> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# NDA 主题目录 - Microsoft Learn 在线链接

> 所有受 NDA 保护的 XBOX GDK 主机开发页面的完整目录，每个条目都链接到其在 Microsoft Learn 上的在线文章。在这些页面尚未在 Mintlify 站点发布期间作为临时桥梁。

<Note>
  此处链接的每个页面都需要有效的 XBOX GDK for Console Development NDA。这些页面尚未在本站点发布；每个链接都指向 Microsoft Learn 上受同一 NDA 保护的等效在线文章。此目录是平台迁移期间的临时桥梁，页面在此发布后将被移除。
</Note>

## 主页

| 页面                                                                                                                                         | 说明                                                                                               |
| ------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------ |
| [向产品授予权限](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/activating-dev-kit-permissions-sandbox)        | 通过配置合作伙伴中心产品权限并在主机上设置沙盒 ID,向用户、组和 XBOX 开发机授予产品访问权限。                                              |
| [将游戏部署到开发机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/deployment)                                  | 部署类型(推送、从 PC 运行、流式安装)、工具(XBOX Manager、xbapp、Visual Studio)以及提升迭代速度的提示(调试 NIC、XTD、数据缓存)。          |
| [XBOX 开发机的紧急离线系统更新](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-eou)                      | 当 XBOX 开发机无法启动或需要清除异常主机状态时,通过 U 盘执行紧急离线系统更新 (EOU) 出厂重置。                                          |
| [诊断意外重启和关机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-rebootreason)                     | 使用 DevHome 通知、xbconfig 重启原因及其他主机诊断来源,诊断 XBOX 开发机意外重启或关机的原因。                                      |
| [XBOX 开发机上的通用错误消息](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-uems)                      | XBOX 开发机在启动或系统更新期间显示的通用错误消息 (UEM) 参考表,包含每个错误代码、消息 ID 和解决方法。                                      |
| [从 XBOX 开发机中移除 Gold Sharing](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/remove-gold-sharing)        | 通过 "Console info" 和 "Reset home console" 选项逐步重置主机特权,以从 XBOX 开发机中移除 XBOX Live Gold Sharing。       |
| [XBOX One X Dev Kit (Scorpio) 使用技巧](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/scorpio-devkit-tips) | 借助 DevHome、XBOX Manager、XBOX Device Portal、前面板快捷方式和脚本技巧,充分发挥 XBOX One X Dev Kit 及其他 XBOX 开发机的作用。 |
| [使用主机模式测试游戏](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/using-console-modes)                        | 在不同主机模式之间切换 XBOX One X 和 XBOX Series X Dev Kit,以模拟其他 XBOX SKU,在整个主机家族范围内验证游戏性能。                  |
| [XBOX 开发机和测试机概述](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/devkit-contents)                                 | XBOX Series X Dev Kit、Series S Test Kit 和 XBOX One X Dev Kit 概述,包括硬件功能以及它们与零售主机的区别。              |
| [激活开发机 (IP 范围)](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/activating-dev-kit)                         | 通过在合作伙伴中心注册 IP 范围一次激活多台 XBOX 开发机,使主机接入你的网络后即可启动进入开发者模式。                                          |
| [使用二维码激活开发机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/activating-dev-kit-qr-code)                    | 通过扫描包装箱上的二维码激活单台 XBOX Series X Dev Kit,该操作会打开已预填主机序列号的合作伙伴中心页面。                                  |
| [开发机设置常见问题解答](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/devkit-faq)                                   | 关于 XBOX Series X Dev Kit 开箱、合作伙伴中心激活、首次启动进入开发者模式以及设置问题排查的常见问题解答。                                 |
| [XBOX 开发机激活概述](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/provisioning-role)                           | 介绍如何为开发者模式激活 XBOX 开发机,何时由工作室的资产管理员负责激活,以及何时由开发者自行激活。                                             |
| [设置 XBOX Series X Dev Kit](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/setting-up-your-devkit)          | 快速入门:开箱、接线并启动 XBOX Series X Dev Kit 进入开发者模式,然后确认其已在合作伙伴中心注册并可用于部署。                               |
| [开发机设置疑难解答](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/troubleshooting-setup)                          | 常见 XBOX 开发机设置问题的解决方法,包括合作伙伴中心激活错误、意外启动进入零售模式以及显示和接线问题。                                           |
| [在零售模式和开发模式之间切换 XBOX 开发机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/change-dev-kit-mode)           | 通过 DevHome 在零售模式和开发者模式之间切换 XBOX One 或 XBOX Series X 开发机,使其可以运行零售游戏或 GDK 开发版本。                    |
| [配置开发机设置](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/config-dev-kit-settings)                       | 在开始开发之前,通过 DevHome、XBOX Manager 或 xbconfig 配置分析模式、沙盒 ID、变暗超时 (Dim Timeout) 及其他 XBOX 开发机设置。       |
| [将 OS 恢复映像刷写到 XBOX 开发机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/dev-kit-os)                      | 将 XBOX 开发机注册到 OS flight 组以自动接收恢复更新,或手动刷写从合作伙伴中心下载的恢复映像。                                          |
| [为 XBOX 开发机设置友好主机名](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/setting-a-hostname)                  | 在 XBOX Manager 或 DevHome 中为 XBOX 开发机设置友好主机名,以便在主机 IP 地址发生变化时各工具仍能正常连接。                           |
| [从单台 PC 恢复多台开发主机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/recovering-multiple-consoles)  | 在测试实验室或共享环境中,对 xboxoneupdate.bat 使用 /X 开关,从单台 PC 并行对多台 XBOX 开发机执行 OS 恢复。                         |
| [自动恢复更新设置](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/recovery-update-settings)             | 选择 XBOX 开发机自动或手动安装 OS 恢复更新,并通过 Developer Home 或 XBOX Manager 更改更新策略。                             |
| [使用无人参与设置脚本配置开发机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/unattended-setup-script)       | 在 XBOX Device Portal 中编写无人参与设置脚本,并将其用于 OOBE、每次启动时的配置或通过 U 盘临时运行。                                 |

## 构建

| 页面                                                                                                                                                                                     | 说明                                                                                         |
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ |
| [ATG 协作](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-graphics-engagement)                                                                                   | 介绍如何与 Microsoft 高级技术组 (ATG) 合作,就 GDK 游戏在 XBOX 上的图形、系统和性能问题获得深入帮助。                          |
| [ATG 图形协作核对清单](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-graphics-engagement)                                                                             | 就 GPU 性能问题联系 XBOX 高级技术组的核对清单:在联系之前收集 PIX 捕获、符号、DXR 设置和重现步骤。                                |
| [ATG 系统协作核对清单](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-systems-engagement)                                                                              | 就 CPU、内存和加载时间问题联系 XBOX 高级技术组的核对清单:请先收集分析器捕获、符号和重现步骤。                                       |
| [XAudio2 概述](https://learn.microsoft.com/gaming/gdk/docs/features/console/audio/overviews/xaudio2-overview)                                                                            | XAudio2 是面向 XBOX 游戏的低级音频 API,提供具有低延迟、动态缓冲区和采样级精确播放的信号处理与混音图。                               |
| [在不安装 GDK 的情况下配置生成环境](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/build-environment-withoutinstall)                                            | 介绍在不安装 Microsoft Game Development Kit (GDK) 的情况下配置生成环境的过程。                                 |
| [在不安装 GDK 的情况下配置 GDK 项目](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/project-configuration-withoutinstall)                                     | 介绍在不安装 Microsoft Game Development Kit 的情况下配置项目的过程。                                         |
| [不安装 GDK 进行生成:概述](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/withoutinstall-overview)                                                         | 从解压的 Microsoft Game Development Kit 副本生成 GDK 项目而无需运行安装程序,适用于生成服务器和源代码管理工作流。                |
| [将 XBOX One XDK 游戏升级到 XBOX Series 主机](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/upgrading-xbox-one-xdk-titles-on-scarlett)                             | 介绍 XBOX One Software Development Kit 游戏如何检测自己正在 XBOX Series X/S 上运行。                       |
| [远程使用 GDK](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/using-gdk-remotely)                                                                               | 介绍远程工作时使用 GDK 的提示和最佳做法。                                                                    |
| [XBOX 游戏生命周期](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/xbox-game-life-cycle)                                                                          | 详细介绍游戏生命周期事件的状态、转换和处理方式,以及可用于调试这些事件的工具。                                                    |
| [使用覆盖文件夹进行调试](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/debugging-with-overlay-folders)                                                          | 介绍如何使用覆盖文件夹在本地调试和迭代游戏更改,而无需修改底层磁盘文件夹结构中的文件。                                                |
| [使用 XBOX Development Kit 的第二个 NIC](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/devkit-second-nic)                                                  | 介绍如何启用 XBOX Development Kit 调试 NIC,并将其与工具配合使用。                                             |
| [使用 GDK 工具分析和诊断错误](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/inspecting-errors)                                                                  | 介绍如何使用 Microsoft Game Development Kit (GDK) 工具分析和诊断错误。                                     |
| [分析模式](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/profiling-mode)                                                                                 | 介绍分析模式的用途以及如何启用和禁用它。                                                                       |
| [检索故障转储](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/retrieving-crash-dumps)                                                                       | 请求 XBOX 遥测从零售主机和 Development Kit 自动收集的故障转储,以帮助诊断游戏崩溃和问题。                                   |
| [排查常见 GDK 问题](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/troubleshooting-common-issues)                                                           | 本主题列出 Microsoft Game Development Kit (GDK) 中的常见问题并提供可能的解决方法。                               |
| [模拟游戏手柄输入](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/xtf-gamepad-input-testing)                                                                  | 介绍如何向 XBOX One 开发主机模拟游戏手柄输入,以用于自动化测试工具链或独立工具。                                              |
| [内核内存使用情况](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/kernel_memory_usage)                                                                                    | 内核内存使用情况。                                                                                  |
| [GDK 内存管理器技术详细信息](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-details)                                                                           | Microsoft Game Development Kit 内存管理器技术详细信息。                                                |
| [诊断和内存跟踪](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-diagnostics)                                                                               | 诊断和内存跟踪。                                                                                   |
| [内存](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-overview)                                                                                       | 介绍 GDK 内存管理器如何为 XBOX 主机游戏提供确定性的高性能物理内存访问以及可预测的资源保证。                                        |
| [将游戏移植到 GDK 内存管理器](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-porting)                                                                          | 将游戏移植为使用 Microsoft Game Development Kit 内存管理器。                                             |
| [为游戏和开发机配置内存](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-tooling)                                                                               | 为游戏和开发机配置内存。                                                                               |
| [虚拟内存分配器](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/virtual-memory-allocator)                                                                                | 虚拟内存分配器。                                                                                   |
| [目录](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/writeable-file-mappings)                                                                                      | 目录。                                                                                        |
| [适用于 XBOX One 的 Microsoft Game Development Kit 移植指南](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/porting/era/porting-guide-for-existing-ERA)                       | 将现有 XBOX One 游戏或引擎移植到 GDK 的概述。                                                             |
| [使用 DirectStorage 和 XBTC 优化压缩内容](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-compression)                                         | 使用 DirectStorage 和 XBTC 优化压缩内容。                                                            |
| [DirectStorage Shuffle 格式](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-shuffles)                                                  | DirectStorage Shuffle 格式。                                                                  |
| [DirectStorage 用法和内部详细信息](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-white-paper)                                                | DirectStorage 用法和内部详细信息。                                                                   |
| [XBOX 上的 Direct3D 12](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/atoc-d3d12x)                                                                                | XBOX 上的 Direct3D 12。                                                                       |
| [Direct3D 12 差异:Windows PC 与 GDK Game OS](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-differences-from-pc)                                             | Windows PC 上的 Direct3D 12 与 Microsoft GDK Game OS 上的 Direct3D 12 之间的差异。                    |
| [适用于 Microsoft GDK 的 Direct3D 12.x 概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-overview)                                                           | Direct3D 12.x 是 GDK 中针对 XBOX 主机 CPU 和 GPU 性能定制的低级高性能图形 API,包含 XBOX 专用扩展。                   |
| [Direct3D 12 XMemAlloc 对象类型](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-xmemalloc-objecttypes)                                                        | Direct3D 12 XMemAlloc 对象类型。                                                                |
| [XG Memory 概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/xg-memory-overview)                                                                                | XG Memory 是 GDK 的辅助运行时库,为 XBOX One 上的 Direct3D 12.x 游戏提供专用内存映射(包括 ESRAM 访问)。               |
| [颜色和深度压缩](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/color-and-depth-compression)                                                                           | 颜色和深度压缩。                                                                                   |
| [XBOX One 上的 Direct3D 创建和使用](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/creation-flags)                                                                     | XBOX One 上的 Direct3D 创建和使用。                                                                |
| [XBOX One 上的帧调度和呈现](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/frame-scheduling-and-presentation)                                                           | XBOX One 上的帧调度和呈现。                                                                         |
| [硬件叠加层和交换资源](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/hardware-overlays)                                                                                  | 硬件叠加层和交换资源。                                                                                |
| [XBOX One 的本机资源管理](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/native-resource-management)                                                                   | XBOX One 的本机资源管理。                                                                          |
| [曲面细分](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/offchip-tesselation)                                                                                      | 曲面细分。                                                                                      |
| [Direct3D 对挂起和恢复的支持](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/suspend-and-resume)                                                                         | Direct3D 对挂起和恢复的支持。                                                                        |
| [适用于 Gen9 XBOX 游戏的 Dolby Vision](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/dolby-vision-for-gaming)                                                                | 适用于 Gen9 XBOX 游戏的 Dolby Vision。                                                            |
| [XBOX Series X/S 图形内存概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-memory-overview)                                                                       | XBOX Series X/S 图形虚拟内存:统一的 CPU/GPU 地址空间、64 KB 和 2 MB 页面、XMemAlloc 堆以及平铺资源扩展。               |
| [XBOX Series X/S 图形功能概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-newfeatures-toc)                                                                       | XBOX Series X/S 图形功能概述。                                                                    |
| [序列化和派生管道状态对象深入解析](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-pso-overview)                                                                                | 深入介绍序列化和派生的 Direct3D 12 管道状态对象 (PSO),包括 XBOX 上的运行时编译和 DXIL 字节码。                            |
| [XBOX 上的 Windows 图像处理组件 (WIC)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/image-processing-overview)                                                                | XBOX GDK 中可用的 Windows 图像处理组件 (WIC) 功能,用于编码、解码和处理 BMP、JPG、PNG、GIF、TIFF、ICO 和 DDS。           |
| [XBOX Series X/S 上的网格着色器](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/ms/ms-scarlett)                                                                    | XBOX Series X/S 上的网格着色器。                                                                   |
| [网格着色器管道用法](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/ms/ms-usage)                                                                                     | 网格着色器管道用法。                                                                                 |
| [BVH 构建器](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-bvhbuilders)                                                                         | BVH 构建器。                                                                                   |
| [BVH 压缩](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-compression)                                                                          | BVH 压缩。                                                                                    |
| [光线追踪硬件设计](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-hardware-design)                                                                    | 光线追踪硬件设计。                                                                                  |
| [XDXR 对更紧密实例 AABB 的 k-DOP 支持](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-kdop)                                                            | XDXR 对更紧密实例 AABB 的 k-DOP 支持。                                                               |
| [XDXR 离线 RTPSO](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-offlinertpso)                                                                  | XDXR 离线 RTPSO。                                                                             |
| [光线追踪和 DXR](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-overview)                                                                          | DirectX Raytracing (DXR) 和 XBOX DXR (XDXR) 扩展让 XBOX Series X/S 游戏能够低级访问自定义光线追踪硬件和 BVH 构建器。 |
| [XDXRStandaloneTraverse](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-standalone)                                                           | XDXRStandaloneTraverse                                                                     |
| [XDXR (XBOX DXR)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-xdxr)                                                                        | XDXR (XBOX DXR)                                                                            |
| [XDXR 最佳做法和建议](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-xdxrbestpractices)                                                              | XDXR 最佳做法和建议。                                                                              |
| [采样器反馈 Direct3D 12 API 概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-api-design)                                                                | 采样器反馈 Direct3D 12 API 概述。                                                                  |
| [采样器反馈 GPU 硬件设计](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-gpu-design)                                                                          | 采样器反馈 GPU 硬件设计。                                                                            |
| [采样器反馈概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-overview)                                                                                   | 采样器反馈向 XBOX Series X/S 游戏公开 GPU 纹理采样模式,用于平铺纹理流式传输和纹理空间着色。                                  |
| [流式采样器反馈 (SFS) 用法示例](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sfs-usage)                                                                          | 流式采样器反馈 (SFS) 用法示例。                                                                        |
| [可变速率着色 Direct3D 12 API](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-api)                                                                        | 可变速率着色 Direct3D 12 API。                                                                    |
| [可变速率着色 (VRS) 功能设计](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-feature)                                                                         | 可变速率着色 (VRS) 功能设计。                                                                         |
| [可变速率着色概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-overview)                                                                                 | XBOX Series X/S 上的可变速率着色 (VRS) 第 2 层允许游戏在帧内改变着色速率,以画质换取渲染性能。                               |
| [为什么使用可变速率着色?](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/why-vrs)                                                                                  | 为什么使用可变速率着色?                                                                               |
| [XBOX 纹理压缩器概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbox-texture-compressor)                                                                 | XBOX 纹理压缩器概述。                                                                              |
| [XBOX 纹理压缩器工具 (XBTC.exe)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc)                                                                         | XBOX 纹理压缩器工具 (XBTC.exe)。                                                                   |
| [XBOX 纹理压缩器 (XBTC) 存档文件规范](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc-archive-format)                                                         | XBOX 纹理压缩器 (XBTC) 存档文件规范。                                                                  |
| [JSON 批量配置](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc-json-batch-configuration)                                                              | JSON 批量配置。                                                                                 |
| [Cmask 解码](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/cmask-decoding)                                                                                     | Cmask 解码。                                                                                  |
| [D3D12 增强型屏障](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/enhanced-barriers)                                                                               | D3D12 增强型屏障。                                                                               |
| [XBOX Series X/S GPU 概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/gpu-overview)                                                                         | 面向使用 Direct3D 12.x 和 GDK 开发主机游戏的开发者的 XBOX Series X/S GPU 架构和功能概述。                          |
| [XBOX Series X/S 上的 GPU 同步](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/gpu-synchronization-scarlett)                                                      | XBOX Series X/S 上的 GPU 同步。                                                                 |
| [XBOX One 图形概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/graphics)                                                                                      | XBOX One 图形概述。                                                                             |
| [高动态范围 (HDR) 输出](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/hdr-support)                                                                                  | 高动态范围 (HDR) 输出。                                                                            |
| [120Hz 支持](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/one-twenty-hz-support)                                                                              | 120Hz 支持。                                                                                  |
| [Microsoft 图形演讲](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/gc-graphics-presentations)                                                      | Microsoft 图形演讲。                                                                            |
| [精细调校:优化 Call of Duty 渲染](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr01)                                     | 精细调校:针对 XBOX 优化 Call of Duty® 的渲染。                                                         |
| [充分发挥 XBOX 着色器编译器的作用](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr02)                                         | 充分发挥 XBOX 着色器编译器的作用。                                                                       |
| [PIX 新增功能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr03)                                                    | PIX 新增功能。                                                                                  |
| [GPU 调试提示和技巧](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr04)                                                 | GPU 调试提示和技巧。                                                                               |
| [网格着色器:实战经验谈](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr05)                                                 | 网格着色器:实战经验谈。                                                                               |
| [使用 PIX 的 Shader Explorer 优化着色器性能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr06)                            | 使用 PIX 的 Shader Explorer 优化着色器性能。                                                          |
| [XBOX 光线追踪:性能和优化](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr07)                                             | XBOX 光线追踪:性能和优化。                                                                           |
| [GPU 性能提示和技巧](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr08)                                                 | GPU 性能提示和技巧。                                                                               |
| [使用 GPU Trace 快速进行性能调查](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr09)                                       | 使用 GPU Trace 快速进行性能调查。                                                                     |
| [XBOX 光线追踪:2024 年更新](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr10)                                          | XBOX 光线追踪:2024 年更新。                                                                        |
| [网格和纹理查看器扩展性](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr11)                                                 | 网格和纹理查看器扩展性。                                                                               |
| [在 Alan Wake 2® 中使用网格着色器实现 GPU 驱动的渲染](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr13)                         | 在 Alan Wake 2® 中使用网格着色器实现 GPU 驱动的渲染。                                                       |
| [充分利用 XBOX 着色器编译器](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/getting-the-most-from-xbox-shader-compiler)                           | 充分利用 XBOX 着色器编译器。                                                                          |
| [适用于 XBOX 的 GPU 调试提示和技巧](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gpu-debugging-tips-and-tricks)                                  | 适用于 XBOX 的 GPU 调试提示和技巧。                                                                    |
| [GPU 性能提示和技巧 2024 概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gpu-performance-tips-and-tricks)                                   | GPU 性能提示和技巧 2024 概述。                                                                       |
| [使用 PIX Shader Explorer 优化着色器性能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/optimizing-shader-performance-with-pix-shader-explorer) | 使用 PIX Shader Explorer 优化着色器性能。                                                            |
| [PIX 2024 年新增功能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/whats-new-in-pix-2024)                                                  | PIX 2024 年新增功能。                                                                            |
| [XBOX Series X/S GPU 概述演讲](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr01)                                | XBOX Series X/S GPU 概述演讲。                                                                  |
| [响应式游戏](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr04)                                                   | 响应式游戏。                                                                                     |
| [可变速率着色和稀疏光照](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr08)                                             | 可变速率着色和稀疏光照。                                                                               |
| [全新 PIX Checklist 导览:轻松掌握 GPU 性能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr01)                         | 全新 PIX Checklist 导览:轻松掌握 GPU 性能。                                                           |
| [使用 XBOX Series X/S HDR 和显示硬件](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr02)                            | 充分发挥 XBOX Series X/S HDR 和显示硬件的强大功能。                                                       |
| [使用 GDKX 呈现 API 的帧节奏和延迟](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr03)                                  | 了解使用 GDKX 呈现 API 时的帧节奏和延迟。                                                                 |
| [XBOX Series X/S 常见图形问题和解决方案](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr06)                             | XBOX Series X/S 常见图形问题和解决方案。                                                               |
| [适用于 XBOX 的 PIX 改进](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr07)                                       | 适用于 XBOX 的 PIX 改进。                                                                         |
| [XBOX Series X/S 上光线追踪的最佳做法](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr09)                              | XBOX Series X/S 上光线追踪的最佳做法。                                                                |
| [XBOX Series X/S 的纹理布局和平铺](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/scarlett-tex-layouts)                                                                         | XBOX Series X/S 的纹理布局和平铺。                                                                  |
| [用于棋盘格渲染的自动着色器修改](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/automatic-shader-modification-for-checkerboard-rendering)                                  | 用于棋盘格渲染的自动着色器修改。                                                                           |
| [XBOX One GPU 上的缓存和一致性](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/caches-and-coherency-on-xbox-one-gpu)                                                | XBOX One GPU 上的缓存和一致性。                                                                     |
| [XBOX One 上的棋盘格渲染](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/checkerboard-rendering-on-xbox-one)                                                       | XBOX One 上的棋盘格渲染。                                                                          |
| [VMEM 指令的工作原理](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/how-do-vmem-instructions-work)                                                                | VMEM 指令的工作原理。                                                                              |
| [XBOX Series S 优化建议](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/series-s-optimizations)                                                                 | XBOX Series S 优化建议。                                                                        |
| [XBOX One 动态分辨率](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-dynamic-resolution)                                                                | XBOX One 动态分辨率。                                                                            |
| [实现 ESRAM 内存管理器](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-esram-manager)                                                                     | 实现 ESRAM 内存管理器。                                                                            |
| [XBOX One GPU 计算单元](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-compute-units)                                                              | XBOX One GPU 计算单元。                                                                         |
| [XBOX One GPU 内存访问:ONION、GARLIC 及更多](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-memory-access)                                             | XBOX One GPU 内存访问:ONION、GARLIC 及更多。                                                        |
| [XBOX One GPU 概述](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-overview)                                                                     | XBOX One GPU 白皮书:图形开发者面向该主机开发所需了解的框图、计算单元、波 (wave) 和 Direct3D 11 功能。                       |
| [XBOX One 占用率快速参考](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-occupancy-quick-reference)                                                       | XBOX One 占用率快速参考。                                                                          |
| [通信安全最佳做法](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-overview)                                        | 保护所有游戏网络通信所需的机密性、完整性和身份验证要求,以及有关加密、哈希和 IP 隐私的指导。                                           |
| [游戏安全概念](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/game-security-overview)                                                                          | 游戏安全概念、常见攻击类别以及缓解方法概述。                                                                     |
| [游戏开发工具安全最佳做法](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/general-security/game-tool-security)                                                       | 针对自定义游戏开发工具的安全指导:保护工具通信安全,并将工具与发布环境隔离。                                                     |
| [游戏安全最佳做法](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/general-security/general-game-security)                                                        | 整体游戏设计和开发安全做法:PII 保护和安全测试指导。                                                               |
| [GDK 游戏的安全游戏通信](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/secure-communication-impl)             | 按流量类型汇总 GDK 游戏中推荐的安全通信方法。                                                                  |
| [安全的游戏网格通信](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-game-mesh-impl)                  | 面向 GDK 游戏的对等 (P2P) 和客户端/服务器安全通信指导。                                                         |
| [安全通信示例](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-samples)                            | 演示安全通信最佳做法的 GDK 和 XBOX 服务示例。                                                               |
| [安全的 Web 请求和 WebSocket](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-webrequest-impl)     | GDK 游戏中 HTTPS 和 WebSocket 通信的推荐 API、身份验证和 TLS 配置。                                          |

## 工具

| 页面                                                                                                                                                                | 说明                                                                                             |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- |
| [配置 (xbconfig.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbconfig)                                                    | 配置 (xbconfig.exe)。                                                                             |
| [CPU 性能 (xbperf.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbperf)                                                    | CPU 性能 (xbperf.exe)。                                                                           |
| [适用于 XBOX 的 TimeTravelDebugging 工具 (xbttd.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbttd)                           | 适用于 XBOX 的 TimeTravelDebugging 工具 (xbttd.exe)。                                                 |
| [管理用户帐户 (wdconfig.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/console_commandlinetools/wdconfig)                                        | 管理用户帐户 (wdconfig.exe)。                                                                         |
| [性能页 (Dev Home)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/devhome/devhome-performance)                                                     | 性能页 (Dev Home)。                                                                                |
| [XBOX 挂起调查 (HIX)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/hix/hix)                                                                        | XBOX 挂起调查 (HIX)。                                                                               |
| [用于挂起调查的实时着色器调试](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/hix/live-debugging)                                                              | 用于挂起调查的实时着色器调试。                                                                                |
| [分析游戏性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/analyzing-system-performance)                                                        | 分析游戏性能。                                                                                        |
| [配置 PIX UI](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/configuring-pix)                                                                  | 配置 PIX UI。                                                                                     |
| [分析 CPU 性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/cpu-performance)                                                                  | 分析 CPU 性能。                                                                                     |
| [扩展性](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility)                                                        | 扩展性。                                                                                           |
| [PIX 扩展性 HLSL API](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-hlsl)                                      | PIX 扩展性 HLSL API。                                                                              |
| [网格查看器扩展性](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-mesh-viewer)                                       | 网格查看器扩展性。                                                                                      |
| [PIX 扩展性设置](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-settings)                                         | PIX 扩展性设置。                                                                                     |
| [纹理查看器扩展性](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-texture-viewer)                                    | 纹理查看器扩展性。                                                                                      |
