled shaders. |
| IDxcXboxShaderStats::GetShaderStats | (Deprecated) Retrieve the shader stats for a hardware shader stage. |
| IXdxrPdbRecompiler | Interface to recompile a XDXR PDB |
| Recompile | Recompile an XDXR PDB |
| DxcXboxShaderStaticsV1 | Struct representing shader statistics for a precompiled hardware shader stage. |
| DxcXboxShaderStaticsV2 | Struct representing extended shader statistics for a precompiled hardware shader stage on XBOX Series. |
| MemoryAccessStat | Struct representing information about memory instructions. |
| RawInstructionStats | A struct representing a tally on all types of instructions in the shader. |
| RawInstuctionStat | A struct representing a tally for a type of instruction. |
| Graphics API reference | Graphics API reference for the Microsoft Game Development Kit (GDK), covering d3d12_x, d3d12_xs, d3d12shader_x, and other Direct3D 12 XBOX extensions. |
| XBTC_COMPRESSION_FLAGS | Represents the available texture compression options. |
| XBTC_STREAM_GRANULARITY | Texture streaming options. |
| XBTC_TEX_DIMENSION | Represents the dimensionality of a texture. |
| XBTC_TILING_MODE | Represents the tiling mode of a tiled texture. |
| XBTCBlockCompressTexture | Creates, allocates a texture container for, and block-compresses a linear texture. |
| XBTCCompressBuffer | Compresses a buffer with arbitrary data and appends it to the archive. |
| XBTCCompressStream | Compresses a single texture stream. |
| XBTCCompressStreamAlloc | Creates and allocates a texture container for a compressed stream from an uncompressed stream. |
| XBTCCompressTexture | Compresses a tiled texture and appends it to the archive. |
| XBTCCreateArchive | Creates an XBTC archive. |
| XBTCCreateBuffer | Creates a generic data container. |
| XBTCCreateLinearTexture | Creates and allocates a texture container for a linear texture. |
| XBTCDecompressAndDetileTextureAlloc | Creates and allocates a texture container for a linear texture by decompressing and detiling a texture from an archive. |
| XBTCDecompressStream | Creates a decompressed stream from a compressed stream and writes to pre-allocated memory. |
| XBTCDecompressTexture | Decompresses an archived texture into tiled memory. |
| XBTCDecompressTextureAlloc | Creates and allocates a texture container for a tiled texture by decompressing a texture from an archive. |
| XBTCDetileTexture | Creates a linear texture container and detiles the source texture into the new container. |
| XBTCFreeCompressedStream | Frees the memory allocated to hold a compressed stream. |
| XBTCFreeResource | Free the memory associated with an XBTC resource. |
| XBTCGetRelativeStreamIndex(ptrdiff_t,uint32_t,uint32_t) | Gets the index of a stream for a paged texture relative to the base address of that texture. |
| XBTCGetRelativeStreamIndex(unit32_t,uint32_t) | Get the index of a stream for a mip-streamed texture from the mip level. |
| XBTCGetRelativeStreamIndex | Gets the relative index of a stream. |
| XBTCTileAndCompressTexture | Tiles, compresses, and writes a linear texture to an archive. |
| XBTCTileTexture | Creates and allocates a texture container for a tiled texture by swizzling the memory of a linear texture container. |
| XBTCArchive::GetBaseTextureSize | XBTCArchive::GetBaseTextureSize (xbtc) — Returns the uncompressed size of the first stream associated with a texture. Direct3D 12 graphics reference for XBOX. |
| XBTCArchive::GetResourceBaseStreamIndex | Gets the index of the first stream associated with a texture. |
| XBTCArchive::GetResourceCompressedSize | Gets the total compressed size of the streams for a texture. |
| XBTCArchive::GetResourceCount | XBTCArchive::GetResourceCount (xbtc) — Gets the number of textures in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchive::GetResourceStreamCount | XBTCArchive::GetResourceStreamCount (xbtc) — Gets the number of streams for a texture. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchive::GetResourceStreamDataStart | XBTCArchive::GetResourceStreamDataStart (xbtc) — Gets the starting byte address of the stream data for a texture. Direct3D 12 graphics reference for XBOX. |