| [分析 DirectStorage 和 Win32 文件 IO 性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/fileio-performance)                                       | 分析 DirectStorage 和 Win32 文件 IO 性能。                                                             |
| [分析 GPU 性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/gpu-performance)                                                              | 分析 GPU 性能。                                                                                     |
| [PIX API 对象](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-api-objects)                                                             | PIX API 对象。                                                                                    |
| [PIX GPU 瓶颈](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-bottlenecks)                                                             | PIX GPU 瓶颈。                                                                                    |
| [PIX BVH 查看器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-bvh-viewer)                                                             | PIX BVH 查看器。                                                                                   |
| [PIX 计数器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-counters)                                                                   | PIX 计数器。                                                                                       |
| [Dr. PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-drpix)                                                                      | Dr. PIX                                                                                        |
| [PIX 编辑并继续](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-edit-and-continue)                                                        | PIX 编辑并继续。                                                                                     |
| [PIX 编辑](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-edits)                                                                       | PIX 编辑。                                                                                        |
| [PIX 事件详细信息](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-event-details)                                                           | PIX 事件详细信息。                                                                                    |
| [PIX GPU 捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-capture)                                                             | PIX GPU 捕获。                                                                                    |
| [PIX ExecuteIndirect 分析支持](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-executeindirect)                                       | PIX ExecuteIndirect 分析支持。                                                                      |
| [输入装配](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-input-assembly)                                                            | 输入装配。                                                                                          |
| [GPU 捕获概述](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-overview-page)                                                         | GPU 捕获概述。                                                                                      |
| [管道视图](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-pipeline-view)                                                             | 管道视图。                                                                                          |
| [PIX 资源](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-resources)                                                               | PIX 资源。                                                                                        |
| [PIX GPU 时间线](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-timeline-tab)                                                       | PIX GPU 时间线。                                                                                   |
| [PIX GPU 计时](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-timing)                                                              | PIX GPU 计时。                                                                                    |
| [内存查看器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-memory-viewer)                                                                | 内存查看器。                                                                                         |
| [PIX 网格查看器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-mesh-viewer)                                                              | PIX 网格查看器。                                                                                     |
| [PIX 管道状态](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-pipeline-states)                                                           | PIX 管道状态。                                                                                      |
| [PIX 资源视图](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-resources-tab)                                                             | PIX 资源视图。                                                                                      |
| [PIX 着色器调试](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-debugging)                                                         | PIX 着色器调试。                                                                                     |
| [PIX 中的着色器 PDB](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-pdbs)                                                          | PIX 中的着色器 PDB。                                                                                 |
| [PIX 着色器跟踪 (XBOX One)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-trace-durpio)                                           | PIX 着色器跟踪 (XBOX One)。                                                                          |
| [PIX 着色器跟踪 (XBOX Series X/S)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-trace-scarlett)                                  | PIX 着色器跟踪 (XBOX Series X/S)。                                                                   |
| [状态视图](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-state)                                                                         | 状态视图。                                                                                          |
| [PIX 硬件计数器表](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-table-of-hardware-counters)                                              | PIX 硬件计数器表。                                                                                    |
| [PIX 纹理 Mip 统计信息](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-texture-mip-stats)                                                  | PIX 纹理 Mip 统计信息。                                                                               |
| [PIX 纹理查看器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-texture-viewer)                                                           | PIX 纹理查看器。                                                                                     |
| [PIX 可变速率着色 (VRS)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-vrs)                                                               | PIX 可变速率着色 (VRS)。                                                                              |
| [将 PIX 与着色器配合使用](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-with-shaders)                                                        | 将 PIX 与着色器配合使用。                                                                                |
| [PIX GPU Trace 捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-capture)                                           | PIX GPU Trace 捕获。                                                                              |
| [用于 XBOX Series X/S 分析的 PIX GPU Trace 捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-overview)                   | 介绍 PIX GPU Trace 捕获如何在 XBOX Series X/S 上跨帧记录 SQTT 和 SPM 分析数据,包括占用率、上下文滚动 (context roll) 和离线分析。 |
| [PIX GPU Trace UI](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-ui)                                                | PIX GPU Trace UI                                                                               |
| [启动 PIX、连接主机并进行捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/launching-and-connecting)                                                  | 启动 PIX、连接主机并进行捕获。                                                                              |
| [分析内存使用情况和性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/memory-performance)                                                             | 分析内存使用情况和性能。                                                                                   |
| [PIX 计时捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/new-timing-captures)                                                               | PIX 计时捕获。                                                                                      |
| [打开以编程方式创建的计时捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/open-offline-timing-captures)                                                | 打开以编程方式创建的计时捕获。                                                                                |
| [PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix)                                                                                    | PIX                                                                                            |
| [PIX API 参考](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-api-reference)                                                               | PIX API 参考。                                                                                    |
| [分析游戏初始化和启动代码的性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-capture-from-launch)                                                    | 分析游戏初始化和启动代码的性能。                                                                               |
| [在计时捕获中分析停顿和上下文切换](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-context-switches)                                                      | 在计时捕获中分析停顿和上下文切换。                                                                              |
| [将 etl 文件转换为计时捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-convert-etl-files)                                                      | 将 etl 文件转换为计时捕获。                                                                               |
| [转换旧版本的计时捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-convert-timing-captures)                                                     | 转换旧版本的计时捕获。                                                                                    |
| [配置 PIX 以访问 CPU 捕获的 PDB](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-cpu-pdb-config)                                                  | 配置 PIX 以访问 CPU 捕获的 PDB。                                                                        |
| [使用计时捕获分析 PIX 事件的关键路径](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-critical-path)                                                     | 使用计时捕获分析 PIX 事件的关键路径。                                                                          |
| [PIX 自定义内存分配器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-custom-memory-allocators)                                                  | PIX 自定义内存分配器。                                                                                  |
| [分析 DirectStorage 性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-directstorage)                                                      | 分析 DirectStorage 性能。                                                                           |
| [GPU 调试指南](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-gpu-debugging)                                                                 | GPU 调试指南。                                                                                      |
| [分析动态延迟输入 (Dynamic Latency Input) 性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-input-sync)                                         | 分析动态延迟输入 (Dynamic Latency Input) 性能。                                                           |
| [指令跟踪捕获](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-instruction-trace-captures)                                                      | 指令跟踪捕获。                                                                                        |
| [PIX Live](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-live)                                                                          | PIX Live                                                                                       |
| [内存饼图](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-live-memory-pies)                                                                  | 内存饼图。                                                                                          |
| [分析存档文件内发生的文件访问](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-mappingfiles)                                                            | 分析存档文件内发生的文件访问。                                                                                |
| [PIX 计时捕获中的指标视图](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-metrics-view)                                                            | PIX 计时捕获中的指标视图。                                                                                |
| [检测对本地存储写入限制的违规](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-nvme-write-monitor)                                                      | 检测对本地存储写入限制的违规行为。                                                                              |
| [PIX 按需实时调试](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-on-demand-live-debugging)                                                    | PIX 按需实时调试。                                                                                    |
| [在计时捕获中分析 CPU 采样](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-sampling-profiler)                                                      | 在计时捕获中分析 CPU 采样。                                                                               |
| [保存和加载 PIX 设置](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-save-load-settings)                                                        | 保存和加载 PIX 设置。                                                                                  |
| [GPU 捕获中的着色器异常检测](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-shader-exception-detection)                                             | GPU 捕获中的着色器异常检测。                                                                               |
| [针对着色器异常的 PIX 实时调试](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-shader-exceptions-live-debugging)                                     | 针对着色器异常的 PIX 实时调试。                                                                             |
| [系统监视器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-system-monitor)                                                                   | 系统监视器。                                                                                         |
| [计时捕获书签](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-bookmarks)                                                        | 计时捕获书签。                                                                                        |
| [计时捕获比较功能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-compare)                                                        | 计时捕获比较功能。                                                                                      |
| [在计时捕获中分析 D3D API 对象使用情况](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-captures-d3d-objects)                                    | 在计时捕获中分析 D3D API 对象使用情况。                                                                       |
| [在计时捕获中分析内存使用情况和性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-captures-memory)                                               | 在计时捕获中分析内存使用情况和性能。                                                                             |
| [查询计时捕获文件格式](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-sqlite-queries)                                               | 查询计时捕获文件格式。                                                                                    |
| [计时捕获摘要布局](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-summary-layout)                                                 | 计时捕获摘要布局。                                                                                      |
| [分析 Win32 文件 IO 性能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-win32-fileio)                                                         | 分析 Win32 文件 IO 性能。                                                                             |
| [配置主机以与 PIX 配合使用](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/required-xconfig-settings)                                                  | 配置主机以与 PIX 配合使用。                                                                               |
| [设置和入门](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/setup-getting-started)                                                                | 设置和入门。                                                                                         |
| [用于 XBOX Series X/S 着色器调优的 PIX Shader Explorer](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/shader-explorer/pix-shader-explorer-overview) | 在 XBOX Series X/S 上使用 PIX Shader Explorer 检查 GPR 压力、寄存器生命周期和指令开销,然后对着色器源代码或 PDB 项目进行迭代。        |
| [将着色器从 FXC 移植到 DXC](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-port-from-fxc)                                             | 将着色器从 FXC 移植到 DXC。                                                                             |
| [使用 DXC.exe 和 dxcompiler .dll 接口](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-usage)                                       | 使用 DXC.exe 和 dxcompiler .dll 接口。                                                               |
| [在 XBOX 上使用定义 (define)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-defines)                                          | 在 XBOX 上使用定义 (define)。                                                                         |
| [DXC HLSL 扩展](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-extensions)                                                 | DXC HLSL 扩展。                                                                                   |
| [DXC 编译器内部函数](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-intrinsics)                                                 | DXC 编译器内部函数。                                                                                   |
| [着色器编译器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/shader-compiler)                                                          | 着色器编译器。                                                                                        |
| [游戏性能叠加层](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/titleperfoverlay/titleperfoverlay)                                                      | 游戏性能叠加层。                                                                                       |
| [XBOX 挂起调查工具 (XHIT)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/xhit/xhit-tool)                                                              | XBOX 挂起调查工具 (XHIT)。                                                                            |

## API 参考

| 页面                                                                                                                                                                                                                                                                                                                                    | 说明                                                                                                                                               |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| [D3D12\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BUILD\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/enums/d3d12_raytracing_acceleration_structure_build_flags_public)                                                                                                                    | 指定光线追踪加速结构生成的标志。请将此枚举中的值与相应调用配合使用。                                                                                                               |
| [D3D12\_RAYTRACING\_ACCELERATION\_STRUCTURE\_COPY\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/enums/d3d12_raytracing_acceleration_structure_copy_mode_public)                                                                                                                        | 指定调用 CopyRaytracingAccelerationStructure 时执行的复制操作类型。                                                                                             |
| [D3D12\_RAYTRACING\_ACCELERATION\_STRUCTURE\_POSTBUILD\_INFO\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/enums/d3d12_raytracing_acceleration_structure_postbuild_info_type_public)                                                                                                   | 指定可通过调用 EmitRaytracingAccelerationStructurePostbuildInfo 等方法检索的加速结构生成后信息的类型。                                                                     |
| [D3D12SerializeVersionedRootSignature](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/functions/d3d12serializeversionedrootsignature_public)                                                                                                                                                   | 序列化任意版本的根签名,可将其传递给 ID3D12Device::CreateRootSignature。                                                                                            |
| [ID3D12CommandQueue::BeginEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_beginevent_public)                                                                                                                                    | 不应直接调用。请使用 PIX 事件运行时将事件插入命令队列。(ID3D12CommandQueue.BeginEvent)                                                                                    |
| [ID3D12CommandQueue::EndEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_endevent_public)                                                                                                                                        | 不应直接调用。请使用 PIX 事件运行时将事件插入命令队列。(ID3D12CommandQueue.EndEvent)                                                                                      |
| [ID3D12CommandQueue::SetMarker](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_setmarker_public)                                                                                                                                      | 不应直接调用。请使用 PIX 事件运行时将事件插入命令队列。(ID3D12CommandQueue.SetMarker)                                                                                     |
| [CreatePipelineState](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12device2/methods/id3d12device2_createpipelinestate_public)                                                                                                                                                | 从管道状态流说明创建管道状态对象。                                                                                                                                |
| [SetAutoBreadcrumbsEnablement](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12deviceremovedextendeddatasettings/methods/id3d12deviceremovedextendeddatasettings_setautobreadcrumbsenablement_public)                                                                          | 配置设备已移除扩展数据 (DRED) 自动痕迹导航 (auto-breadcrumbs) 的启用设置。                                                                                              |
| [ID3D12GraphicsCommandList::BeginEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_beginevent_public)                                                                                                               | 不应直接调用。请使用 PIX 事件运行时将事件插入命令列表。(ID3D12GraphicsCommandList.BeginEvent)                                                                             |
| [ClearDepthStencilView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_cleardepthstencilview_public)                                                                                                                    | 清除深度模板资源。(ID3D12GraphicsCommandList.ClearDepthStencilView)                                                                                       |
| [ID3D12GraphicsCommandList::EndEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_endevent_public)                                                                                                                   | 不应直接调用。请使用 PIX 事件运行时将事件插入命令列表。(ID3D12GraphicsCommandList.EndEvent)                                                                               |
| [ID3D12GraphicsCommandList::SetMarker](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setmarker_public)                                                                                                                 | 不应直接调用。请使用 PIX 事件运行时将事件插入命令列表。(ID3D12GraphicsCommandList.SetMarker)                                                                              |
| [ExecuteMetaCommand (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_executemetacommand_public)                                                                                                       | 将指定元命令的执行(或调用)记录到图形命令列表中。                                                                                                                        |
| [WriteToSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12resource/methods/id3d12resource_writetosubresource_public)                                                                                                                                                | 使用 CPU 将数据复制到子资源,使 CPU 能够修改大多数具有未定义布局的纹理的内容。                                                                                                     |
| [ID3D12Tools](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/id3d12tools_public)                                                                                                                                                                                        | 此接口用于为 PIX 等工具配置运行时,不适用于也不支持任何其他场景。                                                                                                              |
| [EnableShaderInstrumentation](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/methods/id3d12tools_enableshaderinstrumentation_public)                                                                                                                                    | 此方法使 PIX 等工具能够检测 (instrument) 着色器。                                                                                                               |
| [ShaderInstrumentationEnabled](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/methods/id3d12tools_shaderinstrumentationenabled_public)                                                                                                                                  | 确定是否已启用着色器检测。                                                                                                                                    |
| [ID3D12VirtualizationGuestDevice](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/id3d12virtualizationguestdevice_public)                                                                                                                            | ID3D12VirtualizationGuestDevice 的参考,这是 XBOX 上 Direct3D 12 图形 API 中的一个接口。在 XBOX 上保留或未使用;详见备注。                                                     |
| [CreateFenceFd](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/methods/id3d12virtualizationguestdevice_createfencefd_public)                                                                                                                        | CreateFenceFd 的参考,这是 XBOX 上 Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用;详见备注。                                                                       |
| [ShareWithHost](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/methods/id3d12virtualizationguestdevice_sharewithhost_public)                                                                                                                        | ShareWithHost 的参考,这是 XBOX 上 Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用;详见备注。                                                                       |
| [D3D12XBOX\_RAYTRACING\_ACCELERATION\_STRUCTURE\_POSTBUILD\_INFO\_OFFLINE\_STATISTICS\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/structs/d3d12xbox_raytracing_acceleration_structure_postbuild_info_offline_statistics_desc_public)                                | 描述与离线 BLAS 生成相关的统计信息。                                                                                                                            |
| [d3d12\_x (API 内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/d3d12_x_members)                                                                                                                                                                                            | d3d12\_x.h 的参考主题。                                                                                                                                |
| [D3D12\_BUFFER\_SRV\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_buffer_srv_flags)                                                                                                                                                                       | 标识如何查看缓冲区资源。                                                                                                                                     |
| [D3D12\_BUFFER\_UAV\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_buffer_uav_flags)                                                                                                                                                                       | 标识缓冲区资源的无序访问视图选项。                                                                                                                                |
| [D3D12\_COMMAND\_LIST\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_command_list_type)                                                                                                                                                                     | 指定命令列表的类型。                                                                                                                                       |
| [D3D12\_COMMAND\_QUEUE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_command_queue_flags)                                                                                                                                                                 | 指定用于创建命令队列的标志。                                                                                                                                   |
| [D3D12\_DESCRIPTOR\_HEAP\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_descriptor_heap_flags)                                                                                                                                                             | 指定描述符堆的选项。                                                                                                                                       |
| [D3D12\_HEAP\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_heap_flags)                                                                                                                                                                                    | 指定堆选项,例如堆是否可以包含纹理,以及资源是否跨适配器共享。                                                                                                                  |
| [D3D12\_INDEX\_BUFFER\_STRIP\_CUT\_VALUE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_index_buffer_strip_cut_value)                                                                                                                                             | 使用三角形条带图元拓扑时,顶点位置会被解释为连续三角形条带的顶点,并可通过特殊索引值截断条带。                                                                                                  |
| [D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_indirect_argument_type)                                                                                                                                                           | D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX One 家族主机):间接参数的实参类型,用于 D3D12\_INDIRECT\_ARGUMENT\_DESC 结构。                                                 |
| [D3D12\_MESH\_SHADER\_TIER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_mesh_shader_tier)                                                                                                                                                                       | 定义指定网格着色器和放大着色器支持级别的常量。                                                                                                                          |
| [D3D12\_PIPELINE\_STATE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_pipeline_state_flags)                                                                                                                                                               | 指定控制几何着色器和曲面细分所产生数据放置方式的标志,包括几何着色器数据是否存储在片外 (offchip)。                                                                                           |
| [D3D12\_PIPELINE\_STATE\_SUBOBJECT\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_pipeline_state_subobject_type)                                                                                                                                            | 指定管道状态流说明中子对象的类型。                                                                                                                                |
| [D3D12\_PRIMITIVE\_TOPOLOGY\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_primitive_topology_type)                                                                                                                                                         | 指定管道解释几何或外壳着色器输入图元的方式。                                                                                                                           |
| [D3D12\_QUERY\_HEAP\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_query_heap_type)                                                                                                                                                                         | 指定要创建的查询堆的类型。                                                                                                                                    |
| [D3D12\_QUERY\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_query_type)                                                                                                                                                                                    | 指定查询的类型。                                                                                                                                         |
| [D3D12\_RESOURCE\_BARRIER\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_barrier_flags)                                                                                                                                                           | 用于设置资源屏障的标志。                                                                                                                                     |
| [D3D12\_RESOURCE\_DIMENSION (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_dimension)                                                                                                                                                                    | 标识所用资源的类型。                                                                                                                                       |
| [D3D12\_RESOURCE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_flags)                                                                                                                                                                            | D3D12\_RESOURCE\_FLAGS (XBOX One 家族主机):标识资源的选项。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                              |
| [D3D12\_RESOURCE\_STATES (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_states)                                                                                                                                                                          | 指定资源相对于其使用方式的状态。                                                                                                                                 |
| [D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_root_signature_flags)                                                                                                                                                               | D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX One 家族主机):指定根签名布局的选项。面向 XBOX 开发的 Direct3D 12 图形 API 参考。                                                      |
| [D3D12\_SAMPLER\_FEEDBACK\_TIER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_sampler_feedback_tier)                                                                                                                                                             | 定义指定采样器反馈支持的常量。                                                                                                                                  |
| [D3D12\_SHARED\_RESOURCE\_COMPATIBILITY\_TIER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_shared_resource_compatibility_tier)                                                                                                                                  | 定义指定跨 API 共享支持层级的常量。                                                                                                                             |
| [D3D12\_SRV\_DIMENSION (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_srv_dimension)                                                                                                                                                                              | 标识将作为着色器资源查看的资源的类型。                                                                                                                              |
| [D3D12\_STENCIL\_OP (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_stencil_op)                                                                                                                                                                                    | 标识深度模板测试期间可执行的模板操作。                                                                                                                              |
| [D3D12\_TEXTURE\_ADDRESS\_MODE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_texture_address_mode)                                                                                                                                                               | 指定解析超出纹理边界的纹理坐标的技术。                                                                                                                              |
| [D3D12\_TEXTURE\_LAYOUT (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_texture_layout)                                                                                                                                                                            | 指定纹理布局的选项。在 XBOX 上,此枚举包含 D3D12XBOX\_ 扩展成员。                                                                                                       |
| [D3D12\_WAVE\_MMA\_TIER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_wave_mma_tier)                                                                                                                                                                             | D3D12\_WAVE\_MMA\_TIER (XBOX One 家族主机):定义指定 WaveMMA (wave\_matrix) 操作支持级别的常量。                                                                    |
| [D3D12XBOX\_COMMAND\_ALLOCATOR\_CALLBACK\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_allocator_callback_flags)                                                                                                                              | 与 XBOX 扩展配合使用的标志,用于替代默认的命令分配器功能。                                                                                                                 |
| [D3D12XBOX\_COMMAND\_LIST\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_list_flags)                                                                                                                                                           | 用于指定命令列表创建选项的标志。                                                                                                                                 |
| [D3D12XBOX\_COMMAND\_LIST\_RESET\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_list_reset_flags_x)                                                                                                                                            | 与 ID3D12GraphicsCommandList2::ResetX API 配合使用的标志。                                                                                                |
| [D3D12XBOX\_COMMAND\_QUEUE\_PRIORITY (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_queue_priority)                                                                                                                                                   | 指定命令队列优先级的值。                                                                                                                                     |
| [D3D12XBOX\_COMPRESSION\_STATE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_compression_state_flags)                                                                                                                                                 | 启用或禁用渲染目标资源上的颜色压缩,以及深度目标资源上的深度和/或模板压缩。                                                                                                           |
| [D3D12XBOX\_COPY\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_copy_flags)                                                                                                                                                                            | D3D12XBOX\_COPY\_FLAGS (XBOX One 家族主机):用于控制内存复制或填充的标志。面向 XBOX 的 Direct3D 12 图形参考。                                                                |
| [D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_create_device_flags)                                                                                                                                                         | D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX One 家族主机):定义用于创建设备的标志。面向 XBOX 的 Direct3D 12 图形参考。                                                         |
| [D3D12XBOX\_DATA\_FORMAT (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_data_format)                                                                                                                                                                          | 定义各种数据格式的名称。                                                                                                                                     |
| [D3D12XBOX\_DCC\_COLOR\_TRANSFORM (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dcc_color_transform)                                                                                                                                                         | 在应用增量颜色压缩 (Delta Color Compression) 之前要执行的颜色转换。                                                                                                  |
| [D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dcc_compression_level)                                                                                                                                                     | D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX One 家族主机):确定增量颜色压缩 (DCC) 的最大单元大小。                                                                       |
| [D3D12XBOX\_DEBUG\_FILTER\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_debug_filter_flags)                                                                                                                                                           | 一组标志,指定针对指定验证错误要采取的操作。                                                                                                                           |
| [D3D12XBOX\_DEBUG\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_debug_flags)                                                                                                                                                                          | 指定用于在 XBOX One 上执行调试的标志。                                                                                                                         |
| [D3D12XBOX\_DERIVED\_COMPUTE\_STATE\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_derived_compute_state_type)                                                                                                                                          | 指定派生计算状态对象中存储的结构的类型。                                                                                                                             |
| [D3D12XBOX\_DERIVED\_GRAPHICS\_STATE\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_derived_graphics_state_type)                                                                                                                                        | 派生图形管道状态对象的类型。                                                                                                                                   |
| [D3D12XBOX\_DISPATCH\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dispatch_flags)                                                                                                                                                                    | D3D12XBOX\_DISPATCH\_FLAGS (XBOX One 家族主机):用于控制 ID3D12GraphicsCommandList.DispatchX 的标志。面向 XBOX 的 Direct3D 12 图形参考。                              |
| [D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_execute_command_list_flags_x)                                                                                                                                        | D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX One 家族主机):与 ExecuteCommandLists2X API 配合使用的标志。面向 XBOX 的 Direct3D 12 图形参考。                         |
| [D3D12XBOX\_EXTENDED\_COMPUTE\_PIPELINE\_STATE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_extended_compute_pipeline_state_type)                                                                                                                                   | 指定扩展计算状态对象中存储的结构的类型。                                                                                                                             |
| [D3D12XBOX\_EXTENDED\_GRAPHICS\_PIPELINE\_STATE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_extended_graphics_pipeline_state_type)                                                                                                                                 | 指定扩展图形管道状态对象中存储的结构的类型。                                                                                                                           |
| [D3D12XBOX\_FLUSH (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_flush)                                                                                                                                                                                       | 指定控制 ID3D12GraphicsCommandList::FlushPipelineX 和 ID3D12CommandQueue::SignalX 的标志。                                                                |
| [D3D12XBOX\_FRAME\_EVENT\_STATISTICS\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_event_statistics_flags)                                                                                                                                      | 指定帧事件统计信息报告的状态。                                                                                                                                  |
| [D3D12XBOX\_FRAME\_EVENT\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_event_type)                                                                                                                                                               | 指定事件的类型,用于帧调度。                                                                                                                                   |
| [D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_interval_flags)                                                                                                                                                       | D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX One 家族主机):指定用于对既定帧间隔提供额外控制的选项。                                                                           |
| [D3D12XBOX\_FRAME\_PIPELINE\_TOKEN (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_pipeline_token)                                                                                                                                                       | 定义帧在图形管道中(从起始和输入采样直到呈现)传递时的标识符。                                                                                                                  |
| [D3D12XBOX\_FRAME\_STATISTICS\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_statistics_type)                                                                                                                                                     | 指定调用 GetFrameStatisticsX 时要返回的帧统计信息的类型。                                                                                                          |
| [D3D12XBOX\_GDS\_OPERATION (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_gds_operation)                                                                                                                                                                      | 指定全局数据共享 (GDS) 的读取和写入操作。                                                                                                                         |
| [D3D12XBOX\_HARDWARE\_VERSION (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_hardware_version)                                                                                                                                                                | 表示 XBOX One 设备家族中的硬件版本。                                                                                                                          |
| [D3D12XBOX\_HISTENCIL\_COMPARE\_FUNCTION (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_histencil_compare_function)                                                                                                                                           | 指定如何解释 COMPARE 函数的结果。                                                                                                                            |
| [D3D12XBOX\_NUMBER\_FORMAT (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_number_format)                                                                                                                                                                      | 定义各种数字格式的名称。由 `D3D12XBOX_SHADER_RESOURCE_VIEW_DESC` 结构使用。                                                                                        |
| [D3D12XBOX\_OCCLUSION\_QUERY\_CONTROL\_COUNT\_FLAG](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_occlusion_query_control_count_flag)                                                                                                                                       | 用于控制要统计哪些样本的标志,例如是统计通过还是未通过深度或模板测试的样本。                                                                                                           |
| [D3D12XBOX\_ORDERED\_APPEND\_SHADER\_STAGE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_ordered_append_shader_stage)                                                                                                                                        | 将有序追加 (Ordered Append) 计数器与着色器阶段关联。目前仅支持计算着色器。                                                                                                   |
| [D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_page_mapping_flags)                                                                                                                                                           | D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX One 家族主机):指定有关页面将如何由相关方法映射的其他详细信息的标志。                                                                      |
| [D3D12XBOX\_PAGE\_MAPPING\_RANGE\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_page_mapping_range_type)                                                                                                                                                | 指定页面映射范围的用途。                                                                                                                                     |
| [D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pix_capture_flags)                                                                                                                                                             | D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX One 家族主机):用于控制为分析而捕获的信息种类的标志。                                                                               |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_CONSERVATIVE\_Z\_EXPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_conservative_z_export)                                                                                                                        | 强制 Z 导出小于或大于源 Z 值,即 DB\_SHADER\_CONTROL.CONSERVATIVE\_Z\_EXPORT。                                                                                 |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_DEPTH\_BEFORE\_SHADER](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_depth_before_shader)                                                                                                                            | 提供 DB\_SHADER\_CONTROL.DEPTH\_BEFORE\_SHADER 寄存器的设置,用于控制像素着色器深度测试的时机。                                                                            |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_EXEC\_ON\_HIER\_FAIL](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_exec_on_hier_fail)                                                                                                                               | 提供 DB\_SHADER\_CONTROL.EXEC\_ON\_HIER\_FAIL 寄存器的设置,用于控制像素着色器深度测试。                                                                                |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_EXEC\_ON\_NOOP (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_exec_on_noop)                                                                                                                            | 控制像素着色器深度测试的设置 (DB\_SHADER\_CONTROL.EXEC\_ON\_NOOP)。                                                                                             |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_OUT\_OF\_ORDER\_RASTERIZATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_out_of_order_rasterization)                                                                                                             | 确定乱序 (OoO) 光栅化的级别。                                                                                                                               |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_PER\_SAMPLE\_ITERATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_per_sample_iteration)                                                                                                                          | 提供 PA\_SC\_MODE\_CNTL\_1.PS\_ITER\_SAMPLE 寄存器的设置,用于控制像素着色器的逐样本执行。                                                                                |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_TEXKILL (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_texkill)                                                                                                                                        | 提供 DB\_SHADER\_CONTROL.KILL\_ENABLE 的设置,它控制像素着色器终止 (kill) 像素的能力。                                                                                 |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_ZORDER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_zorder)                                                                                                                                          | 提供 DB\_SHADER\_CONTROL.Z\_ORDER 寄存器的设置,该寄存器控制像素着色器深度测试。                                                                                          |
| [D3D12XBOX\_PREFETCH\_MEMORY\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_prefetch_memory_flags)                                                                                                                                                     | 提供用于控制内存预取操作的标志。                                                                                                                                 |
| [D3D12XBOX\_PREFETCH\_PIPELINE\_STATE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_prefetch_pipeline_state_flags)                                                                                                                                    | 提供指定要从管道状态对象中检索哪些着色器用于管道预取操作的标志。                                                                                                                 |
| [D3D12XBOX\_PRESENT\_DESC\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_desc_type)                                                                                                                                                             | 提供扩展呈现说明类型的标识符。                                                                                                                                  |
| [D3D12XBOX\_PRESENT\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_flags)                                                                                                                                                                      | 指定 PresentX 用于显示资源的呈现选项。                                                                                                                         |
| [D3D12XBOX\_PRESENT\_PLANE\_DESC\_TYPE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_desc_type)                                                                                                                                                | 扩展平面呈现说明类型的标识符。                                                                                                                                  |
| [D3D12XBOX\_PRESENT\_PLANE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_flags)                                                                                                                                                         | 为呈现平面提供组合选项。                                                                                                                                     |
| [D3D12XBOX\_PRESENT\_PLANE\_SCALE\_FILTER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_scale_filter)                                                                                                                                          | 用于从源平面资源上采样到目标显示器的缩放筛选器选择。                                                                                                                       |
| [D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_process_debug_flags)                                                                                                                                                         | D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX One 家族主机):定义用于调试进程的标志。面向 XBOX 开发的 Direct3D 12 图形 API 参考。                                                  |
| [D3D12XBOX\_REGISTER\_PAGE\_POOL\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_register_page_pool_flags)                                                                                                                                              | 与 RegisterPagePool2X API 配合使用的标志。                                                                                                                |
| [D3D12XBOX\_REPORT\_GPU\_HANG\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_report_gpu_hang_flags)                                                                                                                                                    | 定义报告 GPU 挂起时要使用的选项。                                                                                                                              |
| [D3D12XBOX\_RESOURCE\_BARRIER\_ACTIONS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_resource_barrier_actions)                                                                                                                                               | 定义资源屏障操作。每个成员都是调用 ID3D12XboxDmaCommandList::ResourceBarrier 时将会或可能产生的操作。                                                                         |
| [D3D12XBOX\_SAMPLER\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_sampler_flags)                                                                                                                                                                      | D3D12XBOX\_SAMPLER\_FLAGS (XBOX One 家族主机):用于创建采样器说明的采样器标志。面向 XBOX 开发的 Direct3D 12 图形 API 参考。                                                     |
| [D3D12XBOX\_SCHEDULE\_FRAME\_EVENT\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_schedule_frame_event_flags)                                                                                                                                          | 指定 ID3D12Device::ScheduleFrameEventX 的调度选项。                                                                                                      |
| [D3D12XBOX\_SERIALIZE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_serialize_flags)                                                                                                                                                                  | 用于控制管道状态对象序列化的标志。                                                                                                                                |
| [D3D12XBOX\_SHADER\_CS\_SIMD\_WALK\_ALGORITHM (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_cs_simd_walk_algorithm)                                                                                                                                   | 指定 SIMD(单指令多数据)进程在每个计算单元 (CU) 上要使用的算法。                                                                                                           |
| [D3D12XBOX\_SHADER\_STAGE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_stage)                                                                                                                                                                        | 指定着色器阶段。                                                                                                                                         |
| [D3D12XBOX\_SHADER\_UNIT\_DISABLE\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_unit_disable_flags)                                                                                                                                            | 针对特定着色器禁用计算单元 (CU)。                                                                                                                              |
| [D3D12XBOX\_TEXTURE\_FILTER\_MODE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_filter_mode)                                                                                                                                                         | 指定采样器说明中要使用的纹理筛选模式。                                                                                                                              |
| [D3D12XBOX\_TEXTURE\_MIP\_FILTER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_mip_filter)                                                                                                                                                           | 指定采样器说明中将使用的纹理 MIP 筛选。                                                                                                                           |
| [D3D12XBOX\_TEXTURE\_XY\_FILTER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_xy_filter)                                                                                                                                                             | 指定采样器说明中要使用的 XY 纹理筛选。                                                                                                                            |
| [D3D12XBOX\_TEXTURE\_Z\_FILTER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_z_filter)                                                                                                                                                               | 指定采样器说明中要使用的纹理 Z 筛选器。                                                                                                                            |
| [D3D12XBOX\_WAIT\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_wait_flags)                                                                                                                                                                            | D3D12XBOX\_WAIT\_FLAGS (XBOX One 家族主机):用于选择执行等待的引擎的标志。面向 XBOX 的 Direct3D 12 图形参考。                                                                |
| [D3D12XBOX\_WAIT\_FRAME\_EVENT\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_wait_frame_event_flags)                                                                                                                                                  | 指定事件等待选项。                                                                                                                                        |
| [D3D12XBOX\_WRITE\_VALUE\_BOP\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_write_value_bop_flags)                                                                                                                                                    | 用于控制 ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX 等方法的标志。                                                                             |
| [D3D12XBOX\_WRITE\_VALUE\_TOP\_FLAGS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_write_value_top_flags)                                                                                                                                                    | 控制向管道顶部 (Top Of Pipe) 写回 GPU 时间戳的标志。                                                                                                             |
| [D3D12CreateDevice (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12createdevice)                                                                                                                                                                                | D3D12CreateDevice (XBOX One 家族主机):创建表示显示适配器的设备。面向 XBOX 开发的 Direct3D 12 图形 API 参考。                                                                |
| [D3D12GetFlushFromResourceBarrierActionsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12getflushfromresourcebarrieractionsx)                                                                                                                                  | 从指定的资源屏障操作中屏蔽掉与压缩相关的活动,并将其转换为一组可传递给相应 API 的刷新 (flush) 操作。                                                                                        |
| [D3D12XboxCreateDevice (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxcreatedevice)                                                                                                                                                                        | D3D12XboxCreateDevice (XBOX One 家族主机):创建表示显示适配器的设备。面向 XBOX 的 Direct3D 12 图形参考。                                                                   |
| [D3D12XboxEnableMemoryProfiling (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxenablememoryprofiling)                                                                                                                                                      | 启用内存分析。                                                                                                                                          |
| [D3D12XboxGetCachedReadPointer (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetcachedreadpointer)                                                                                                                                                        | 获取指定 CPU 描述符句柄的缓存读取指针。                                                                                                                           |
| [D3D12XboxGetProcessDebugFlags (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetprocessdebugflags)                                                                                                                                                        | 获取当前进程调试标志。                                                                                                                                      |
| [D3D12XboxGetWritePointer (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetwritepointer)                                                                                                                                                                  | 获取指定 CPU 描述符句柄的写入指针。                                                                                                                             |
| [D3D12XboxInitializeDefaultComputeShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaultcomputeshaderlimits)                                                                                                                                      | 使用默认限制初始化 D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC 结构。                                                                                           |
| [D3D12XboxInitializeDefaultGraphicsShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaultgraphicsshaderlimits)                                                                                                                                    | 使用默认限制初始化 D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC 结构。                                                                                          |
| [D3D12XboxInitializeDefaultTessellationParameters](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaulttessellationparameters)                                                                                                                                | 使用默认限制初始化 D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC 结构。                                                                                          |
| [D3D12XboxSetProcessDebugFlags (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxsetprocessdebugflags)                                                                                                                                                        | 设置将用于调试进程的选项。                                                                                                                                    |
| [D3D12XboxUnloadDriverModule](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxunloaddrivermodule)                                                                                                                                                                          | 从进程中卸载当前加载的用户模式图形驱动程序。                                                                                                                           |
| [D3DConfigureVirtualMemory (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3dconfigurevirtualmemory)                                                                                                                                                                | 初始化图形内存跟踪。                                                                                                                                       |
| [CD3DX12\_PIPELINE\_STATE\_STREAM\_SUBOBJECT (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12_pipeline_state_stream_subobject/cd3dx12_pipeline_state_stream_subobject)                                                                                       | 一个模板化帮助器结构,用于将子对象类型和子对象数据对封装为适用于流说明的单个对象。                                                                                                        |
| [CD3DX12XBOX\_PIPELINE\_STATE\_STREAM\_PARSE\_HELPER (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/cd3dx12xbox_pipeline_state_stream_parse_helper)                                                          | 根据传递给相应成员函数的子对象详细信息生成内部 CD3DX12\_PIPELINE\_STATE\_STREAM 对象。此结构实现了相应的接口。                                                                         |
| [XboxSetComputeShaderLimits (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetcomputeshaderlimits)                                                       | 使用 desc 参数的值初始化 PipelineStream 对象的 ComputeShaderLimitsX 成员。                                                                                      |
| [XboxSetDepthStencilOptions (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetdepthstenciloptions)                                                       | 使用 desc 参数的值初始化 CD3DX12XBOX\_PIPELINE\_STATE\_STREAM 对象的 DepthStencilOptionsX 成员。                                                                |
| [XboxSetGraphicsShaderLimits (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetgraphicsshaderlimits)                                                     | 使用 desc 参数的值初始化 CD3DX12XBOX\_PIPELINE\_STATE\_STREAM 对象的 GraphicsShaderLimitsX 成员。                                                               |
| [XboxSetPixelShaderOptions (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetpixelshaderoptions)                                                         | 使用 desc 参数的值初始化 PipelineStream 的 PixelShaderOptionsX 成员。                                                                                         |
| [XboxSetTessellationParameters (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsettessellationparameters)                                                 | 使用 desc 参数的值初始化 PipelineStream 的 TessellationParametersX 成员。                                                                                     |
| [ID3D12CommandAllocator (接口内容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/id3d12commandallocator)                                                                                                                                                     | 表示用于存储 GPU 命令的分配。                                                                                                                                |
| [SetAllocatorCallbackX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/methods/id3d12commandallocator_setallocatorcallbackx)                                                                                                                 | 为命令分配器设置分配回调函数。                                                                                                                                  |
| [ID3D12CommandQueue (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/id3d12commandqueue)                                                                                                                                                   | ID3D12CommandQueue (接口内容) (XBOX One 家族主机):提交命令列表并同步其执行。                                                                                          |
| [ClearPageMappingsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_clearpagemappingsx)                                                                                                                               | 清除页面映射。                                                                                                                                          |
| [CopyPageMappingsBatchX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copypagemappingsbatchx)                                                                                                                       | 将内存页面范围以一个或多个批次映射到 GPU 虚拟地址空间。                                                                                                                   |
| [CopyPageMappingsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copypagemappingsx)                                                                                                                                 | 在 GPU 时间线上操作 GPU 页表。可在图形和 DMA 命令队列上调用,但不能在计算队列上调用。                                                                                               |
| [ExecuteCommandLists (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists)                                                                                                                             | 提交要执行的命令列表数组。                                                                                                                                    |
| [ExecuteCommandLists2X (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists2x_x)                                                                                                                       | ExecuteCommandLists2X (XBOX One 家族主机):用于执行命令列表的 XBOX 扩展 API。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                 |
| [InvalidateGraphicsTLBX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_invalidategraphicstlbx)                                                                                                                       | 使图形转换后备缓冲区 (TLB) 失效。                                                                                                                             |
| [ID3D12CommandQueue::KickoffX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_kickoffx)                                                                                                                               | ID3D12CommandQueue::KickoffX (XBOX One 家族主机):将排队的图形或计算命令列表段提交到 GPU 进行处理。                                                                         |
| [PIXGpuBeginCapture (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpubegincapture)                                                                                                                               | 启动 PIX GPU 捕获进程。                                                                                                                                 |
| [PIXGpuCaptureNextFrame (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpucapturenextframe)                                                                                                                       | 为 GPU 捕获下一帧数据。                                                                                                                                   |
| [PIXGpuEndCapture (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpuendcapture)                                                                                                                                   | 结束 PIX GPU 捕获进程。                                                                                                                                 |
| [PresentX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_presentx)                                                                                                                                                   | 呈现一组用于显示的资源。                                                                                                                                     |
| [ResumeX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_resumex)                                                                                                                                                     | 从连接待机恢复。                                                                                                                                         |