| XBTCArchive::GetStreamCount | XBTCArchive::GetStreamCount (xbtc) — Gets the number of streams in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchive::GetStreamInfo | XBTCArchive::GetStreamInfo (xbtc) — Gets information about a stream in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchive::GetTextureInfo | XBTCArchive::GetTextureInfo (xbtc) — Gets information about a texture in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchive::GetTextureOffset | Gets information about stream data for a texture in an archive. |
| XBTCArchive (Interface contents) | Represents an XBOX Texture Compressor (XBTC) archive. |
| XBTCArchiveReader::Close | Closes the archive reader. |
| XBTCArchiveReader::GetBaseTextureSize | XBTCArchiveReader::GetBaseTextureSize (xbtc) — Returns the uncompressed size of the first stream associated with a texture. XBOX Direct3D 12 graphics reference. |
| GetOpenFile | Returns a C-style file pointer (FILE*) associated with the open archive. |
| XBTCArchiveReader::GetResourceBaseStreamIndex | Gets the first stream index associated with a texture. |
| XBTCArchiveReader::GetResourceCompressedSize | Gets the total size of the compressed streams for a texture. |
| XBTCArchiveReader::GetResourceCount | XBTCArchiveReader::GetResourceCount (xbtc) — Gets the number of textures in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| GetResourceSeekOffset | Gets the seek offset of the stream data for a texture. |
| XBTCArchiveReader::GetResourceStreamCount | XBTCArchiveReader::GetResourceStreamCount (xbtc) — Gets the number of streams for a texture. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchiveReader::GetResourceStreamDataStart | XBTCArchiveReader::GetResourceStreamDataStart (xbtc) — Gets the starting byte address of the stream data for a texture. Direct3D 12 graphics reference for XBOX. |
| XBTCArchiveReader::GetStreamCount | XBTCArchiveReader::GetStreamCount (xbtc) — Gets the number of streams in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchiveReader::GetStreamInfo | XBTCArchiveReader::GetStreamInfo (xbtc) — Gets information about a stream in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchiveReader::GetTextureInfo | XBTCArchiveReader::GetTextureInfo (xbtc) — Gets information about a texture in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| XBTCArchiveReader::GetTextureOffset | Gets information about stream data for a texture in an archive, including the base offset for the stream data and the index of the first stream for the next. |
| IsValid | Checks if the archive is open and valid. |
| IsValidArchive | Tests if the file path is a valid archive and returns the amount of the file to read and opens the archive. |
| OpenFromFile | Parses an archive header from a file pointer and allocates memory for the header. |
| OpenFromMemory | Parse an archive header in memory. |
| XBTCArchiveReader constructor | Creates an instance of XBTCArchiveReader. |
| XBTCArchiveReader (Interface contents) | Reads an XBOX Texture Compressor (XBTC) archive. |
| WriteArchiveToFile | Saves archive contents to a file. |
| XBTCArchiveWriter (Interface contents) | Contains methods for writing an archive to a file. |
| ~XBTCRefCountedResource | Reference for ~XBTCRefCountedResource, a method in the xbtc Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| XBTCRefCountedResource AddRef | Increments the refcount and returns the new value. |
| XBTCRefCountedResource Release | Decrements the refcount and returns the new value. If the new value is 0, the object is deleted. |
| XBTCRefCountedResource constructor | Reference for XBTCRefCountedResource constructor, a method in the xbtc Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| XBTCRefCountedResource (Interface contents) | Reference for XBTCRefCountedResource (Interface contents), a interface in the xbtc Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| GetAbsoluteStreamIndex(size_t MipLevel, ptrdiff_t OffsetFromLevelStart) | Given a texture’s mip level (LOD) and a memory offset from the start of the mip level, lookup the stream index in its associated archive. |
| GetAbsoluteStreamIndex(size_t MipLevel, uint32_t TileX, uint32_t TileY) | Given a texture’s mip level (LOD) and a tile coordinate, lookup the stream index in its associated archive. |
| PrepareTexture | Prepares the streaming texture reader to calculate stream indices of the specified texture in its archive. |