| [SetHDRToneMapperX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_sethdrtonemapperx)                                                                                                                                 | 设置高动态范围 (HDR) 色调映射器,在 HDR 游戏启用自动色调映射时,用于在运行时生成标准动态范围 (SDR) 图像。                                                                                   |
| [SignalX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_signalx)                                                                                                                                                     | SignalX (XBOX One 家族主机):将围栏更新为指定值。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                                           |
| [SuspendX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_suspendx)                                                                                                                                                   | 挂起以进入连接待机。                                                                                                                                       |
| [ID3D12Debug (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12debug/id3d12debug)                                                                                                                                                                        | 调试接口控制调试设置并验证管道状态。仅当调试层打开时才能使用。                                                                                                                  |
| [SetProcessDebugFlags (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12debug/methods/id3d12debug_setprocessdebugflags)                                                                                                                                         | 设置用于调试进程的选项。                                                                                                                                     |
| [ID3D12Device (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device)                                                                                                                                                                     | 设备接口表示用于创建资源的虚拟适配器。                                                                                                                              |
| [CreateCommandListX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommandlistx)                                                                                                                                           | CreateCommandListX (XBOX One 家族主机):创建命令列表。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                                   |
| [CreateCommandQueueX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommandqueuex)                                                                                                                                         | 在 XBOX One 上创建命令队列。                                                                                                                              |
| [CreateCommittedResourceX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommittedresourcex)                                                                                                                               | 创建资源以及大到足以容纳整个资源的隐式堆。该资源会映射到该堆。                                                                                                                  |
| [CreateComponentPlacedResourceX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomponentplacedresourcex)                                                                                                                   | CreateComponentPlacedResourceX (XBOX One 家族主机):放置资源的组件(子资源)。面向 XBOX 的 Direct3D 12 图形参考。                                                          |
| [CreateComponentPlacedResourceX1 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomponentplacedresourcex1)                                                                                                                 | 放置由 D3D12XBOX\_RESOURCE\_DESC 描述的资源组件(子资源)。                                                                                                      |
| [CreateComputePipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomputepipelinestatex)                                                                                                                         | 创建包含附加详细信息(如着色器限制)的计算管道状态对象。                                                                                                                     |
| [CreateCounterSetX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcountersetx)                                                                                                                                             | 创建一组可供采样的 GPU 硬件计数器。                                                                                                                             |
| [CreateDerivedComputePipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createderivedcomputepipelinestatex)                                                                                                           | 高效创建从另一个管道状态对象派生的计算管道状态对象。                                                                                                                       |
| [CreateDerivedGraphicsPipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createderivedgraphicspipelinestatex)                                                                                                         | 高效创建从另一个管道状态对象派生的图形管道状态对象。                                                                                                                       |
| [CreateGraphicsPipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_creategraphicspipelinestatex)                                                                                                                       | 创建包含附加详细信息(如着色器限制以及深度、模板和像素着色器选项)的图形管道状态对象。                                                                                                      |
| [CreatePlacedRawShaderResourceViewX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedrawshaderresourceviewx)                                                                                                           | 直接从资源和资源视图说明创建着色器资源视图描述符,而无需创建中间 ID3D12Resource API 对象。                                                                                          |
| [CreatePlacedRawUnorderedAccessViewX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedrawunorderedaccessviewx)                                                                                                         | 直接从资源和资源视图说明创建无序访问视图描述符,而无需创建中间 ID3D12Resource API 对象。                                                                                           |
| [CreatePlacedResourceX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedresourcex)                                                                                                                                     | CreatePlacedResourceX (XBOX One 家族主机):放置整个资源。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                                |
| [CreatePlacedShaderResourceViewX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedshaderresourceviewx)                                                                                                                 | 放置着色器资源视图 (SRV)。                                                                                                                                 |
| [CreatePlacedUnorderedAccessViewX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedunorderedaccessviewx)                                                                                                               | 放置无序访问视图 (UAV)。                                                                                                                                  |
| [CreateSamplerX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createsamplerx)                                                                                                                                                   | 创建采样器对象,用于封装 XBOX 上纹理的采样信息。                                                                                                                      |
| [DeserializeComputePipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_deserializecomputepipelinestatex)                                                                                                               | 反序列化以前序列化的计算管道状态对象,以便在运行时高效加载计算状态对象。                                                                                                             |
| [DeserializeGraphicsPipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_deserializegraphicspipelinestatex)                                                                                                             | 反序列化以前序列化的图形管道状态对象,以便在运行时高效加载管道状态对象。                                                                                                             |
| [EnableManualGraphicsTLBInvalidationX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_enablemanualgraphicstlbinvalidationx)                                                                                                       | 启用图形转换后备缓冲区 (TLB) 的手动失效。这是一个 D3D12.x 扩展方法。                                                                                                       |
| [GetDebugFlagsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getdebugflagsx)                                                                                                                                                   | 获取当前活动的调试选项。                                                                                                                                     |
| [GetDefaultMSAAParametersX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getdefaultmsaaparametersx)                                                                                                                             | 获取默认的多重采样抗锯齿 (MSAA) 参数。                                                                                                                          |
| [GetFrameStatisticsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getframestatisticsx)                                                                                                                                         | 检索一帧的一组统计信息。                                                                                                                                     |
| [GetGpuHardwareConfigurationX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getgpuhardwareconfigurationx)                                                                                                                       | 获取硬件配置信息:目前仅为 GPU 的时钟频率。                                                                                                                         |
| [RegisterCustomFenceLocationX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_registercustomfencelocationx)                                                                                                                       | 向 GPU 挂起报告基础结构注册用于自定义围栏同步的内存位置。                                                                                                                  |
| [RegisterPagePoolX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_registerpagepoolx)                                                                                                                                             | 注册页面池,使其可用作 CopyPageMappingsX 及类似函数的源。                                                                                                           |
| [ReportGpuHangX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_reportgpuhangx)                                                                                                                                                   | 报告 GPU 中的挂起。                                                                                                                                     |
| [ScheduleFrameEventX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_scheduleframeeventx)                                                                                                                                         | 调度在一帧内发出一次或多次信号的事件。                                                                                                                              |
| [SerializeComputePipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_serializecomputepipelinestatex)                                                                                                                   | 序列化计算管道状态对象以便在运行时高效加载。此方法在离线内容创建期间调用,而不是在游戏运行时调用。                                                                                                |
| [SerializeGraphicsPipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_serializegraphicspipelinestatex)                                                                                                                 | 序列化管道状态对象以便在运行时高效加载。此方法在离线内容创建过程中调用,而不是在游戏运行时调用。                                                                                                 |
| [SetDebugCallbackX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugcallbackx)                                                                                                                                             | 设置在调试期间要调用的回调函数。                                                                                                                                 |
| [SetDebugErrorFilterX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugerrorfilterx)                                                                                                                                       | 应用以 DEBUG 输出消息为粒度的验证错误筛选。                                                                                                                        |
| [SetDebugFlagsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugflagsx)                                                                                                                                                   | 设置调试选项。                                                                                                                                          |
| [SetDriverHintX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdriverhintx)                                                                                                                                                   | 为 XBOX One 设置驱动程序提示。                                                                                                                             |
| [SetFrameIntervalX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setframeintervalx)                                                                                                                                             | 确定帧的间隔持续时间和周期。                                                                                                                                   |
| [SetGpuMemoryPriorityX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setgpumemorypriorityx)                                                                                                                                     | 设置非一致性 GPU 内存流量相对于其他流量(如 CPU、音频和 IO 设备流量)的优先级。                                                                                                   |
| [SetHangCallbacksX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_sethangcallbacksx)                                                                                                                                             | 设置 GPU 挂起时要调用的回调函数。                                                                                                                              |
| [UnregisterCustomFenceLocationX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_unregistercustomfencelocationx)                                                                                                                   | 注销以前通过 RegisterCustomFenceLocationX 注册的内存位置。                                                                                                     |
| [UnregisterPagePoolX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_unregisterpagepoolx)                                                                                                                                         | 注销以前注册的页面池。                                                                                                                                      |
| [WaitFrameEventX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_waitframeeventx)                                                                                                                                                 | 等待已调度的帧事件收到信号。                                                                                                                                   |
| [ID3D12Device3 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device3/id3d12device3)                                                                                                                                                                         | 表示虚拟适配器。此接口扩展 ID3D12Device2,以便从管道状态流说明创建管道状态对象。                                                                                                  |
| [RegisterPagePool2X (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device3/methods/id3d12device3_registerpagepool2x)                                                                                                                                         | RegisterPagePoolX 的扩展。                                                                                                                           |
| [ID3D12GraphicsCommandList (接口内容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/id3d12graphicscommandlist)                                                                                                                                            | ID3D12GraphicsCommandList (接口内容) (XBOX One 家族主机):封装用于渲染的图形命令列表。                                                                                  |
| [AdvancePredicationX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_advancepredicationx)                                                                                                               | 推进谓词 (predication) 过程。                                                                                                                           |
| [ID3D12GraphicsCommandList::ClearRenderTargetView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearrendertargetview)                                                                                              | ID3D12GraphicsCommandList::ClearRenderTargetView (XBOX One 家族主机):将渲染目标中的所有元素设置为一个值。                                                              |
| [CloseBundleX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_closebundlex)                                                                                                                             | 关闭捆绑命令列表,同时将记录的命令写入指定的分配。                                                                                                                        |
| [ID3D12GraphicsCommandList::CopyMemoryToMemoryX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copymemorytomemoryx)                                                                                                  | ID3D12GraphicsCommandList::CopyMemoryToMemoryX (XBOX One 家族主机):将数据从一个 GPU 虚拟地址复制到另一个 GPU 虚拟地址。                                                   |
| [CopyResourceX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copyresourcex)                                                                                                                           | 将源资源的全部内容复制到目标资源。                                                                                                                                |
| [CopyTextureRegionX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copytextureregionx)                                                                                                                 | 使用 GPU 在两个位置之间复制纹理数据。源和目标都可以引用位于缓冲区资源内的纹理数据。                                                                                                     |
| [DispatchX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_dispatchx)                                                                                                                                   | 从线程组执行命令列表。                                                                                                                                      |
| [DrawIndexedX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_drawindexedx)                                                                                                                             | 绘制索引图元,作为 DrawIndexedInstanced 的更高效替代方法。                                                                                                         |
| [ExecuteCommandListsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_executecommandlistsx)                                                                                                             | 目前尚未实现。                                                                                                                                          |
| [ExecuteIndirectBundleX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_executeindirectbundlex)                                                                                                         | 从缓冲区间接执行捆绑包,其中捆绑包是 GPU 绘制和状态设置的 GPU 命令缓冲区表示形式。此 API 提供了更高的灵活性。                                                                                   |
| [FillMemoryWith128BitValueX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith128bitvaluex)                                                                                                 | 使用指定的 128 位值填充指定的 GPU 内存范围。                                                                                                                      |
| [ID3D12GraphicsCommandList::FillMemoryWith32BitValueX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith32bitvaluex)                                                                                      | 使用指定的 32 位值填充指定的 GPU 内存范围。                                                                                                                       |
| [FillMemoryWith64BitValueX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith64bitvaluex)                                                                                                   | 使用指定的 64 位值填充指定的 GPU 内存范围。                                                                                                                       |
| [FlushPipelineX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_flushpipelinex)                                                                                                                         | 刷新管道的指定段。                                                                                                                                        |
| [GetExecutionCommandSizeX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_getexecutioncommandsizex)                                                                                                     | 查询捆绑命令列表所需的分配大小。                                                                                                                                 |
| [ID3D12GraphicsCommandList::KickoffX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_kickoffx)                                                                                                          | ID3D12GraphicsCommandList::KickoffX (XBOX One 家族主机):将排队的图形或计算命令列表段提交到 GPU 进行处理。                                                                  |
| [NopX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_nopx)                                                                                                                                             | 向当前命令列表添加指定字节数的空操作填充。                                                                                                                            |
| [OMSetDepthBoundsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_omsetdepthboundsx)                                                                                                                   | 设置深度边界。                                                                                                                                          |
| [PrefetchMemoryX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_prefetchmemoryx)                                                                                                                       | PrefetchMemoryX (XBOX One 家族主机):预取指定地址处的内存。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                                  |
| [PrefetchPipelineStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_prefetchpipelinestatex)                                                                                                         | PrefetchPipelineStateX (XBOX One 家族主机):预取指定的管道状态。面向 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                            |
| [ReadGDSX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_readgdsx)                                                                                                                                     | 从 GDS 读取数据。                                                                                                                                      |
| [RSSetDepthBiasX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetdepthbiasx)                                                                                                                       | 替代当前 PSO 深度偏差选项并设置新值。                                                                                                                            |
| [RSSetMSAAParametersX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetmsaaparametersx)                                                                                                             | 设置渲染阶段多重采样抗锯齿 (MSAA) 参数。                                                                                                                         |
| [SampleCountersX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_samplecountersx)                                                                                                                       | 将 GPU 硬件计数器的值写入用户提供的缓冲区中用户指定的偏移处。                                                                                                                |
| [SetComputeShaderLimitsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setcomputeshaderlimitsx)                                                                                                       | 设置计算着色器限制,包括活动着色器单元、波和线程组属性,以及要使用的 SIMD 遍历算法。                                                                                                    |
| [SetGraphicsShaderLimitsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setgraphicsshaderlimitsx)                                                                                                     | SetGraphicsShaderLimitsX (XBOX One 家族主机) — 设置顶点、域、几何和像素着色器的图形着色器限制。                                                                              |
| [SetHiStencilControlX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_sethistencilcontrolx)                                                                                                             | 启用或禁用 Hi-Stencil 硬件。提供一种直接但临时的覆盖,直到下一个深度/模板资源绑定到管线为止。                                                                                            |
| [SetHiStencilStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_sethistencilstatex)                                                                                                                 | 设置将保留在指定资源上的分层模板比较状态。                                                                                                                            |
| [SetOcclusionQueryControlX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setocclusionquerycontrolx)                                                                                                   | 配置遮挡查询中使用的计数器。                                                                                                                                   |
| [SetPerfectOcclusionQueriesX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setperfectocclusionqueriesx)                                                                                               | 获取精确的采样计数,并覆盖 HiStencil 状态。                                                                                                                      |
| [SetPixelShaderDepthForceZOrderX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setpixelshaderdepthforcezorderx)                                                                                       | 强制从着色器指令中获取 Z 顺序。                                                                                                                                |
| [SetPredicationBufferX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setpredicationbufferx)                                                                                                           | 为图形命令列表设置谓词缓冲区。                                                                                                                                  |
| [SetResourceCompressionStateX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setresourcecompressionstatex)                                                                                             | 设置资源的压缩状态。                                                                                                                                       |
| [SetupOrderedAppendCounterX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setuporderedappendcounterx)                                                                                                 | 设置有序追加 (Ordered Append) 计数器,使着色器线程能够按其启动顺序追加数据。                                                                                                  |
| [StartCountersX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_startcountersx)                                                                                                                         | 选择要从中采样的 GPU 计数器集。                                                                                                                               |
| [StopCountersX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_stopcountersx)                                                                                                                           | 结束一段 GPU 计数器采样周期。                                                                                                                                |
| [Wait32BitValueX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_wait32bitvaluex)                                                                                                                       | 等待内存中指定源位置处的 32 位值满足比较条件。                                                                                                                        |
| [ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_wait64bitvaluex)                                                                                            | ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One 家族主机) — 等待内存中指定源位置处的 64 位值满足比较条件。                                                           |
| [Write32BitValueBottomOfPipeX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluebottomofpipex)                                                                                             | 在管线底部将一个 32 位值写入内存中的指定目标位置。                                                                                                                      |
| [Write32BitValueBottomOfShaderX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluebottomofshaderx)                                                                                         | 在着色器底部将一个 32 位值写入内存中的指定目标位置。                                                                                                                     |
| [Write32BitValueTopOfPipeX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluetopofpipex)                                                                                                   | 在管线顶部将一个 32 位值写入内存中的指定目标位置。                                                                                                                      |
| [ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write64bitvaluebottomofpipex)                                                                                | ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX (XBOX One 家族主机) — 在管线底部将一个 64 位值写入内存中的指定目标位置。                                            |
| [Write64BitValueTopOfPipeX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write64bitvaluetopofpipex)                                                                                                   | 在管线顶部将一个 64 位值写入内存中的指定目标位置。                                                                                                                      |
| [WriteGDSX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_writegdsx)                                                                                                                                   | 将数据写入全局数据共享 (GDS)。                                                                                                                               |
| [ID3D12GraphicsCommandList2 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12GraphicsCommandList2/id3d12graphicscommandlist2)                                                                                                                                  | 封装用于渲染的图形命令列表,并扩展该接口以支持将立即值直接写入缓冲区。                                                                                                              |
| [ID3D12GraphicsCommandList2::ResetX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12GraphicsCommandList2/methods/id3d12graphicscommandlist2_resetx)                                                                                                           | ID3D12GraphicsCommandList2::ResetX (XBOX One 家族主机) — 将命令列表重置回初始状态,就像刚创建了一个新的命令列表一样。                                                              |
| [ID3D12PipelineState (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12pipelinestate/id3d12pipelinestate)                                                                                                                                                | ID3D12PipelineState (接口内容) (XBOX One 家族主机) — 表示所有当前设置的着色器的状态以及某些固定功能状态。                                                                          |
| [GetDescriptorX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12pipelinestate/methods/id3d12pipelinestate_getdescriptorx)                                                                                                                                     | GetDescriptorX (XBOX One 家族主机) — 获取此 ID3D12PipelineState 的描述符,以便使用 ID3D12GraphicsCommandList::ExecuteIndirect。                                   |
| [ID3D12Resource (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12resource/id3d12resource)                                                                                                                                                               | 封装 CPU 和 GPU 对物理内存或堆进行读写的通用能力。包含用于组织和操作资源的抽象。                                                                                                    |
| [GetPlacementDescX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12resource/methods/id3d12resource_getplacementdescx)                                                                                                                                         | 以 D3D12\_RESOURCE\_DESC 结构的形式获取此资源的放置描述。                                                                                                         |
| [ID3D12XboxCounterSet (接口内容) (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/id3d12xboxcounterset)                                                                                                                                             | 用于采样 GPU 硬件计数器的接口。                                                                                                                               |
| [GetCounterDataSizeX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/methods/id3d12xboxcounterset_getcounterdatasizex)                                                                                                                         | 查询接收计数器值的缓冲区所需的大小(以字节为单位)。                                                                                                                       |
| [RetrieveCounterDataX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/methods/id3d12xboxcounterset_retrievecounterdatax)                                                                                                                       | 指示 GPU 将之前采样的计数器值写入 C++ 结构。                                                                                                                      |
| [ID3D12XboxDmaCommandList (接口内容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/id3d12xboxdmacommandlist)                                                                                                                                               | 用于 D3D12\_COMMAND\_LIST\_TYPE\_COPY 的专用接口。                                                                                                       |
| [ID3D12XboxDmaCommandList::BeginEvent (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_beginevent)                                                                                                         | ID3D12XboxDmaCommandList::BeginEvent (XBOX One 家族) 的参考,它是 XBOX One 家族主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用。                                  |
| [BeginQuery (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_beginquery)                                                                                                                                   | 启动一个查询。                                                                                                                                          |
| [ID3D12XboxDmaCommandList::Close (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_close)                                                                                                                   | 正常清理正在运行的流。                                                                                                                                      |
| [CopyBufferRegion (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copybufferregion)                                                                                                                       | CopyBufferRegion (XBOX One 家族主机) — 将缓冲区的一个区域从一个资源复制到另一个资源。适用于 XBOX 开发的 Direct3D 12 图形 API 参考。                                                    |
| [CopyLastErrorCodeToMemoryX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copylasterrorcodetomemoryx)                                                                                                   | 将最后一个错误代码复制到内存。                                                                                                                                  |
| [ID3D12XboxDmaCommandList::CopyMemoryToMemoryX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copymemorytomemoryx)                                                                                                     | ID3D12XboxDmaCommandList::CopyMemoryToMemoryX (XBOX One 家族主机) — 将数据从一个 GPU 虚拟地址复制到另一个 GPU 虚拟地址。                                                  |
| [CopyResource (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copyresource)                                                                                                                               | 复制资源。                                                                                                                                            |
| [CopyTextureRegion (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copytextureregion)                                                                                                                     | 将源纹理的一个区域复制到目标纹理中的指定位置。                                                                                                                          |
| [CopyTiles (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copytiles)                                                                                                                                     | 将图块从缓冲区复制到平铺资源,或反向复制。                                                                                                                            |
| [ID3D12XboxDmaCommandList::EndEvent (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_endevent)                                                                                                             | ID3D12XboxDmaCommandList::EndEvent (XBOX One 家族) 的参考,它是 XBOX One 家族主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用。                                    |
| [EndQuery (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_endquery)                                                                                                                                       | EndQuery (XBOX One 家族主机) — 结束正在运行的查询。XBOX Direct3D 12 图形参考。                                                                                      |
| [EnqueueDwordsX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_enqueuedwordsx)                                                                                                                           | 将一组 SDMA 命令数据包 DWORD 值复制到命令列表中。此方法仅供开发者试验,在零售主机上不可用。                                                                                             |
| [ID3D12XboxDmaCommandList::FillMemoryWith32BitValueX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_fillmemorywith32bitvaluex)                                                                                         | 用指定的 32 位值填充指定范围的 GPU 内存(内存缓冲区)。                                                                                                                 |
| [JPEGDecodeMemoryX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_jpegdecodememoryx)                                                                                                                     | 解码 JPEG 资源。                                                                                                                                      |
| [ID3D12XboxDmaCommandList::KickoffX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_kickoffx)                                                                                                             | 将排队的 DMA 命令列表段提交到 GPU 进行处理。                                                                                                                      |
| [LZCompressMemoryX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_lzcompressmemoryx)                                                                                                                     | 将内存压缩为 LZ 格式。                                                                                                                                    |
| [LZDecompressMemoryX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_lzdecompressmemoryx)                                                                                                                 | 从 LZ 格式解压缩内存。                                                                                                                                    |
| [ID3D12XboxDmaCommandList::Reset (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_reset)                                                                                                                   | 使用指定的分配器以及(可选)指定的管线初始状态重置 DMA 命令列表。                                                                                                              |
| [ResolveQueryData (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_resolvequerydata)                                                                                                                       | 从查询中提取数据。适用于所有堆类型:默认、上传和回读。                                                                                                                      |
| [ResourceBarrier (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_resourcebarrier)                                                                                                                         | 通知驱动程序需要同步对资源的多次访问,例如同步对同一纹理的读取和写入。                                                                                                              |
| [ID3D12XboxDmaCommandList::SetMarker (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_setmarker)                                                                                                           | ID3D12XboxDmaCommandList::SetMarker (XBOX One 家族) 的参考,它是 XBOX One 家族主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用。                                   |
| [ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_wait64bitvaluex)                                                                                               | ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One 家族主机) — 等待内存中指定源位置处的 64 位值满足比较条件。                                                            |
| [ID3D12XboxDmaCommandList::Write64BitValueBottomOfPipeX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_write64bitvaluebottomofpipex)                                                                                   | ID3D12XboxDmaCommandList::Write64BitValueBottomOfPipeX (XBOX One 家族主机) — 在管线底部将一个 64 位值写入内存中的指定目标位置。                                             |
| [ID3DX12PipelineParserCallbacks (接口内容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/id3dx12pipelineparsercallbacks)                                                                                                                             | 一个接口,表示 D3DX12parsePipelineStream 帮助程序函数使用的解析器和错误回调的集合。                                                                                          |
| [ID3DX12PipelineParserCallbacks::XboxSetComputeShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetcomputeshaderlimits)                                                                     | 在 XBOX 上设置计算着色器限制。                                                                                                                               |
| [ID3DX12PipelineParserCallbacks::XboxSetDepthStencilOptions](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetdepthstenciloptions)                                                                     | 在 XBOX 上设置深度模板选项。                                                                                                                                |
| [ID3DX12PipelineParserCallbacks::XboxSetGraphicsShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetgraphicsshaderlimits)                                                                   | 在 XBOX 上设置图形着色器限制。                                                                                                                               |
| [ID3DX12PipelineParserCallbacks::XboxSetPixelShaderOptions](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetpixelshaderoptions)                                                                       | 在 XBOX 上设置像素着色器选项。                                                                                                                               |
| [ID3DX12PipelineParserCallbacks::XboxSetTessellationParameters (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsettessellationparameters)                                                 | 在 XBOX 上设置曲面细分参数。                                                                                                                                |
| [CD3DX12XBOX\_PIPELINE\_STATE\_STREAM (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/cd3dx12xbox_pipeline_state_stream)                                                                                                                                               | 一个帮助程序结构,用于通过组合接口创建和使用图形与计算管线状态。                                                                                                                 |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options10)                                                                                                                                            | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX One 家族主机) — 指示适配器为可变速率着色求和合并器提供的支持级别。                                                               |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options11)                                                                                                                                            | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX One 家族主机) — 指示适配器为描述符堆资源上的原子 Int64 提供的支持级别。                                                         |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options7)                                                                                                                                              | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX One 家族主机) — 指示适配器为网格着色器和采样器反馈提供的支持级别。                                                                |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options8)                                                                                                                                              | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX One 家族主机) — 指示适配器为非对齐块纹理提供的支持级别。                                                                     |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS9 (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options9)                                                                                                                                              | 指示适配器为网格着色器管线统计信息、网格着色器全范围渲染目标数组索引以及原子 Int64 等功能提供的支持级别。                                                                                         |
| [D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_displayable)                                                                                                                                                     | D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX One 家族主机) — 此功能目前为预览版。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                              |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_SUPPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_protected_resource_session_support)                                                                                                                  | 指示对受保护资源会话的支持级别。                                                                                                                                 |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_protected_resource_session_type_count)                                                                                                           | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT (XBOX One 家族主机) — 指示受保护资源会话类型的计数。                                                |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_protected_resource_session_types)                                                                                                                      | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES (XBOX One 家族主机) — 指示受保护资源会话类型的列表。                                                      |
| [D3D12\_GRAPHICS\_PIPELINE\_STATE\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_graphics_pipeline_state_desc)                                                                                                                                            | 描述图形管线状态对象。                                                                                                                                      |
| [D3D12\_INDIRECT\_ARGUMENT\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_indirect_argument_desc)                                                                                                                                                         | 描述与命令签名一起使用的间接参数。                                                                                                                                |
| [D3D12XBOX\_COMMAND\_LIST\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_command_list_desc)                                                                                                                                                           | 命令列表的描述,包括 XBOX 特定的扩展。                                                                                                                           |
| [D3D12XBOX\_COMMAND\_QUEUE\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_command_queue_desc)                                                                                                                                                         | 命令队列的 XBOX 特定描述。                                                                                                                                 |
| [D3D12XBOX\_COMPONENT\_PLACED\_ADDRESSES (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_component_placed_addresses)                                                                                                                                         | 供 ID3D12Device::CreateComponentPlacedResourceX 使用的联合体。                                                                                           |
| [D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_compute_shader_limits_desc)                                                                                                                                        | 描述计算着色器的限制。                                                                                                                                      |
| [D3D12XBOX\_COUNTER\_DATA (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_counter_data)                                                                                                                                                                      | 通过对一组同时处于活动状态的 GPU 硬件计数器进行采样而返回的数据。                                                                                                              |
| [D3D12XBOX\_COUNTER\_SET\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_counter_set_desc)                                                                                                                                                             | 描述可一次采样的一组 GPU 硬件计数器。                                                                                                                            |
| [D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_create_device_parameters)                                                                                                                                             | D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX One 家族主机) — 指定在 XBOX 硬件上创建设备期间使用的参数。                                                                 |
| [D3D12XBOX\_DCC\_OPTIONS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_dcc_options)                                                                                                                                                                        | 为资源描述建立 DCC 配置选项。                                                                                                                                |
| [D3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_depth_stencil_options_desc)                                                                                                                                        | 描述图形管线状态中的深度模板设置。                                                                                                                                |
| [D3D12XBOX\_DERIVED\_COMPUTE\_STATE\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_derived_compute_state_desc)                                                                                                                                        | 描述派生的计算管线状态对象。新的管线状态对象从现有的管线状态对象派生而来。                                                                                                            |
| [D3D12XBOX\_DERIVED\_GRAPHICS\_STATE\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_derived_graphics_state_desc)                                                                                                                                      | 描述派生的图形管线状态对象,它可以是 D3D12\_DEPTH\_STENCIL\_DESC、D3D12\_RASTERIZER\_DESC、D3D12\_BLEND\_DESC 或 SampleMask。                                          |
| [D3D12XBOX\_DESCRIPTOR\_BUFFER\_VIEW (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_buffer_view)                                                                                                                                                 | 请勿使用;仅供内部使用。XBOX One 原生 GPU 缓冲区描述符的不透明结构。                                                                                                        |
| [D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_pipeline_state)                                                                                                                                           | D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX One 家族主机) — 用于设置管线状态对象的命令处理器数据包描述符。                                                                 |
| [D3D12XBOX\_DESCRIPTOR\_SAMPLER\_STATE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_sampler_state)                                                                                                                                             | 请勿使用;仅供内部使用。XBOX One 原生采样器状态绑定描述符的不透明结构。                                                                                                         |
| [D3D12XBOX\_DESCRIPTOR\_TEXTURE\_VIEW (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_texture_view)                                                                                                                                               | 请勿使用;仅供内部使用。XBOX One 原生纹理视图描述符的不透明结构。                                                                                                            |
| [D3D12XBOX\_DESCRIPTOR\_UNORDERED\_ACCESS\_VIEW (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_unordered_access_view)                                                                                                                            | 请勿使用;仅供内部使用。XBOX One 原生 UAV (无序访问视图) 描述符的不透明结构。                                                                                                  |
| [D3D12XBOX\_DESERIALIZE\_COMPUTE\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_compute_pipeline_state)                                                                                                                                      | 定义如何反序列化计算管线状态对象。                                                                                                                                |
| [D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_graphics_pipeline_state)                                                                                                                                    | D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX One 家族主机) — 包含用于反序列化之前已序列化的图形管线状态对象的信息。                                                  |
| [D3D12XBOX\_DESERIALIZE\_SHADER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_shader)                                                                                                                                                          | 包含有关反序列化之前已序列化的着色器的信息,包括 GPU 指令和元数据。                                                                                                             |
| [D3D12XBOX\_DISPATCH\_ARGUMENTS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_dispatch_arguments)                                                                                                                                                          | 对计算管线的调用的参数。                                                                                                                                     |
| [D3D12XBOX\_DISPLAY\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_display_statistics)                                                                                                                                                          | 定义与帧显示相关的统计信息。                                                                                                                                   |
| [D3D12XBOX\_EXTENDED\_COMPUTE\_PIPELINE\_STATE\_DESC](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_extended_compute_pipeline_state_desc)                                                                                                                                 | 指定存储在扩展计算管线状态对象中的结构的类型。                                                                                                                          |
| [D3D12XBOX\_EXTENDED\_GRAPHICS\_PIPELINE\_STATE\_DESC](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_extended_graphics_pipeline_state_desc)                                                                                                                               | 扩展的图形管线状态描述。                                                                                                                                     |
| [D3D12XBOX\_FRAME\_EVENT\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_event_statistics)                                                                                                                                                 | 定义与计划的帧事件相关的统计信息。                                                                                                                                |
| [D3D12XBOX\_FRAME\_INTERVAL\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_interval_statistics)                                                                                                                                           | 定义与为帧建立的间隔相关的统计信息。                                                                                                                               |
| [D3D12XBOX\_FRAME\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_statistics)                                                                                                                                                              | 定义一组帧统计信息。                                                                                                                                       |
| [D3D12XBOX\_GPU\_HARDWARE\_CONFIGURATION (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_gpu_hardware_configuration)                                                                                                                                         | 包含 GPU 时钟频率。                                                                                                                                     |
| [D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_graphics_shader_limits_desc)                                                                                                                                      | D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One 家族主机) — 定义图形着色器的限制。适用于 XBOX 开发的 Direct3D 12 图形 API 参考。                                       |
| [D3D12XBOX\_HISTENCIL\_COMPARE\_STATE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_histencil_compare_state)                                                                                                                                               | 存储比较的状态,以控制比较的执行方式。                                                                                                                              |
| [D3D12XBOX\_HISTENCIL\_CONTROL (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_histencil_control)                                                                                                                                                            | 指定要执行的第一个和第二个比较。                                                                                                                                 |
| [D3D12XBOX\_INPUT\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_input_statistics)                                                                                                                                                              | 定义与帧的输入查询相关的统计信息。                                                                                                                                |
| [D3D12XBOX\_MSAA\_CENTROID\_PRIORITIES (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_centroid_priorities)                                                                                                                                             | 描述多重采样抗锯齿质心优先级。                                                                                                                                  |
| [D3D12XBOX\_MSAA\_PARAMETERS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_parameters)                                                                                                                                                                | D3D12XBOX\_MSAA\_PARAMETERS 定义 XBOX One 家族主机上深度块的 MSAA 设置:采样计数、PS 迭代、过度光栅化和质心掩码行为。                                                               |
| [D3D12XBOX\_MSAA\_SAMPLE\_LOCATIONS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_sample_locations)                                                                                                                                                   | 描述多重采样抗锯齿采样位置。                                                                                                                                   |
| [D3D12XBOX\_OCCLUSION\_QUERY\_CONTROL (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_occlusion_query_control)                                                                                                                                               | ID3D12GraphicsCommandList::SetOcclusionQueryControlX 的设置。                                                                                        |
| [D3D12XBOX\_PAGE\_MAPPING\_BATCH (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_page_mapping_batch)                                                                                                                                                         | 描述要映射到 GPU 虚拟地址空间的一个或多个内存页范围。                                                                                                                    |
| [D3D12XBOX\_PAGE\_MAPPING\_RANGE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_page_mapping_range)                                                                                                                                                         | 描述页映射范围。                                                                                                                                         |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_pixel_shader_options_desc)                                                                                                                                          | 描述像素着色器选项。                                                                                                                                       |
| [D3D12XBOX\_PREDICATION\_BUFFER\_VIEW (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_predication_buffer_view)                                                                                                                                               | 描述谓词缓冲区视图。                                                                                                                                       |
| [D3D12XBOX\_PRESENT\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_desc)                                                                                                                                                                      | 定义由 ID3D12CommandQueue::PresentX 执行的呈现的扩展配置。                                                                                                     |
| [D3D12XBOX\_PRESENT\_DESC\_TITLE\_PERFORMANCE\_OVERLAY](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_desc_title_performance_overlay)                                                                                                                             | 定义用于游戏性能叠加层的扩展呈现描述。                                                                                                                              |
| [D3D12XBOX\_PRESENT\_PARAMETERS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_parameters)                                                                                                                                                          | 配置由 ID3D12CommandQueue::PresentX 执行的呈现。                                                                                                          |
| [D3D12XBOX\_PRESENT\_PLANE\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_plane_desc)                                                                                                                                                         | 定义由 ID3D12CommandQueue::PresentX 执行的呈现的扩展平面配置。                                                                                                   |
| [D3D12XBOX\_PRESENT\_PLANE\_PARAMETERS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_plane_parameters)                                                                                                                                             | 配置用于通过 ID3D12CommandQueue::PresentX 进行合成的呈现平面。                                                                                                   |
| [D3D12XBOX\_PRESENT\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_statistics)                                                                                                                                                          | 定义与帧呈现相关的统计信息。                                                                                                                                   |
| [D3D12XBOX\_QUERY\_PREDICATION\_STATUS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_query_predication_status)                                                                                                                                             | 请勿使用。不支持谓词状态查询。                                                                                                                                  |
| [D3D12XBOX\_RENDER\_STATISTICS (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_render_statistics)                                                                                                                                                            | 定义与帧渲染相关的统计信息。                                                                                                                                   |
| [D3D12XBOX\_RESOURCE\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_resource_desc)                                                                                                                                                                    | 描述纹理等资源。                                                                                                                                         |
| [D3D12XBOX\_SAMPLER\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_sampler_desc)                                                                                                                                                                      | D3D12XBOX\_SAMPLER\_DESC (XBOX One 家族主机) — 描述采样器状态。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                         |
| [D3D12XBOX\_SCHEDULE\_FRAME\_OBJECT\_LIST (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_schedule_frame_object_list)                                                                                                                                        | 定义一组辅助内核同步事件,这些事件将与通过 ID3D12Device::ScheduleFrameEventX 计划的事件一起发出信号。                                                                             |
| [D3D12XBOX\_SERIALIZE\_COMPUTE\_PIPELINE\_STATE (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_compute_pipeline_state)                                                                                                                            | 包含用于反序列化之前已序列化的计算管线状态对象的信息。                                                                                                                      |
| [D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_graphics_pipeline_state)                                                                                                                                        | D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX One 家族主机) — 用于序列化图形管线状态对象的信息。                                                              |
| [D3D12XBOX\_SERIALIZE\_SHADER (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_shader)                                                                                                                                                              | 用于序列化着色器的信息,包括 GPU 指令和元数据。                                                                                                                       |
| [D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_shader_resource_view_desc)                                                                                                                                          | D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC 定义 XBOX One 家族主机上的 SRV,包括资源位置、DataFormat、NumberFormat 和内存类型覆盖。                                           |
| [D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_tessellation_parameters_desc)                                                                                                                                     | 描述曲面细分参数。                                                                                                                                        |
| [D3D12XBOX\_UNORDERED\_ACCESS\_VIEW\_DESC (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_unordered_access_view_desc)                                                                                                                                        | 无序访问视图 (UAV) 的描述符。                                                                                                                               |
| [D3D12XBOX\_VIEW\_RECT (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_view_rect)                                                                                                                                                                            | 以规范化浮点坐标定义视图矩形。                                                                                                                                  |
| [D3D12XBOX\_WAIT\_FRAME\_OBJECT\_LIST (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_wait_frame_object_list)                                                                                                                                                | 定义一组辅助内核同步对象,这些对象将包含在由 ID3D12Device::WaitFrameEventX 执行的等待中。                                                                                     |
| [D3D12XboxPutBuffer (XBOX One 家族)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xboxputbuffer)                                                                                                                                                                                | D3D12XboxPutBuffer (XBOX One 家族主机) — 用于管理将 GPU 命令写入当前命令缓冲区段的结构。                                                                                  |
| [d3d12\_xs (API 内容) (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/d3d12_xs_members)                                                                                                                                                                                      | d3d12\_xs.h 的参考主题。                                                                                                                               |
| [D3D\_PRIMITIVE\_TOPOLOGY (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d_primitive_topology)                                                                                                                                                                    | 指示管线如何解释绑定到输入装配器阶段的顶点数据的值。                                                                                                                       |
| [D3D11\_CREATE\_DEFERRED\_CONTEXT\_FLAG (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d11_create_deferred_context_flag)                                                                                                                                          | 指定标识延迟上下文用法的标志。                                                                                                                                  |
| [D3D12\_BUFFER\_SRV\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_buffer_srv_flags_xs)                                                                                                                                                                | 标识要在着色器资源视图中使用的缓冲区资源的视图选项的值。                                                                                                                     |
| [D3D12\_BUFFER\_UAV\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_buffer_uav_flags_xs)                                                                                                                                                                | 标识要在无序访问视图中使用的缓冲区资源的视图选项的值。                                                                                                                      |
| [D3D12\_FENCE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_fence_flags_xs)                                                                                                                                                                           | 指定围栏选项。                                                                                                                                          |
| [D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_indirect_argument_type_xs)                                                                                                                                                    | D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX Series 主机) — 间接参数的参数类型,用于 D3D12\_INDIRECT\_ARGUMENT\_DESC 结构。                                              |
| [D3D12\_MEASUREMENTS\_ACTION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_measurements_action)                                                                                                                                                              | D3D12\_MEASUREMENTS\_ACTION (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的枚举。在 XBOX 上保留或未使用。                                       |