| XBTCStreamingTextureReader | Creates an instance of XBTCStreamingTextureReader. |
| XBTCStreamingTextureReader (Interface contents) | Helper class for looking up stream indices associated with PRT texture regions |
| GetSubresourceMemory | Gets a pointer to the start of a subresource’s memory. |
| GetSubresourcePitch | Gets the row pitch of the subresource. |
| GetSubresourceSize | Gets the memory size of the subresource. |
| GetTextureMemory | Gets the base pointer of texture data. |
| GetTextureSize | Gets the total size of texture data. |
| XBTCTextureContainer (Interface contents) | A container to hold texture data throughout the compression pipeline. |
| XBTC_ARCHIVE_HEADER | The 16-byte header of an XBTC archive. |
| XBTC_BUFFER_INFO | Description of a buffer in the archive. |
| XBTC_COMPRESSION_STATS | Statistics that measure the compression process. |
| XBTC_ENCODING_OPTIONS | Encoding options for XBTCBlockCompressTexture. |
| XBTC_ENCODING_STATS | Statistics that measure the BCn encoding process. |
| XBTC_OFFSET_AND_INDEX | Information about the stream data for a texture in an archive. |
| XBTC_STREAM_INFO | Information about a compressed stream in a resource. |
| XBTC_TEXTURE_INFO | Information about a texture in an archive. |
| XBTC (API contents) | XBOX Texture Compressor (XBTC) API reference material for the Microsoft Game Development Kit (GDK). |
| XG_BIND_FLAG (XBOX One family) | Specifies how a resource is to be bound to the pipeline. |
| XG_CPU_ACCESS_FLAG (XBOX One family) | Specifies the types of CPU access allowed for a resource. |
| XG_DCC_COLOR_TRANSFORM (XBOX One family) | Establishes the color transformation performed before Delta Color Compression (DCC). |
| XG_DCC_COMPRESSION_LEVEL (XBOX One family) | XG_DCC_COMPRESSION_LEVEL (XBOX Series consoles) — Establishes the maximum Delta Color Compression (DCC) unit size. Direct3D 12 graphics reference for XBOX. |
| XG_FORMAT (XBOX One family) | Resource data formats which includes fully-typed and typeless formats. |
| XG_HARDWARE_VERSION (XBOX One family) | XG_HARDWARE_VERSION (XBOX Series consoles) — Represents the different hardware versions in the XBOX One family of devices. XBOX Direct3D 12 graphics reference. |
| XG_PLANE_USAGE (XBOX One family) | Represents the intended usage of a plane in a texture resource. |
| XG_RESOURCE_DIMENSION (XBOX One family) | Identifies the type of a resource. |
| XG_RESOURCE_MISC_FLAG (XBOX One family) | XG_RESOURCE_MISC_FLAG (XBOX Series consoles) — Identifies options for resources. Direct3D 12 graphics API reference for XBOX game development. |
| XG_TEXTURE_LAYOUT (XBOX One family) | XG_TEXTURE_LAYOUT (XBOX Series consoles) — Specifies the options for a texture layout. On XBOX, this enumeration includes XBOX extension members. |
| XG_TILE_MODE (XBOX One family) | Represents the tile mode used by a 1D, 2D, or 3D texture. Special usages of textures—such as depth, stencil, and presentable buffers—require the use of. |
| XG_USAGE (XBOX One family) | Identifies the expected usage of resources during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or GPU. |
| XG12_RESOURCE_MISC_FLAG (XBOX One family) | XG12_RESOURCE_MISC_FLAG (XBOX Series consoles) — Identifies options for resources. Direct3D 12 graphics API reference for XBOX game development. |
| XGComputeBankRotationAddress (XBOX One family) | Computes a bank-rotated address for a 2D tiled surface. |
| XGComputeBufferLayout (XBOX One family) | Computes the hardware alignment for a buffer. |
| XGComputeOptimalDepthStencilTileModes (XBOX One family) | Computes the correct tile modes for the specified depth stencil configuration. |
| XGComputeOptimalTileMode (XBOX One family) | Computes the bandwidth-optimal tile mode for the specified texture configuration. |
| XGComputeTexture1DLayout (XBOX One family) | Computes the hardware layout for a 1D texture. |
| XGComputeTexture2DLayout (XBOX One family) | Computes the hardware layout for a 2D texture. |
| XGComputeTexture3DLayout (XBOX One family) | Computes the hardware layout for a 3D texture. |
| XGComputeTileShape (XBOX One family) | Returns the shape of a single-tiled resource tile for the specified format. |
| XGCreateTexture1DComputer (XBOX One family) | Creates a texture address computer object for the specified description of a 1D texture. |
| XGCreateTexture2DComputer (XBOX One family) | Creates a texture address computer object for the specified description of a 2D texture. |
| XGCreateTexture3DComputer (XBOX One family) | Creates a texture address computer object for the specified 3D texture description. |
| XGCreateTextureComputer (XBOX One family) | Creates a texture address computer object for the specified D3D12-style resource description. |
| XGCreateTextureComputerFromDescriptor (XBOX One family) | Creates a texture address computer object for the specified texture descriptor. |
| XGCreateTextureComputerWithPitch (XBOX One family) | Creates a texture address computer object for a Direct3D12-style resource description. |
| XGDecodeDCC (XBOX One family) | Decodes (decompresses) a delta color compressed surface. |
| XGEnableExclusiveLocking (XBOX One family) | Enable or disable exclusive locking of texture-address computation APIs. |
| XGEncodeDCC (XBOX One family) | XGEncodeDCC (XBOX Series consoles) — Encodes (compresses) a surface by using delta color compression (DCC). Direct3D 12 graphics reference for XBOX. |
| XGEnterExclusiveLock (XBOX One family) | Enters an exclusive lock used to synchronize calls to XGSetHardwareVersion with the creation of the XG texture computer. |
| XGLeaveExclusiveLock (XBOX One family) | Leaves an exclusive lock used to synchronize calls to XGSetHardwareVersion with the creation of the XG texture computer. |
| XGSetHardwareVersion (XBOX One family) | Configures XG for the specified hardware version. |
| XGValidateDepthStencilTileMode (XBOX One family) | Checks whether the specified tile mode is valid for the depth stencil format and sample count. |
| XGValidateJpegFile (XBOX One family) | Validates a JPEG file for hardware decoding. |
| XGTextureAddressComputer::AddRef (XBOX One family) | Increments the reference count and returns the new value. |
| XGTextureAddressComputer::CopyFromSubresource | XGTextureAddressComputer::CopyFromSubresource (XBOX Series consoles) — Copies the 2D or 3D data from the (see xgtextureaddresscomputer_copyfromsubresource) |
| XGTextureAddressComputer::CopyIntoSubresource | Copies the 2D or 3D linear input data into the specified subresource (mip + slice) of the resource by using pTiledResourceBaseAddress as the resource’s. |
| XGTextureAddressComputer::GetMipLevelOffsetBytes | Computes the offset (in bytes) of the specified mip level on the specified plane, from the base address of the resource. |
| XGTextureAddressComputer::GetResourceBaseAlignmentBytes | Gets the base alignment of the resource, in bytes. |
| XGTextureAddressComputer::GetResourceLayout | Returns the value of XG_RESOURCE_LAYOUT computed for this texture resource. |
| XGTextureAddressComputer::GetResourceSizeBytes | Gets the resource size, in bytes. |
| XGTextureAddressComputer::GetResourceSizePages | Gets the resource size as the number of pages. |
| XGTextureAddressComputer::GetResourceTiling | Returns the resource tiling layout if the resource is created as a tiled resource by using the XG_RESOURCE_MISC_TILED flag. |
| XGTextureAddressComputer::GetTexelCoordinate | Computes the texel element coordinate of the specified offset to the base address of the resource. |
| XGTextureAddressComputer::GetTexelElementOffsetBytes | XGTextureAddressComputer::GetTexelElementOffsetBytes (XBOX Series consoles) — Computes the offset (in (see xgtextureaddresscomputer_gettexelelementoffsetbytes) |
| XGTextureAddressComputer::GetTextureViewDescriptor | Returns the texture view descriptor for the specified plane. |
| XGTextureAddressComputer::Release (XBOX One family) | Decrements the reference count and returns the new value. If the new value is zero, the object is deleted. |
| XGTextureAddressComputer (Interface contents) | Holds a computed texture layout for a specified texture resource. Also holds the additional state that allows the user to perform texture element microtiling. |
| XG_BUFFER_DESC (XBOX One family) | Describes a buffer resource. |
| XG_DCC_OPTIONS (XBOX One family) | Establishes the Delta Color Compression (DCC) configuration options. |