| [D3D12\_MESSAGE\_ID (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_message_id)                                                                                                                                                                                | 指定用于设置信息队列筛选器的调试消息 ID。                                                                                                                           |
| [D3D12\_PIPELINE\_STATE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_pipeline_state_flags_xs)                                                                                                                                                        | 指定控制几何着色器和曲面细分所生成数据的放置方式的标志。                                                                                                                     |
| [D3D12\_RAY\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_ray_flags)                                                                                                                                                                                  | 传递给 TraceRay 函数的标志,用于覆盖透明度、剔除和提前退出行为。                                                                                                            |
| [D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_root_signature_flags_xs)                                                                                                                                                        | D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX Series 主机) — 指定根签名布局的选项。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                |
| [D3D12\_SAMPLER\_FEEDBACK\_TIER (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_sampler_feedback_tier_xs)                                                                                                                                                      | 采样器反馈 (Sampler Feedback) 的硬件和驱动程序支持级别。                                                                                                           |
| [D3D12\_STATE\_SUBOBJECT\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_state_subobject_type_xs)                                                                                                                                                        | D3D12\_STATE\_SUBOBJECT\_TYPE (XBOX Series 主机) — 状态子对象的类型。与 D3D12\_STATE\_SUBOBJECT 一起使用。适用于 XBOX 的 Direct3D 12 图形参考。                            |
| [D3D12XBOX\_BIN\_MAPPING\_MODE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_bin_mapping_mode)                                                                                                                                                           | 延迟图元批次装箱 (DPBB) 映射模式。                                                                                                                            |
| [D3D12XBOX\_BIN\_SIZE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_bin_size)                                                                                                                                                                            | 延迟图元批次装箱 (DPBB) 的箱 (bin) 大小。                                                                                                                     |
| [D3D12XBOX\_BINNING\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_binning_flags)                                                                                                                                                                  | 保留供将来使用。                                                                                                                                         |
| [D3D12XBOX\_BINNING\_MODE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_binning_mode)                                                                                                                                                                    | 定义延迟图元批次装箱 (DPBB) 模式。                                                                                                                            |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_SUBOBJECT\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_build_raytracing_acceleration_structure_subobject_type)                                                                            | 令牌化描述符流中用于生成的一种扩展类型。                                                                                                                             |
| [D3D12XBOX\_CMDLIST\_DRIVER\_HINT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_cmdlist_driver_hint)                                                                                                                                                     | 传递给命令列表以更改驱动程序内部行为的提示。                                                                                                                           |
| [D3D12XBOX\_COMMAND\_LIST\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_command_list_flags_xs)                                                                                                                                                    | 与 CreateCommandListX API 一起使用的标志。                                                                                                                |
| [D3D12XBOX\_COMMAND\_LIST\_RESET\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_command_list_reset_flags)                                                                                                                                          | 与 ID3D12GraphicsCommandList6::ResetX API 一起使用的标志。                                                                                                |
| [D3D12XBOX\_COMPUTE\_SHADER\_LAUNCH\_PARAMETER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_compute_shader_launch_param_flags)                                                                                                                                    | 用于计算管线状态对象启动设置的覆盖参数的控制标志。                                                                                                                        |
| [D3D12XBOX\_COPY\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_copy_flags_xs)                                                                                                                                                                     | D3D12XBOX\_COPY\_FLAGS (XBOX Series 主机) — 用于控制内存复制或填充的标志。适用于 XBOX 的 Direct3D 12 图形参考。                                                            |
| [D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_create_device_flags_xs)                                                                                                                                                  | D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX Series 主机) — 定义用于创建设备的标志。适用于 XBOX 开发的 Direct3D 12 图形 API 参考。                                              |
| [D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_dcc_compression_level_xs)                                                                                                                                              | D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主机) — 建立增量颜色压缩 (DCC) 的最大单元大小。                                                                    |
| [D3D12XBOX\_DISPATCH\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_dispatch_flags_xs)                                                                                                                                                             | D3D12XBOX\_DISPATCH\_FLAGS (XBOX Series 主机) — 用于控制 ID3D12GraphicsCommandList.DispatchX 的标志。适用于 XBOX 的 Direct3D 12 图形参考。                          |
| [D3D12XBOX\_DRIVER\_HINT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_driver_hint)                                                                                                                                                                      | 传递给驱动程序以启用特定功能的提示。                                                                                                                               |
| [D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_execute_command_list_flags)                                                                                                                                      | D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX Series 主机) — 与 ExecuteCommandLists2X API 一起使用的标志。适用于 XBOX 的 Direct3D 12 图形参考。                     |
| [D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_frame_interval_flags_xs)                                                                                                                                                | D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX Series 主机) — 指定为已建立的帧间隔提供附加控制的选项。                                                                        |
| [D3D12XBOX\_HARDWARE\_VERSION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_hardware_version_xs)                                                                                                                                                         | 描述 XBOX 主机的硬件版本。                                                                                                                                 |
| [D3D12XBOX\_IMAGE\_FORMAT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_image_format)                                                                                                                                                                    | 定义硬件定义的图像格式的名称。                                                                                                                                  |
| [D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_shader_flags)                                                                                                                                    | D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_FLAGS (XBOX Series 主机) — 用于指定要实时调试的着色器的标志。适用于 XBOX 的 Direct3D 12 图形参考。                                       |
| [D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_GLOBAL\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_shader_global_flags)                                                                                                                                      | D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_GLOBAL\_FLAGS (XBOX Series 主机) — 用于指定要实时调试的着色器的标志。适用于 XBOX 的 Direct3D 12 图形参考。                               |
| [D3D12XBOX\_LIVE\_DEBUGGING\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_type)                                                                                                                                                     | 所需的实时调试类型。                                                                                                                                       |
| [D3D12XBOX\_MINMIP\_FILTER\_OFFSET (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_minmip_filter_offset)                                                                                                                                                   | D3D12XBOX\_MINMIP\_FILTER\_OFFSET (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的枚举。在 XBOX 上保留或未使用。                                 |
| [D3D12XBOX\_MINMIP\_FILTER\_SLOPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_minmip_filter_slope)                                                                                                                                                     | D3D12XBOX\_MINMIP\_FILTER\_SLOPE (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的枚举。在 XBOX 上保留或未使用。                                  |
| [D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_page_mapping_flags_xs)                                                                                                                                                    | D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX Series 主机) — 指定有关页面如何由相关方法映射的更多详细信息的标志。                                                                    |
| [D3D12XBOX\_PIPELINE\_STATE\_INFORMATION\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pipeline_state_information_type)                                                                                                                                             | 指定要为 PSO 检索哪种类型的数据。                                                                                                                              |
| [D3D12XBOX\_PIPELINE\_STATE\_OPTION\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pipeline_state_option_type)                                                                                                                                      | 用于设置 PSO 选项。                                                                                                                                     |
| [D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pix_capture_flags_xs)                                                                                                                                                      | D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX Series 主机) — 用于控制为分析而捕获哪类信息的标志,例如是否包含某类信息。                                                                  |
| [D3D12XBOX\_PRESENT\_DESC\_TITLE\_PERFORMANCE\_OVERLAY\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_present_desc_title_performance_overlay_flags)                                                                                                                 | 与 PresentX 一起使用的性能叠加层标志。                                                                                                                         |
| [D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_process_debug_flags_xs)                                                                                                                                                  | D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX Series 主机) — 定义用于调试进程的标志。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                            |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_ACCELERATION\_STRUCTURE\_NODE\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_canonical_acceleration_structure_node_type)                                                                              | 指定规范节点包含的数据类型。                                                                                                                                   |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_information_flags)                                                                                                                                                    | 用于从状态对象检索信息。                                                                                                                                     |
| [D3D12XBOX\_RAYTRACING\_OPTIONS\_TRAVERSE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_options_traverse_type)                                                                                                                                           | 创建 RTPSO 期间的调试覆盖。                                                                                                                                |
| [D3D12XBOX\_REGISTER\_PAGE\_POOL\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_register_page_pool_flags_xs)                                                                                                                                       | 定义用于注册页池的标志。                                                                                                                                     |
| [D3D12XBOX\_REPORT\_GPU\_HALT\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_report_gpu_halt_flags)                                                                                                                                                | 定义报告 GPU 停止时要使用的选项。                                                                                                                              |
| [D3D12XBOX\_RESOURCE\_BARRIER\_SHARED\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_barrier_shared_flags)                                                                                                                                                 | 用于控制 ResourceBarrierX 处理执行方式的标志。                                                                                                                 |
| [D3D12XBOX\_RESOURCE\_BARRIER\_SUPPLEMENTAL\_ACTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_barrier_supplemental_actions)                                                                                                                                 | 针对提供给 ResourceBarrierX 的屏障列表所执行的所有解压缩和等待操作的汇总联合体。                                                                                                |
| [D3D12XBOX\_RESOURCE\_VALIDATION\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_validation_flags)                                                                                                                                         | 控制单个资源的验证行为的标志。                                                                                                                                  |
| [D3D12XBOX\_SAMPLER\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sampler_flags_xs)                                                                                                                                                               | D3D12XBOX\_SAMPLER\_FLAGS (XBOX Series 主机) — 用于创建采样器描述的采样器标志。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                               |
| [D3D12XBOX\_SET\_SHADER\_SCRATCH\_SPACE\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_set_shader_scratch_space_flags_xs)                                                                                                                                           | 定义用于管理暂存空间的标志。                                                                                                                                   |
| [D3D12XBOX\_SHADER\_STAGE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shader_stage_flags)                                                                                                                                                       | 不同着色器阶段类型的枚举。                                                                                                                                    |
| [D3D12XBOX\_SHADER\_UNIT\_DISABLE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shader_unit_disable_flags_xs)                                                                                                                                     | 定义标识要针对特定着色器禁用的计算单元 (CU) 的常量。                                                                                                                    |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_HTILE\_MODE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shading_rate_settings_htile_mode_type)                                                                                                                               | VRS HTile 格式编程。                                                                                                                                  |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shading_rate_settings_type)                                                                                                                                      | 要编程的 VRS 设置。                                                                                                                                     |
| [D3D12XBOX\_SYNC\_CONTROL\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sync_control_flags)                                                                                                                                                       | 指定在多个同步 API 中为同步操作提供附加控制的标志。                                                                                                                     |
| [D3D12XBOX\_SYNC\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sync_flags)                                                                                                                                                                        | 指定在多个同步 API 中指导同步操作的标志。                                                                                                                          |
| [D3D12XBOX\_VIRTUAL\_MEMORY\_CONFIGURATION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_virtual_memory_configuration_flags)                                                                                                                                       | D3D12ConfigureVirtualMemoryX API 的配置标志。                                                                                                          |
| [D3D12XBOX\_WAIT\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_wait_flags_xs)                                                                                                                                                                     | D3D12XBOX\_WAIT\_FLAGS (XBOX Series 主机) — 用于选择执行等待的引擎的标志。适用于 XBOX 开发的 Direct3D 12 图形 API 参考。                                                     |
| [D3D12XBOX\_ZERO\_MEMORY\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_zero_memory_flags)                                                                                                                                                         | 定义用于将内存清零的标志。                                                                                                                                    |
| [DXGI\_COLOR\_SPACE\_TYPE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_color_space_type)                                                                                                                                                                     | 指定色彩空间类型。                                                                                                                                        |
| [DXGI\_FORMAT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_format)                                                                                                                                                                                           | 资源数据格式,包括完全类型化格式和无类型格式。页面底部的修饰符列表更完整地描述了每种格式类型。                                                                                                  |
| [DXGI\_MODE\_ROTATION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_mode_rotation)                                                                                                                                                                            | 指示应如何旋转后台缓冲区以适应显示器物理旋转的标志。                                                                                                                       |
| [DXGI\_MODE\_SCANLINE\_ORDER (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_mode_scanline_order)                                                                                                                                                               | 指示光栅在表面上创建图像所用方法的标志。                                                                                                                             |
| [DXGI\_SCALING (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_scaling)                                                                                                                                                                                         | 标识后台缓冲区大小与目标输出大小不匹配时的调整大小行为。                                                                                                                     |
| [DXGI\_SWAP\_CHAIN\_FLAG (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_swap_chain_flag)                                                                                                                                                                       | 交换链行为的选项。                                                                                                                                        |
| [DXGI\_SWAP\_EFFECT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_swap_effect)                                                                                                                                                                                | 定义用于处理显示表面中像素的选项。                                                                                                                                |
| [DXGIX\_FRAME\_NOTIFICATION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgix_frame_notification)                                                                                                                                                                | DXGI 帧通知事件。                                                                                                                                      |
| [DXGIX\_VLINECOUNTER (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgix_vlinecounter)                                                                                                                                                                             | DXGI VLINE 通知事件。                                                                                                                                 |
| [DXGIXBOX\_MODE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgixbox_mode_flags)                                                                                                                                                                          | 指示 XBOX 特定显示信息的标志。                                                                                                                               |
| [D3D12ConfigureVirtualMemoryX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12configurevirtualmemoryx)                                                                                                                                                      | 为用于跟踪图形内存的页表保留内存并对其进行初始化。                                                                                                                        |
| [D3D12XboxInitializeDefaultDpbbState (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxinitializedefaultdpbbstate)                                                                                                                                        | 初始化默认的延迟图元批次装箱 (DPBB) 状态。                                                                                                                        |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params1)                                            | 使用默认值初始化 `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1` 结构。                                                                         |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params2)                                            | 使用默认值初始化 `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2` 结构。                                                                         |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params3)                                            | 使用默认值初始化 `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3` 结构。                                                                         |
| [D3D12ZeroMemoryX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12zeromemoryx)                                                                                                                                                                              | 将指定的内存范围清零。                                                                                                                                      |
| [ID3D10Blob (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/id3d10blob)                                                                                                                                                                              | 此接口用于返回任意长度的数据。                                                                                                                                  |
| [GetBufferPointer (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/methods/id3d10blob_getbufferpointer)                                                                                                                                               | 获取指向数据的指针。                                                                                                                                       |
| [GetBufferSize (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/methods/id3d10blob_getbuffersize)                                                                                                                                                     | 获取数据的大小。                                                                                                                                         |
| [ID3D12CommandQueue (接口内容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/id3d12commandqueue_xs)                                                                                                                                                             | ID3D12CommandQueue (接口内容) (XBOX Series 主机) — 提交命令列表并同步其执行。XBOX Direct3D 12 图形参考。                                                                 |
| [ID3D12Commandqueue::EnableLiveDebuggingX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_enablelivedebuggingx)                                                                                                                    | ID3D12Commandqueue::EnableLiveDebuggingX (XBOX Series 主机) — 以编程方式在 XBOX Series 主机上启用实时 GPU 调试。                                                   |
| [ExecuteCommandLists2X (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_executecommandlists2x)                                                                                                                     | ExecuteCommandLists2X (XBOX Series 主机) — 用于执行命令列表的 XBOX 扩展 API。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                             |
| [Signal2X (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_signal2x)                                                                                                                                               | Signal2X (XBOX Series 主机) — 将围栏更新为指定值。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                                      |
| [WaitX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_waitx)                                                                                                                                                     | 提供与 Wait() 相同的功能,但可对等待和缓存刷新进行额外控制。                                                                                                               |
| [ID3D12DescriptorHeap (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12DescriptorHeap/id3d12descriptorheap)                                                                                                                                                | ID3D12DescriptorHeap (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的接口。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                 |
| [GetSamplerBorderColorTableX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12DescriptorHeap/methods/id3d12descriptorheap_getsamplerbordercolortablex)                                                                                                                      | GetSamplerBorderColorTableX 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                           |
| [ID3D12Device11 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/id3d12device11)                                                                                                                                                                  | 表示虚拟适配器。此接口扩展 `ID3D12Device10`。                                                                                                                  |
| [CreateComponentPlacedResourceX2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_createcomponentplacedresourcex2)                                                                                                         | CreateComponentPlacedResourceX2 (XBOX Series 主机) — 放置资源的组件(子资源)。适用于 XBOX 的 Direct3D 12 图形参考。                                                     |
| [CreatePlacedResourceX1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_createplacedresourcex1)                                                                                                                           | CreatePlacedResourceX1 (XBOX Series 主机) — 放置整个资源。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                           |
| [ID3D12Device11::EnableLiveDebuggingX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_enablelivedebuggingx)                                                                                                               | 以编程方式在 XBOX Series 主机上启用发生异常时的实时 GPU 调试。                                                                                                         |
| [ReportGpuHaltX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_reportgpuhaltx)                                                                                                                                           | 报告 GPU 执行期间的停止。                                                                                                                                  |
| [ID3D12Device6 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device6/id3d12device6)                                                                                                                                                                     | 表示虚拟适配器。此接口扩展 `ID3D12Device5`。                                                                                                                   |
| [SetBackgroundProcessingMode (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device6/methods/id3d12device6_setbackgroundprocessingmode)                                                                                                                   | SetBackgroundProcessingMode (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用。                                       |
| [ID3D12Device7 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/id3d12device7)                                                                                                                                                                     | 表示虚拟适配器。此接口扩展 `ID3D12Device6`。                                                                                                                   |
| [AddToStateObject (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/methods/id3d12device7_addtostateobject)                                                                                                                                         | 以增量方式向现有状态对象添加内容。                                                                                                                                |
| [CreateProtectedResourceSession1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/methods/id3d12device7_createprotectedresourcesession1)                                                                                                           | CreateProtectedResourceSession1 (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用。                                   |
| [ID3D12Device8 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/id3d12device8)                                                                                                                                                                     | 表示虚拟适配器。此接口扩展 `ID3D12Device7`。                                                                                                                   |
| [AddBlobToGpuHangDumpX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_addblobtogpuhangdumpx)                                                                                                                               | 将内存 blob 和元数据添加到挂起转储 (.hix) 文件。仅当 GPU 挂起时,才从 D3D12XBOX\_HANGBEGINCALLBACK 函数调用此函数。                                                               |
| [CreateCommittedResource2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createcommittedresource2)                                                                                                                         | 同时创建资源和堆,使堆的大小足以容纳整个资源,并将资源映射到堆。                                                                                                                 |
| [CreateMinMipShaderResourceViewX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createminmipshaderresourceviewx)                                                                                                           | 在给定目标资源(或描述)与 MinMip 资源的组合下,创建 MinMip 贴图着色器资源视图。                                                                                                 |
| [CreatePlacedResource1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createplacedresource1)                                                                                                                               | 创建放置资源。                                                                                                                                          |
| [CreateSamplerFeedbackUnorderedAccessView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createsamplerfeedbackunorderedaccessview)                                                                                                          | CreateSamplerFeedbackUnorderedAccessView (XBOX Series 主机) — 在给定目标资源和反馈资源的情况下,为采样器反馈创建 UAV 描述符。                                                   |
| [CreateSamplerFeedbackUnorderedAccessViewX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createsamplerfeedbackunorderedaccessviewx)                                                                                                        | CreateSamplerFeedbackUnorderedAccessViewX (XBOX Series 主机) — 在给定目标资源和反馈资源的情况下,为采样器反馈创建 UAV 描述符。                                                  |
| [DeserializeStateObjectX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_deserializestateobjectx)                                                                                                                           | 从由 `SerializeStateObjectX` 创建的序列化 RTPSO 中反序列化光线追踪管线状态对象 (RTPSO)。                                                                                 |
| [GetCopyableFootprints1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getcopyablefootprints1)                                                                                                                             | 获取可复制的资源布局。                                                                                                                                      |
| [GetRaytracingAccelerationStructurePrebuildInfoX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getraytracingaccelerationstructureprebuildinfox)                                                                                            | 查询驱动程序以获取生成加速结构所需的资源要求。                                                                                                                          |
| [GetResourceAllocationInfo2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getresourceallocationinfo2)                                                                                                                     | GetResourceAllocationInfo2 (XBOX Series 主机) — 获取此适配器上一组资源所需内存的大小和对齐方式。                                                                           |
| [GetShaderResourceViewPRTLODIndexX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getshaderresourceviewprtlodindexx)                                                                                                       | 如果启用了 PRT LOD 跟踪,则返回与此着色器资源视图关联的 PRT LOD 计数器 ID。                                                                                                 |
| [SerializeStateObjectX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_serializestateobjectx)                                                                                                                               | 创建可保存到磁盘并可通过 DeserializeStateObjectX 重新加载的序列化 RTPSO。                                                                                             |
| [SetCompileTimeShaderPdbPathX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setcompiletimeshaderpdbpathx)                                                                                                                 | 用于指定驱动程序保存光线追踪 PSO PDB 的路径。                                                                                                                      |
| [SetShaderRecompileCallbackX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setshaderrecompilecallbackx)                                                                                                                   | 设置当驱动程序为管线状态对象重新编译一个或多个着色器阶段时要调用的回调。                                                                                                             |
| [SetShaderResourceViewPRTLODIndexX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setshaderresourceviewprtlodindexx)                                                                                                       | 设置并启用与此着色器资源视图关联的 PRT LOD 计数器 ID,或禁用此着色器资源视图的 PRT LOD 跟踪。                                                                                        |
| [ID3D12GraphicsCommandList (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)                                                                                                                              | ID3D12GraphicsCommandList (XBOX Series 主机) — 封装用于渲染的图形命令列表。适用于 XBOX 的 Direct3D 12 图形参考。                                                          |
| [ID3D12GraphicsCommandList::ClearRenderTargetView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_clearrendertargetview_xs)                                                                                          | ID3D12GraphicsCommandList::ClearRenderTargetView (XBOX Series 主机) — 将渲染目标中的所有元素设置为同一个值。                                                          |
| [DeferredPrimitiveBreakBatchX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_deferredprimitivebreakbatchx)                                                                                         | 延迟图元批次装箱 (DPBB) 中断批次事件。                                                                                                                          |
| [DispatchMeshX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_dispatchmeshx)                                                                                                                       | 一种扩展方法,可对网格着色器启动进行更精细的控制。                                                                                                                        |
| [DriverHintX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_driverhintx)                                                                                                                           | 设置驱动程序提示。                                                                                                                                        |
| [SetDeferredPrimitiveBatchBinningX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_setdeferredprimitivebatchbinningx)                                                                               | 设置延迟图元批次装箱 (DPBB) 状态。                                                                                                                            |
| [SetGraphicsShaderLimitsX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_setgraphicsshaderlimitsx_xs)                                                                                              | SetGraphicsShaderLimitsX (XBOX Series 主机) — 设置顶点、域、几何和像素着色器的图形着色器限制。                                                                             |
| [ID3D12GraphicsCommandList4 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/id3d12graphicscommandlist4)                                                                                                                              | 封装用于渲染的图形命令列表。此接口扩展 ID3D12GraphicsCommandList3。                                                                                                  |
| [BuildRaytracingAccelerationStructureFromCanonicalBVH](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/methods/id3d12graphicscommandlist4_buildraytracingaccelerationstructurefromcanonicalbvh)                                                        | 允许用户预先生成 BVH,并允许驱动程序将其与辅助数据一起在内存中布局。                                                                                                             |
| [CpuValidateResultX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/methods/id3d12graphicscommandlist4_cpuvalidateresultx)                                                                                                           | XDXR 使用它在 CPU 端验证 BVH 生成。                                                                                                                        |
| [ID3D12GraphicsCommandList5 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList5/id3d12graphicscommandlist5)                                                                                                                              | 封装用于渲染的图形命令列表。此接口扩展 ID3D12GraphicsCommandList4。                                                                                                  |
| [RSSetShadingRateX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList5/methods/id3d12graphicscommandlist5_rssetshadingratex)                                                                                                             | 一种扩展方法,允许完全控制 VRS 硬件。                                                                                                                            |
| [ID3D12GraphicsCommandList6 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/id3d12graphicscommandlist6)                                                                                                                              | 封装用于渲染的图形命令列表。此接口扩展 ID3D12GraphicsCommandList5。                                                                                                  |
| [BuildRaytracingAccelerationStructureBatched2X](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_buildraytracingaccelerationstructurebatched2x)                                                                      | 在批量生成中为每个生成单独指定额外选项。                                                                                                                             |
| [DispatchMesh (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_dispatchmesh)                                                                                                                       | 启动网格着色器,或在存在放大着色器时启动放大着色器。                                                                                                                       |
| [DispatchRaysX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_dispatchraysx)                                                                                                                     | DispatchRays 的可扩展版本。工作内存集可由用户提供。                                                                                                                 |
| [ID3D12GraphicsCommandlist6::EnableLiveDebuggingX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_enablelivedebuggingx)                                                                                            | ID3D12GraphicsCommandlist6::EnableLiveDebuggingX (XBOX Series 主机) — 以编程方式在 XBOX Series 主机上启用实时 GPU 调试。                                           |
| [OMSetSampleMaskX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_omsetsamplemaskx)                                                                                                               | 为 2 x 2 像素四边形中的每个采样设置采样启用掩码。                                                                                                                     |
| [PrefetchMemoryX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_prefetchmemoryx)                                                                                                                 | PrefetchMemoryX (XBOX Series 主机) — 预取指定地址处的内存。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                              |
| [PrefetchPipelineStateX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_prefetchpipelinestatex)                                                                                                   | PrefetchPipelineStateX (XBOX Series 主机) — 预取指定的管线状态。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                        |
| [ResetX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_resetx)                                                                                                                                   | ResetX (XBOX Series 主机) — 将命令列表重置回初始状态,就像刚创建了一个新的命令列表一样。XBOX Direct3D 12 图形参考。                                                                   |
| [ResourceBarrierX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_resourcebarrierx)                                                                                                               | 通知驱动程序同步对资源的多次访问。                                                                                                                                |
| [SetComputeShaderLaunchParametersX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_setcomputeshaderlaunchparametersx)                                                                             | 对计算管线状态对象启动参数进行选择性覆盖。                                                                                                                            |
| [SetShaderScratchSpaceX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_setshaderscratchspacex)                                                                                                   | 允许直接控制 SPI\_TMPRING\_SIZE 和 COMPUTE\_TMPRING\_SIZE 寄存器,它们分别对应图形环和计算环。                                                                            |
| [SyncBottomOfPipeX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_syncbottomofpipex)                                                                                                             | 在图形管线底部执行一组同步操作。                                                                                                                                 |
| [SyncTopOfPipeX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_synctopofpipex)                                                                                                                   | 在图形管线顶部执行一组同步操作。                                                                                                                                 |
| [Write32BitValueBottomOfPipe2X (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_write32bitvaluebottomofpipe2x)                                                                                     | 从管线底部将一个 32 位值写入内存中的指定目标位置。                                                                                                                      |
| [Write64BitValueBottomOfPipe2X (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_write64bitvaluebottomofpipe2x)                                                                                     | 从管线底部将一个 64 位值写入内存中的指定目标位置。                                                                                                                      |
| [WritePRTLODStatisticsX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_writeprtlodstatisticsx)                                                                                                   | 将 PRT LOD 统计信息报告写入内存缓冲区。                                                                                                                         |
| [ID3D12GraphicsCommandList8](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList8/id3d12graphicscommandlist8)                                                                                                                                               | ID3D12GraphicsCommandList8 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的接口。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                            |
| [AllocateFromCommandAllocatorX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList8/methods/id3d12graphicscommandlist8_allocatefromcommandallocatorx)                                                                                                      | AllocateFromCommandAllocatorX 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                         |
| [ID3D12Heap1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Heap1/id3d12heap1)                                                                                                                                                                           | 堆是连续内存分配的抽象,用于管理物理内存。此接口扩展 ID3D12Heap。                                                                                                           |
| [GetGpuAddressX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Heap1/methods/id3d12heap1_getgpuaddressx)                                                                                                                                                 | 返回与堆对象关联的内存分配的 GPU 虚拟基址。                                                                                                                         |
| [ID3D12Object (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Object/id3d12object)                                                                                                                                                                        | ID3D12Object (XBOX Series 主机) — ID3D12Device 和 ID3D12DeviceChild 都继承自该接口。它提供用于关联私有数据的方法。                                                         |
| [GetNameX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Object/methods/id3d12object_getnamex)                                                                                                                                                           | 返回之前通过 ID3D12Object::SetName 提供的此对象的名称(如果有)。                                                                                                     |
| [ID3D12PipelineState (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/id3d12pipelinestate_xs)                                                                                                                                                | ID3D12PipelineState (XBOX Series 主机) — 表示所有当前设置的着色器的状态以及某些固定功能状态对象。                                                                              |
| [GetDescriptorX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_getdescriptorx_xs)                                                                                                                              | GetDescriptorX (XBOX Series 主机) — 获取此 ID3D12PipelineState 的描述符,以便使用 ID3D12GraphicsCommandList::ExecuteIndirect。                                  |
| [ID3D12PipelineState::GetInformationX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_getinformationx_xs)                                                                                                       | 返回有关着色器的额外信息。                                                                                                                                    |
| [IsWave32](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_iswave32_xs)                                                                                                                                                           | IsWave32 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                                              |
| [SetOptionX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_setoptionx_xs)                                                                                                                                      | 更改着色器设置。                                                                                                                                         |
| [UsesHardwareGSorHS()](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_useshardwaregsorhs_2_xs)                                                                                                                                   | UsesHardwareGSorHS() 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                                  |
| [UsesHardwareGSorHS(D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE\*)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_useshardwaregsorhs_xs)                                                                                             | UsesHardwareGSorHS(D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE\*) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用。                       |
| [ID3D12Resource (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs)                                                                                                                                                               | 封装 CPU 和 GPU 对物理内存或堆进行读写的通用能力。                                                                                                                   |
| [GetValidationFlagsX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/methods/id3d12resource_getvalidationflagsx)                                                                                                                                 | 检索此资源当前的验证标志集。                                                                                                                                   |
| [SetValidationFlagsX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/methods/id3d12resource_setvalidationflagsx)                                                                                                                                 | 为此资源设置新的验证标志。                                                                                                                                    |
| [ID3D12RootSignature (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12RootSignature/id3d12rootsignature)                                                                                                                                                   | ID3D12RootSignature (XBOX Series 主机) 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的接口。在 XBOX 上保留或未使用。                                               |
| [GetComputeDescriptorX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12RootSignature/methods/id3d12rootsignature_getcomputedescriptorx)                                                                                                                                    | GetComputeDescriptorX 的参考,它是 XBOX Series 主机 Direct3D 12 图形 API 中的方法。在 XBOX 上保留或未使用;有关详细信息,请参阅备注。                                                 |
| [ID3D12StateObject (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObject/id3d12stateobject)                                                                                                                                                         | 表示数量可变的配置状态(包括着色器),应用程序将其作为单个单元进行管理,并将其提供给驱动程序。                                                                                                  |
| [GetPipelineStateX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObject/methods/id3d12stateobject_getpipelinestatex)                                                                                                                               | 检索父状态对象。                                                                                                                                         |
| [ID3D12StateObjectProperties (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObjectProperties/id3d12stateobjectproperties)                                                                                                                           | 提供用于获取和设置 ID3D12StateObject 属性的方法。                                                                                                               |
| [ID3D12StateObjectProperties::GetInformationX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObjectProperties/methods/id3d12stateobjectproperties_getinformationx)                                                                                                   | XDXR 特定扩展,允许查询 DXR RTPSO 的一些链接后参数。                                                                                                               |
| [ID3DInclude (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/id3dinclude)                                                                                                                                                                           | ID3DInclude 是用户实现的包含接口,允许应用程序调用用户可重写的方法来打开和关闭着色器 #include 文件。                                                                                    |
| [ID3DInclude::Close (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/methods/id3dinclude_close)                                                                                                                                                      | 用户实现的方法,用于关闭着色器 #include 文件。                                                                                                                     |
| [Open (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/methods/id3dinclude_open)                                                                                                                                                                     | 用户实现的方法,用于打开并读取着色器的内容。                                                                                                                           |
| [IDXGIAdapter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/idxgiadapter)                                                                                                                                                                        | IDXGIAdapter (XBOX Series 主机) — IDXGIAdapter 接口表示显示子系统(包括一个或多个 GPU、DAC 和视频内存)。                                                                   |
| [CheckInterfaceSupport (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_checkinterfacesupport)                                                                                                                                 | 检查系统是否支持图形组件的设备接口。                                                                                                                               |
| [EnumOutputs (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_enumoutputs)                                                                                                                                                     | 枚举适配器(显卡)输出。                                                                                                                                     |
| [IDXGIAdapter::GetDesc (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_getdesc)                                                                                                                                               | 获取适配器的 DXGI 描述。                                                                                                                                  |
| [IDXGIAdapter1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter1/idxgiadapter1)                                                                                                                                                                     | IDXGIAdapter1 (XBOX Series 主机) — IDXGIAdapter 接口表示显示子系统(包括一个或多个 GPU、DAC 和视频内存)。                                                                  |
| [GetDesc1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter1/methods/idxgiadapter1_getdesc1)                                                                                                                                                         | 获取适配器的 DXGI 1.1 描述。                                                                                                                              |
| [IDXGIAdapter2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter2/idxgiadapter2)                                                                                                                                                                     | IDXGIAdapter2 (XBOX Series 主机) — IDXGIAdapter 接口表示显示子系统(包括一个或多个 GPU、DAC 和视频内存)。                                                                  |
| [GetDesc2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter2/methods/idxgiadapter2_getdesc2)                                                                                                                                                         | 获取适配器的 DXGI 1.2 描述。                                                                                                                              |
| [IDXGIDevice (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/idxgidevice)                                                                                                                                                                           | IDXGIDevice (XBOX Series 主机) — IDXGIDevice 接口为生成图像数据的 DXGI 对象实现派生类。                                                                              |
| [CreateSurface (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_createsurface)                                                                                                                                                   | 返回一个表面。                                                                                                                                          |
| [GetAdapter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_getadapter)                                                                                                                                                         | 返回指定设备的适配器。                                                                                                                                      |
| [GetGPUThreadPriority (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_getgputhreadpriority)                                                                                                                                     | 获取 GPU 线程优先级。                                                                                                                                    |
| [QueryResourceResidency (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_queryresourceresidency)                                                                                                                                 | 获取资源数组的驻留状态。                                                                                                                                     |
| [SetGPUThreadPriority (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_setgputhreadpriority)                                                                                                                                     | 设置 GPU 线程优先级。                                                                                                                                    |
| [IDXGIDevice1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/idxgidevice1)                                                                                                                                                                        | IDXGIDevice1 (XBOX Series 主机) — IDXGIDevice 接口为生成图像数据的 DXGI 对象实现派生类。                                                                             |
| [GetMaximumFrameLatency (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/methods/idxgidevice1_getmaximumframelatency)                                                                                                                               | 获取系统允许为渲染排队的帧数。                                                                                                                                  |
| [SetMaximumFrameLatency (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/methods/idxgidevice1_setmaximumframelatency)                                                                                                                               | 设置系统允许为渲染排队的帧数。                                                                                                                                  |
| [IDXGIDevice2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/idxgidevice2)                                                                                                                                                                        | IDXGIDevice2 (XBOX Series 主机) — IDXGIDevice 接口为生成图像数据的 DXGI 对象实现派生类。                                                                             |
| [EnqueueSetEvent (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_enqueuesetevent)                                                                                                                                             | 刷新所有未完成的渲染命令,并在之前提交的所有渲染命令完成后,将指定的事件对象设置为有信号状态。                                                                                                  |
| [OfferResources (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_offerresources)                                                                                                                                               | 允许操作系统通过丢弃资源内容来释放其视频内存。                                                                                                                          |
| [ReclaimResources (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_reclaimresources)                                                                                                                                           | 恢复对之前通过调用 IDXGIDevice2::OfferResources 让渡的资源的访问。                                                                                                 |
| [IDXGIDeviceSubObject (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDeviceSubObject/idxgidevicesubobject)                                                                                                                                                | 由与设备关联的对象继承,以便它们可以检索指向设备的指针。                                                                                                                     |
| [GetDevice (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDeviceSubObject/methods/idxgidevicesubobject_getdevice)                                                                                                                                         | 检索设备。                                                                                                                                            |
| [IDXGIFactory (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/idxgifactory)                                                                                                                                                                        | IDXGIFactory (XBOX Series 主机) — IDXGIFactory 接口实现用于生成 DXGI 对象(处理全屏转换)的方法。                                                                        |
| [CreateSoftwareAdapter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_createsoftwareadapter)                                                                                                                                 | 创建表示软件适配器的适配器接口。                                                                                                                                 |
| [EnumAdapters (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_enumadapters)                                                                                                                                                   | 枚举适配器。                                                                                                                                           |
| [GetWindowAssociation (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_getwindowassociation)                                                                                                                                   | 获取用户通过其控制进出全屏转换的窗口。                                                                                                                              |
| [MakeWindowAssociation (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_makewindowassociation)                                                                                                                                 | 允许 DXGI 监视应用程序的消息队列以捕获 Alt+Enter 键序列(该键序列会使应用程序从窗口模式切换到全屏)。                                                                                      |
| [IDXGIFactory1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/idxgifactory1)                                                                                                                                                                     | IDXGIFactory1 (XBOX Series 主机) — IDXGIFactory 接口实现用于生成 DXGI 对象(处理全屏转换)的方法。                                                                       |
| [EnumAdapters1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/methods/idxgifactory1_enumadapters1)                                                                                                                                               | 枚举带输出和不带输出的适配器。                                                                                                                                  |
| [IsCurrent (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/methods/idxgifactory1_iscurrent)                                                                                                                                                       | 通知应用程序可能需要重新枚举适配器。                                                                                                                               |
| [IDXGIFactory2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/idxgifactory2)                                                                                                                                                                     | IDXGIFactory2 (XBOX Series 主机) — IDXGIFactory 接口实现用于生成 DXGI 对象(处理全屏转换)的方法。                                                                       |
| [GetSharedResourceAdapterLuid (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_getsharedresourceadapterluid)                                                                                                                 | 标识在其上创建了共享资源对象的适配器。                                                                                                                              |
| [IsWindowedStereoEnabled (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_iswindowedstereoenabled)                                                                                                                           | 确定是否使用立体模式。                                                                                                                                      |
| [RegisterOcclusionStatusEvent (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerocclusionstatusevent)                                                                                                                 | 注册以通过事件信号接收遮挡状态更改的通知。                                                                                                                            |
| [RegisterOcclusionStatusWindow (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerocclusionstatuswindow)                                                                                                               | 注册应用程序窗口以接收遮挡状态更改的通知消息。                                                                                                                          |
| [RegisterStereoStatusEvent (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerstereostatusevent)                                                                                                                       | 注册以通过事件信号接收立体状态更改的通知。                                                                                                                            |
| [RegisterStereoStatusWindow (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerstereostatuswindow)                                                                                                                     | 注册应用程序窗口以接收立体状态更改的通知消息。                                                                                                                          |
| [UnregisterOcclusionStatus (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_unregisterocclusionstatus)                                                                                                                       | 注销窗口或事件,使其不再在遮挡状态更改时接收通知。                                                                                                                        |
| [UnregisterStereoStatus (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_unregisterstereostatus)                                                                                                                             | 注销窗口或事件,使其不再在立体状态更改时接收通知。                                                                                                                        |
| [IDXGIInfoQueue (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/idxgiinfoqueue)                                                                                                                                                                  | 此接口控制调试信息队列,且仅在启用调试层时才能使用。                                                                                                                       |
| [AddApplicationMessage (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addapplicationmessage)                                                                                                                             | 将用户定义的消息添加到消息队列,并将该消息发送到调试输出。                                                                                                                    |
| [AddMessage (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addmessage)                                                                                                                                                   | 将调试消息添加到消息队列,并将该消息发送到调试输出。                                                                                                                       |
| [AddRetrievalFilterEntries (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addretrievalfilterentries)                                                                                                                     | 将检索筛选器添加到检索筛选器堆栈的顶部。                                                                                                                             |
| [AddStorageFilterEntries (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addstoragefilterentries)                                                                                                                         | 将存储筛选器添加到存储筛选器堆栈的顶部。                                                                                                                             |
| [ClearRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearretrievalfilter)                                                                                                                               | 从检索筛选器堆栈的顶部移除检索筛选器。                                                                                                                              |
| [ClearStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearstoragefilter)                                                                                                                                   | 从存储筛选器堆栈的顶部移除存储筛选器。                                                                                                                              |