| XG_DESCRIPTOR_TEXTURE_VIEW (XBOX One family) | Represents a native binding descriptor for a texture. |
| XG_MIPLEVEL_LAYOUT (XBOX One family) | XG_MIPLEVEL_LAYOUT (XBOX Series consoles) — Describes a single mip level in the hardware layout of a texture. Direct3D 12 graphics reference for XBOX. |
| XG_PACKED_MIP_DESC (XBOX One family) | Describes the tile structure of a tiled resource with mipmaps. |
| XG_PLANE_LAYOUT (XBOX One family) | Describes a mip chain in the hardware layout of a texture. |
| XG_RESOURCE_DESC (XBOX One family) | Describes an XG resource. |
| XG_RESOURCE_LAYOUT (XBOX One family) | Describes the entire hardware layout of a single resource. |
| XG_SAMPLE_DESC (XBOX One family) | Describes multi-sampling parameters for a resource. |
| XG_SUBRESOURCE_TILING (XBOX One family) | Controls tiling of subresources. |
| XG_TEXTURE1D_DESC (XBOX One family) | XG_TEXTURE1D_DESC describes a 1D texture for the XG texture layout APIs on XBOX One family, including ESRAM offset, ESRAM usage, and tile mode fields. |
| XG_TEXTURE2D_DESC (XBOX One family) | XG_TEXTURE2D_DESC (XBOX Series consoles) — Describes a 2D texture for the XG texture layout APIs. Direct3D 12 graphics API reference for XBOX game development. |
| XG_TEXTURE3D_DESC (XBOX One family) | XG_TEXTURE3D_DESC (XBOX Series consoles) — Describes a 3D texture for the XG texture layout APIs. Direct3D 12 graphics API reference for XBOX game development. |
| XG_TILE_SHAPE (XBOX One family) | Stores a tile’s width, height, and depth, in texels. |
| XG_TILE_SHAPE_ELEMENTS (XBOX One family) | Stores the width, height, and depth of a tile, in elements. |
| XG_VALIDATED_JPEG_DESC (XBOX One family) | Holds the validation results of a JPEG file stream. |
| XG reference (API contents) (XBOX One family) | XG is an auxiliary graphics library used for preparing resources and for other graphics-related tasks performed outside the bounds of the Direct3D runtime. |
| XG_DCC_COMPRESSION_LEVEL (XBOX Series consoles) | XG_DCC_COMPRESSION_LEVEL (XBOX Series consoles) — Establishes the maximum Delta Color Compression (DCC) unit size. Direct3D (see xg_dcc_compression_level_xs) |
| XG_HARDWARE_VERSION (XBOX Series consoles) | XG_HARDWARE_VERSION (XBOX Series consoles) — Represents the different hardware versions in the XBOX One family of devices. XBOX (see xg_hardware_version_xs) |
| XG_SUGGEST_SWIZZLE_MODE_FLAGS (XBOX Series consoles) | Flags that affect the selection of swizzle modes. |
| XG_SWIZZLE_MODE (XBOX Series consoles) | Enumeration of swizzle modes that select texture swizzling patterns. |
| XG_TEXTURE_LAYOUT (XBOX Series consoles) | XG_TEXTURE_LAYOUT (XBOX Series consoles) — Specifies the options for a texture layout. On XBOX, this enumeration includes XBOX (see xg_texture_layout_xs) |
| XGComputeOptimalDepthStencilSwizzleMode | Computes the correct swizzle mode for the specified depth stencil configuration. |
| XGComputeOptimalSwizzleMode (XBOX Series consoles) | Computes the bandwidth-optimal swizzle mode for the specified texture configuration. |
| XGConvertExtensionTextureLayoutToSwizzleMode | Converts an XBOX extension XG_TEXTURE_LAYOUT value to the equivalent XG_SWIZZLE_MODE value. |
| XGConvertSwizzleModeToExtensionTextureLayout | Converts an XG_SWIZZLE_MODE value to the equivalent extension XG_TEXTURE_LAYOUT value. |
| XGCreateBVHComputer (XBOX Series consoles) | XGCreateBVHComputer (XBOX Series consoles) — Creates a BVH computer with which to decompress and deserialize BVHs. Direct3D 12 graphics reference for XBOX. |
| XGCreateBVHComputer2 (XBOX Series consoles) | XGCreateBVHComputer2 (XBOX Series consoles) — Creates a BVH computer with which to decompress and deserialize BVHs. Direct3D 12 graphics reference for XBOX. |
| XGDecodeDCC (XBOX Series consoles) | Decodes (decompresses) a delta color–compressed surface. |
| XGEncodeDCC (XBOX Series consoles) | XGEncodeDCC (XBOX Series consoles) — Encodes (compresses) a surface by using delta color compression (DCC). Direct3D 12 graphics reference (see xgencodedcc_xs) |
| XGInitializeLibrary (XBOX Series consoles) | Performs one-time allocation and initialization of global state within XG_XS. |
| XGSuggestSwizzleMode (XBOX Series consoles) | Computes the correct swizzle mode for the specified resource description. |
| XGTerminateLibrary (XBOX Series consoles) | Deallocates global state within XG_XS. |
| XGValidateDepthStencilSwizzleMode (XBOX Series consoles) | Checks whether the specified swizzle mode is valid for the depth stencil format and sample count. |
| XGBVHComputer::DecompressBVH_BatchedGPU | Decompress one or more BVHs using the GPU |
| XGBVHComputer::DecompressBVH (XBOX Series consoles) | XGBVHComputer::DecompressBVH (XBOX Series consoles) — Decompresses a serialized raytracing BVH in place on the CPU, avoiding a redundant memory copy. |
| XGBVHComputer::DeserializeBVH (XBOX Series consoles) | XGBVHComputer::DeserializeBVH (XBOX Series consoles) — Deserializes a raytracing acceleration structure in place after loading from disk. |
| XGBVHComputer::GetRequiredGpuScratchSizeInBytes | Query the amount of GPU scratch memory necessary to decompress the BVH using the GPU |
| XGBVHComputer::ValidateDecompressedBVH | Validates the decompressed BVH against the original (for debug use) |
| XGBVHComputer (XBOX Series consoles) | Provides an interface for deserializing and decompressing raytracing acceleration structures (i.e. BVHs). |
| XGTextureAddressComputer::CopyFromSubresource | XGTextureAddressComputer::CopyFromSubresource (XBOX Series consoles) — Copies the 2D or 3D data from the (see xgtextureaddresscomputer_copyfromsubresource_xs) |
| XGTextureAddressComputer::GetSwizzlePatternInfo | Obtains swizzle pattern information for a hardware texture layout. |
| XGTextureAddressComputer::GetTexelElementOffsetBytes | XGTextureAddressComputer::GetTexelElementOffsetBytes (XBOX Series consoles) — Computes the offset (see xgtextureaddresscomputer_gettexelelementoffsetbytes_xs) |
| XGTextureAddressComputer (XBOX Series consoles) | Holds a computed texture layout for a specified texture resource. Also holds the additional state that allows the user to perform texture element swizzling. |
| XG_BUFFER_DESC (XBOX Series consoles) | Describes a buffer resource, using a Direct3D 11-style structure. |
| XG_MIPLEVEL_LAYOUT (XBOX Series consoles) | XG_MIPLEVEL_LAYOUT (XBOX Series consoles) — Describes a single mip level in the hardware layout of a texture. Direct3D 12 graphics (see xg_miplevel_layout_xs) |
| XG_PLANE_LAYOUT (XBOX Series consoles) | Describes a mip chain or metadata surface in the hardware layout of a texture. |
| XG_SWIZZLE_PATTERN_INFO (XBOX Series consoles) | Describes the swizzle pattern of the hardware layout of a texture. |
| XG_TEXTURE1D_DESC (XBOX Series consoles) | XG_TEXTURE1D_DESC describes a 1D texture for the XG texture layout APIs on XBOX Series consoles using a Direct3D 11-style layout with a swizzle mode field. |
| XG_TEXTURE2D_DESC (XBOX Series consoles) | XG_TEXTURE2D_DESC (XBOX Series consoles) — Describes a 2D texture for the XG texture layout APIs. Direct3D 12 graphics API reference (see xg_texture2d_desc_xs) |
| XG_TEXTURE3D_DESC (XBOX Series consoles) | XG_TEXTURE3D_DESC (XBOX Series consoles) — Describes a 3D texture for the XG texture layout APIs. Direct3D 12 graphics API reference (see xg_texture3d_desc_xs) |
| xg_xs (XBOX Series consoles) | Reference topics for xg_xs.h. |
| XG_COPY_MAPPING_FLAGS (XBOX One family) | Flags for controlling XGMemoryLayout::CopyMapping, such as whether to replace the mapping of ESRAM pages and of system memory pages. |
| XG_LAYOUT_PATTERN_TYPE (XBOX One family) | The layout pattern type ID, when receiving an encoded pattern from PIX data. |
| XG_RELINQUISH_MAPPING_FLAGS (XBOX One family) | Flags for controlling XGMemoryLayoutEngine::RelinquishMapping, such as whether to preserve the mapping of ESRAM pages and of system memory pages. |
| XGFreeList constructor (XBOX One family) | Reference for XGFreeList constructor (XBOX One family), a constructor in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| AllocatePage (XBOX One family) | Reference for AllocatePage (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| AllocatePages (XBOX One family) | Reference for AllocatePages (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| FreePage (XBOX One family) | Reference for FreePage (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| FreePages (XBOX One family) | Reference for FreePages (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| GetAllocatedPageCount (XBOX One family) | Reference for GetAllocatedPageCount (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| GetFreePageCount (XBOX One family) | Reference for GetFreePageCount (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| GetTotalPageCount (XBOX One family) | Reference for GetTotalPageCount (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| Initialize (XBOX One family) | Reference for Initialize (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| XGFreeList::Reset (XBOX One family) | Reference for XGFreeList::Reset (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| Terminate (XBOX One family) | Reference for Terminate (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| XGFreeList class (Interface contents) (XBOX One family) | Reference for XGFreeList class (Interface contents) (XBOX One family), a interface in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| CopyMapping (XBOX One family) | Copies a source mapping into a destination mapping. Gives the option to replace ESRAM page mappings in the source mapping with the newly allocated system. |
| CreateMapping (XBOX One family) | Creates a new mapping with the specified name. |
| EnsureMappingSize (XBOX One family) | Checks whether the layout has virtual address space remaining for a mapping of the specified size, in pages. |
| GetBaseAddress (XBOX One family) | Returns, as a void pointer, the base GPU virtual address of this layout. |
| GetCurrentAddress (XBOX One family) | Returns, as a void pointer, the current virtual address of this layout while it’s constructed. |
| GetCurrentPageOffset (XBOX One family) | Returns the current page offset of this layout while it’s constructed. |
| GetEsramPageRanges (XBOX One family) | Returns a set of page ranges within the mapping that are mapped to ESRAM pages. |
| GetFreeEsramPageCount (XBOX One family) | Returns the number of free ESRAM pages remaining. |
| GetFreeSystemPageCount (XBOX One family) | Returns the number of free system memory pages remaining. |
| GetGpuBaseAddress (XBOX One family) | Returns, as an XG_GPU_VIRTUAL_ADDRESS (a UINT64), the base GPU virtual address of this layout. |
| GetGpuCurrentAddress (XBOX One family) | Returns, as an XG_GPU_VIRTUAL_ADDRESS (a UINT64), the current virtual address of this layout while it’s constructed. |
| GetMaxUsedEsramPageCount (XBOX One family) | Returns the max number of ESRAM pages in use in this layout at the same time. |
| GetMaxUsedSystemPageCount (XBOX One family) | Returns the maximum number of system memory pages in use in this layout at the same time. |
| GetPageCount (XBOX One family) | Returns the number of pages in the layout. |
| GetPageCountRemaining (XBOX One family) | Returns the number of unmapped pages remaining in this layout. |
| GetPageSizeBytes (XBOX One family) | Returns the size, in bytes, of one page in this layout. |
| IsValid (XBOX One family) | Returns true if the current layout is valid. |
| MapFromPattern (XBOX One family) | Maps pages by using a predefined pattern passed as a byte array. |
| MapPagePriorityArray (XBOX One family) | Maps pages by using a page priority array. |
| MapRunLengthArray (XBOX One family) | Maps pages by using a run-length array of tokens. |
| MapSimple (XBOX One family) | Maps pages by using a simple arrangement of ESRAM pages, followed by system memory pages. |
| RelinquishMapping (XBOX One family) | Relinquishes a previously defined mapping and places its ESRAM and system pages back on the free lists. |
| XGMemoryLayout::Reset (XBOX One family) | Resets the layout, decommits all pages from the virtual address range, returns all ESRAM and system memory pages to the free lists, and invalidates all. |
| XGMemoryLayout class (Interface contents) (XBOX One family) | Represents a single layout of a virtual address range, mapped to ESRAM and/or system memory pages stored within the XGMemoryLayoutEngine. |
| XGMemoryLayoutEngine constructor (XBOX One family) | Constructs an instance of XGMemoryLayoutEngine. |
| CreateMemoryLayout (XBOX One family) | Creates a new memory layout with a specified name and size. |
| GetEsramPageCount (XBOX One family) | Returns the number of ESRAM pages tracked by this XGMemoryLayoutEngine. |
| GetEsramPageNumber (XBOX One family) | Returns an ESRAM page number by page index. |
| GetSystemPageCount (XBOX One family) | Returns the number of system memory pages tracked by this XGMemoryLayoutEngine. |
| GetSystemPageNumber (XBOX One family) | Returns a system memory page number by page index. |
| InitializeWithPageArrays (XBOX One family) | Initializes XGMemoryLayoutEngine with preallocated system and ESRAM page number arrays. |
| InitializeWithPageCounts (XBOX One family) | Initializes XGMemoryLayoutEngine with system page counts and ESRAM page counts. |
| XGMemoryLayoutEngine class (Interface contents) | The memory layout engine for ESRAM and system pages. |
| XGRefCount constructor (XBOX One family) | Reference for XGRefCount constructor (XBOX One family), a constructor in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| AddRef (XBOX One family) | Reference for AddRef (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| GetPrivateData (XBOX One family) | Reference for GetPrivateData (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| Release (XBOX One family) | Reference for Release (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| SetPrivateData (XBOX One family) | Reference for SetPrivateData (XBOX One family), a method in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| XGRefCount class (Interface contents) (XBOX One family) | Reference for XGRefCount class (Interface contents) (XBOX One family), a interface in the xgmemory_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| XGMemoryLayoutMapping (XBOX One family) | Represents a single mapping within a memory layout. |
| XGMemoryPageRange (XBOX One family) | Represents a range of 64KB pages in the virtual address space of a layout. |
| XGMemory reference (API contents) (XBOX One family) | The XGMemory helper library manages dynamic mappings for resource memory. It supports mixed ESRAM and system memory layouts for render targets. |
| XMEM_TRANSFER_TYPE | XMEM_TRANSFER_TYPE enum values used by the XMem API on XBOX GDK to indicate the source and destination of a memory transfer between title, tools, and system. |
| XMemAlloc | XMemAlloc is an application-defined memory allocation callback on XBOX GDK that replaces the default allocator for the CRT and system heaps. |
| XMemAllocatePhysicalPages | XMemAllocatePhysicalPages allocates contiguous physical pages for a subject process on XBOX GDK, with flags for page-size and cacheability. |
| XMemAllocDefault | XMemAllocDefault is the built-in XBOX GDK memory allocation routine used when a title has not supplied a custom XMemAlloc callback. |
| XMemFree | XMemFree is the application-defined memory deallocation callback on XBOX GDK, paired with XMemAlloc to replace the default title memory deallocator. |
| XMemGetAllocationHysteresis | XMemGetAllocationHysteresis returns the hysteresis amount for an XBOX GDK title heap, rounded up to the next internal allocation boundary. |
| XMemGetAllocationStatistics | XMemGetAllocationStatistics retrieves allocation counts and byte totals for a specified XBOX GDK title heap through the XMEM_HEAP_STATISTICS structure. |
| XMemGetPhysicalMemoryLayout | XMemGetPhysicalMemoryLayout returns the physical memory layout of title-accessible memory on the current XBOX console via XMEM_PHYSICAL_MEMORY_LAYOUT. |
| XMemGetWriteWatch | XMemGetWriteWatch |
| XMemResetWriteWatch | XMemResetWriteWatch |
| XMemResumeWriteWatch | XMemResumeWriteWatch |
| XMemSetAllocationHysteresis | XMemSetAllocationHysteresis |
| XMemTransferMemory | XMemTransferMemory |
| XMemVirtualAlloc | XMemVirtualAlloc |
| XALLOC_ATTRIBUTES | XALLOC_ATTRIBUTES |
| XMEM_BASIC_INFORMATION | XMEM_BASIC_INFORMATION |
| XMEM_HEAP_STATISTICS | XMEM_HEAP_STATISTICS |
| XMEM_PHYSICAL_MEMORY_LAYOUT | XMEM_PHYSICAL_MEMORY_LAYOUT |
| XMEM_WORKING_SET_STATISTICS | XMEM_WORKING_SET_STATISTICS |
| XMem | XMem |
| PIXGetPowerMetrics | PIXGetPowerMetrics reads current GPU power load on XBOX Series consoles so titles can track and tune their overall power draw during gameplay. |
| PIX GPU capture APIs | PIX GPU capture APIs |
| PIXPowerMetrics | PIXPowerMetrics is the PIX3 output structure filled by PIXGetPowerMetrics, reporting average GPU power load percent on XBOX Series consoles. |