| [ClearStoredMessages (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearstoredmessages)                                                                                                                                 | 清除消息队列中的所有消息。                                                                                                                                    |
| [GetBreakOnCategory (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakoncategory)                                                                                                                                   | 确定是否已启用针对某个消息类别的中断。                                                                                                                              |
| [GetBreakOnID (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakonid)                                                                                                                                               | 确定是否已启用针对某个消息标识符的中断。                                                                                                                             |
| [GetBreakOnSeverity (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakonseverity)                                                                                                                                   | 确定是否已启用针对某个消息严重性级别的中断。                                                                                                                           |
| [GetMessage (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmessage)                                                                                                                                                   | 从消息队列获取消息。                                                                                                                                       |
| [GetMessageCountLimit (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmessagecountlimit)                                                                                                                               | 获取可添加到消息队列的最大消息数。                                                                                                                                |
| [GetMuteDebugOutput (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmutedebugoutput)                                                                                                                                   | 确定调试输出是打开还是关闭。                                                                                                                                   |
| [GetNumMessagesAllowedByStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesallowedbystoragefilter)                                                                                               | 获取存储筛选器允许通过的消息数。                                                                                                                                 |
| [GetNumMessagesDeniedByStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesdeniedbystoragefilter)                                                                                                 | 获取被存储筛选器拒绝通过的消息数。                                                                                                                                |
| [GetNumMessagesDiscardedByMessageCountLimit](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesdiscardedbymessagecountlimit)                                                                                                    | 获取由于消息计数限制而被丢弃的消息数。                                                                                                                              |
| [GetNumStoredMessages (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnumstoredmessages)                                                                                                                               | 获取当前存储在消息队列中的消息数。                                                                                                                                |
| [GetNumStoredMessagesAllowedByRetrievalFilters](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnumstoredmessagesallowedbyretrievalfilters)                                                                                              | 获取可以通过检索筛选器的消息数。                                                                                                                                 |
| [GetRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getretrievalfilter)                                                                                                                                   | 获取检索筛选器堆栈顶部的检索筛选器。                                                                                                                               |
| [GetRetrievalFilterStackSize (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getretrievalfilterstacksize)                                                                                                                 | 获取检索筛选器堆栈的大小(以字节为单位)。                                                                                                                            |
| [GetStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getstoragefilter)                                                                                                                                       | 获取存储筛选器堆栈顶部的存储筛选器。                                                                                                                               |
| [GetStorageFilterStackSize (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getstoragefilterstacksize)                                                                                                                     | 获取存储筛选器堆栈的大小(以字节为单位)。                                                                                                                            |
| [PopRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_popretrievalfilter)                                                                                                                                   | 从检索筛选器堆栈的顶部弹出检索筛选器。                                                                                                                              |
| [PopStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_popstoragefilter)                                                                                                                                       | 从存储筛选器堆栈的顶部弹出存储筛选器。                                                                                                                              |
| [PushCopyOfRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushcopyofretrievalfilter)                                                                                                                     | 将当前位于检索筛选器堆栈顶部的检索筛选器的副本推送到检索筛选器堆栈上。                                                                                                              |
| [PushCopyOfStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushcopyofstoragefilter)                                                                                                                         | 将当前位于存储筛选器堆栈顶部的存储筛选器的副本推送到存储筛选器堆栈上。                                                                                                              |
| [PushDenyAllRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushdenyallretrievalfilter)                                                                                                                   | 将全部拒绝的检索筛选器推送到检索筛选器堆栈上。                                                                                                                          |
| [PushDenyAllStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushdenyallstoragefilter)                                                                                                                       | 将全部拒绝的存储筛选器推送到存储筛选器堆栈上。                                                                                                                          |
| [PushEmptyRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushemptyretrievalfilter)                                                                                                                       | 将空的检索筛选器推送到检索筛选器堆栈上。                                                                                                                             |
| [PushEmptyStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushemptystoragefilter)                                                                                                                           | 将空的存储筛选器推送到存储筛选器堆栈上。                                                                                                                             |
| [PushRetrievalFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushretrievalfilter)                                                                                                                                 | 将检索筛选器推送到检索筛选器堆栈上。                                                                                                                               |
| [PushStorageFilter (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushstoragefilter)                                                                                                                                     | 将存储筛选器推送到存储筛选器堆栈上。                                                                                                                               |
| [SetBreakOnCategory (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakoncategory)                                                                                                                                   | 设置一个消息类别,当具有该类别的消息通过存储筛选器时中断。                                                                                                                    |
| [SetBreakOnID (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakonid)                                                                                                                                               | 设置一个消息标识符,当具有该标识符的消息通过存储筛选器时中断。                                                                                                                  |
| [SetBreakOnSeverity (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakonseverity)                                                                                                                                   | 设置一个消息严重性级别,当具有该严重性级别的消息通过存储筛选器时中断。                                                                                                              |
| [SetMessageCountLimit (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setmessagecountlimit)                                                                                                                               | 设置可添加到消息队列的最大消息数。                                                                                                                                |
| [SetMuteDebugOutput (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setmutedebugoutput)                                                                                                                                   | 打开或关闭调试输出。                                                                                                                                       |
| [IDXGIObject (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/idxgiobject)                                                                                                                                                                           | 所有 DXGI 对象的基接口;`IDXGIObject` 支持将调用方定义的数据(私有数据)与对象关联,以及检索指向相关接口的指针。                                                                               |
| [GetParent (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_getparent)                                                                                                                                                           | 获取对象的父级。                                                                                                                                         |
| [GetPrivateData (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_getprivatedata)                                                                                                                                                 | 获取指向对象数据的指针。                                                                                                                                     |
| [SetPrivateData (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_setprivatedata)                                                                                                                                                 | 将应用程序定义的数据设置到对象,并将该数据与 GUID 关联。                                                                                                                  |
| [SetPrivateDataInterface (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_setprivatedatainterface)                                                                                                                               | 在对象的私有数据中设置接口。                                                                                                                                   |
| [IDXGIOutput (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/idxgioutput)                                                                                                                                                                           | `IDXGIOutput` 接口表示适配器输出(例如监视器)。                                                                                                                  |
| [FindClosestMatchingMode (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_findclosestmatchingmode)                                                                                                                               | 查找与请求的显示模式最匹配的显示模式。                                                                                                                              |
| [GetAspectRatio (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getaspectratio)                                                                                                                                                 | 获取显示纵横比。                                                                                                                                         |
| [IDXGIOutput::GetDesc (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdesc)                                                                                                                                                  | 获取输出的描述。                                                                                                                                         |
| [GetDisplayModeList (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaymodelist)                                                                                                                                         | GetDisplayModeList (XBOX Series 主机) — 获取与请求的格式及其他输入选项匹配的显示模式。适用于 XBOX 的 Direct3D 12 图形参考。                                                        |
| [GetDisplayModeListX (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaymodelistx)                                                                                                                                       | GetDisplayModeListX (XBOX Series 主机) — 获取与请求的格式及其他输入选项匹配的显示模式。                                                                                   |
| [GetDisplaySurfaceData (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaysurfacedata)                                                                                                                                   | 获取当前显示图面的副本。                                                                                                                                     |
| [GetFrameStatistics (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getframestatistics)                                                                                                                                         | 获取有关最近渲染的帧的统计信息。                                                                                                                                 |
| [GetGammaControl (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getgammacontrol)                                                                                                                                               | 获取伽玛控制设置。                                                                                                                                        |
| [GetGammaControlCapabilities (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getgammacontrolcapabilities)                                                                                                                       | 获取伽玛控制功能的说明。                                                                                                                                     |
| [GetRefreshRate (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getrefreshrate)                                                                                                                                                 | 获取显示刷新率。                                                                                                                                         |
| [ReleaseOwnership (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_releaseownership)                                                                                                                                             | 释放对输出的所有权。                                                                                                                                       |
| [SetDisplaySurface (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_setdisplaysurface)                                                                                                                                           | 更改显示模式。                                                                                                                                          |
| [SetGammaControl (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_setgammacontrol)                                                                                                                                               | 设置伽玛控制。                                                                                                                                          |
| [TakeOwnership (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_takeownership)                                                                                                                                                   | 获取输出的所有权。                                                                                                                                        |
| [WaitForVBlank (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_waitforvblank)                                                                                                                                                   | 暂停线程，直到发生下一次垂直消隐。                                                                                                                                |
| [IDXGISwapChain (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGISwapChain/idxgiswapchain)                                                                                                                                                                  | IDXGISwapChain (XBOX Series 主机) — 交换链已被弃用，并由交换资源 (D3D12\_HEAP\_FLAG\_ALLOW\_DISPLAY) 与呈现机制取代。                                                    |
| [IDXGISwapChain1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGISwapChain1/idxgiswapchain1)                                                                                                                                                               | IDXGISwapChain1 (XBOX Series 主机) — 交换链已被弃用，并由交换资源 (D3D12\_HEAP\_FLAG\_ALLOW\_DISPLAY) 与呈现机制取代。                                                   |
| [D3D12\_DISPATCH\_MESH\_ARGUMENTS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_dispatch_mesh_arguments)                                                                                                                                                   | 在 XBOX 上不受支持。                                                                                                                                    |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options10_xs)                                                                                                                                     | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX Series 主机) — 指示适配器为可变速率着色求和合成器提供的支持级别。                                                              |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options11_xs)                                                                                                                                     | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX Series 主机) — 指示适配器为描述符资源上的原子 Int64 提供的支持级别。                                                         |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options7_xs)                                                                                                                                       | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX Series 主机) — 指示适配器为网格着色器和采样器反馈提供的支持级别。                                                               |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options8_xs)                                                                                                                                       | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX Series 主机) — 指示适配器为未对齐块纹理提供的支持级别。                                                                    |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS9 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options9_xs)                                                                                                                                       | 指示是否支持各种选项。                                                                                                                                      |
| [D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_displayable_xs)                                                                                                                                              | D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX Series 主机) — 此功能目前为预览版。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                             |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_protected_resource_session_type_count_xs)                                                                                                       | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT (XBOX Series 主机) — 指示受保护资源会话类型的计数。                                               |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_protected_resource_session_types_xs)                                                                                                                  | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES (XBOX Series 主机) — 指示受保护资源会话类型的列表。                                                     |
| [D3D12\_MIP\_REGION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_mip_region)                                                                                                                                                                              | 一种结构，用于定义反馈资源中一个反馈纹素所表示的尺寸。                                                                                                                      |
| [D3D12\_PROTECTED\_RESOURCE\_SESSION\_DESC1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_protected_resource_session_desc1)                                                                                                                                                 | D3D12\_PROTECTED\_RESOURCE\_SESSION\_DESC1 (XBOX Series 主机) — 按适配器描述受保护资源会话的标志。                                                                  |
| [D3D12\_RESOURCE\_DESC1 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_resource_desc1)                                                                                                                                                                      | 描述资源，例如纹理。                                                                                                                                       |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BATCHED\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_batched_desc)                                                                              | 用于批量 BVH 生成的描述符。包装传递给常规生成调用的单组参数。                                                                                                                |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BATCHED\_DESC2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_batched_desc2)                                                                            | 扩展的批量生成描述符。                                                                                                                                      |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_params1)                                                                                                          | D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1 (XBOX Series 主机) — 用于批量生成的扩展参数集。                                                  |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_params2)                                                                                                          | D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2 (XBOX Series 主机) — 用于批量生成的扩展参数集。                                                  |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_params3)                                                                                                          | D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3 (XBOX Series 主机) — 用于批量生成的扩展参数集。                                                  |
| [D3D12XBOX\_COMPUTE\_SHADER\_LAUNCH\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_compute_shader_launch_params)                                                                                                                                             | 用于替代计算管道状态对象启动设置的参数。                                                                                                                             |
| [D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_compute_shader_limits_desc_xs)                                                                                                                                 | 设置计算管道状态中的寄存器，以对各种计算着色器运行时参数进行编程。                                                                                                                |
| [D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_create_device_parameters_xs)                                                                                                                                      | D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX Series 主机) — 指定在 XBOX 硬件上创建设备时使用的参数。                                                                 |
| [D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_descriptor_pipeline_state_xs)                                                                                                                                    | D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX Series 主机) — 用于设置管道状态对象的命令处理器数据包描述符。                                                                |
| [D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_deserialize_graphics_pipeline_state_xs)                                                                                                                                | D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX Series 主机) — 包含用于反序列化先前已序列化的图形管道状态的信息。                                                   |
| [D3D12XBOX\_DISPATCH\_MESH\_X\_ARGUMENTS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dispatch_mesh_x_arguments)                                                                                                                                      | 在 XBOX 上用于网格着色器 Execute Indirect 调用的命令签名类型。                                                                                                      |
| [D3D12XBOX\_DISPATCH\_RAYS\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dispatch_rays_desc)                                                                                                                                                     | D3D12\_DISPATCH\_RAYS\_DESC 的 XBOX 扩展。                                                                                                           |
| [D3D12XBOX\_DPBB\_BREAK\_BATCH\_ARGUMENTS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dpbb_break_batch_arguments)                                                                                                                                    | D3D12XBOX\_DPBB\_BREAK\_BATCH\_ARGUMENTS 是一个 XBOX Series Execute Indirect 扩展，用于触发延迟图元批量装箱 (Deferred Primitive Batch Binning) 的 break-batch 事件。   |
| [D3D12XBOX\_DPBB\_STATE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dpbb_state)                                                                                                                                                                      | 延迟图元批量装箱 (DPBB) 的设置。                                                                                                                             |
| [D3D12XBOX\_FLUSHPIPELINEX\_ARGUMENTS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_flushpipelinex_arguments)                                                                                                                                          | D3D12XBOX\_FLUSHPIPELINEX\_ARGUMENTS 是一个 XBOX Series Execute Indirect 扩展，可像 FlushPipelineX 命令列表 API 一样刷新 GPU 缓存并阻塞。                              |
| [D3D12XBOX\_GPU\_HARDWARE\_CONFIGURATION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_gpu_hardware_configuration_xs)                                                                                                                                  | 包含 GPU 时钟频率和硬件配置。                                                                                                                                |
| [D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_graphics_shader_limits_desc_xs)                                                                                                                               | D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX Series 主机) — 定义图形着色器的限制。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                    |
| [D3D12XBOX\_LIVE\_DEBUGGING\_AMPLIFICATION\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_amplification_shader_parameters)                                                                                                            | 用于指定要实时调试哪个放大着色器的参数。                                                                                                                             |
| [D3D12XBOX\_LIVE\_DEBUGGING\_ANY\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_any_shader_parameters)                                                                                                                                | 用于指定实时调试任意着色器的参数。                                                                                                                                |
| [D3D12XBOX\_LIVE\_DEBUGGING\_COMPUTE\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_compute_shader_parameters)                                                                                                                        | 用于指定要实时调试哪个计算着色器的参数。                                                                                                                             |
| [D3D12XBOX\_LIVE\_DEBUGGING\_DOMAIN\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_domain_shader_parameters)                                                                                                                          | 用于指定要实时调试哪个域着色器的参数。                                                                                                                              |
| [D3D12XBOX\_LIVE\_DEBUGGING\_GEOMETRY\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_geometry_shader_parameters)                                                                                                                      | 用于指定要实时调试哪个几何着色器的参数。                                                                                                                             |
| [D3D12XBOX\_LIVE\_DEBUGGING\_GLOBAL\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_global_parameters)                                                                                                                                         | D3D12XBOX\_LIVE\_DEBUGGING\_GLOBAL\_PARAMETERS (XBOX Series 主机) — 允许设置实时调试的类型以及特定于该调试类型的参数。                                                      |
| [D3D12XBOX\_LIVE\_DEBUGGING\_HULL\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_hull_shader_parameters)                                                                                                                              | 用于指定要实时调试哪个外壳着色器的参数。                                                                                                                             |
| [D3D12XBOX\_LIVE\_DEBUGGING\_MESH\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_mesh_shader_parameters)                                                                                                                              | 用于指定要实时调试哪个网格着色器的参数。                                                                                                                             |
| [D3D12XBOX\_LIVE\_DEBUGGING\_PARAMETERS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_parameters)                                                                                                                                       | D3D12XBOX\_LIVE\_DEBUGGING\_PARAMETERS (XBOX Series 主机) — 允许设置实时调试的类型以及特定于该调试类型的参数。                                                              |
| [D3D12XBOX\_LIVE\_DEBUGGING\_PIXEL\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_pixel_shader_parameters)                                                                                                                            | 用于指定要实时调试哪个像素着色器的参数。                                                                                                                             |
| [D3D12XBOX\_LIVE\_DEBUGGING\_VERTEX\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_vertex_shader_parameters)                                                                                                                          | 用于指定要实时调试哪个顶点着色器的参数。                                                                                                                             |
| [D3D12XBOX\_MSAA\_PARAMETERS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_msaa_parameters_xs)                                                                                                                                                         | D3D12XBOX\_MSAA\_PARAMETERS 是 XBOX Series 主机上的深度块 MSAA 设置，包括采样计数、PS 迭代、过度光栅化和质心控制。                                                               |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_desc)                                                                                                                                                  | D3D12XBOX\_PRT\_LOD\_REPORT\_DESC (XBOX Series 主机) — 指定由 GPU 写入的 PRT LOD 报告的目标内存位置和大小等。                                                          |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_HEADER (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_gpu_header)                                                                                                                                     | 定义 GPU 作为 PRT LOD 报告的一部分写入的 8 字节标头的硬件布局。                                                                                                         |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_SAMPLE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_gpu_sample)                                                                                                                                     | D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_SAMPLE (XBOX Series 主机) — 指定由 GPU 写入的 PRT LOD 报告的目标内存位置和大小。                                                    |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_ACCELERATION\_STRUCTURE\_NODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_acceleration_structure_node)                                                                                                        | 包含规范节点数据的联合体。                                                                                                                                    |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_FP16\_AABB\_DATA](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_fp16_aabb_data)                                                                                                                                  | 包含规范 FP16 盒体的数据。                                                                                                                                 |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_FP32\_AABB\_DATA](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_fp32_aabb_data)                                                                                                                                  | 包含规范 FP32 盒体的数据。                                                                                                                                 |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_TRIANGLE\_NODE\_DATA](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_triangle_node_data)                                                                                                                          | 规范三角形节点。                                                                                                                                         |
| [D3D12XBOX\_RAYTRACING\_FP16\_AABB (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_fp16_aabb)                                                                                                                                                 | 用于描述 FP16 盒体的帮助器结构。                                                                                                                              |
| [D3D12XBOX\_RAYTRACING\_INFORMATION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information)                                                                                                                                              | 可从已完成的 RTPSO 获取的额外信息。                                                                                                                            |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_EXPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information_export)                                                                                                                                                | D3D12XBOX\_RAYTRACING\_INFORMATION\_EXPORT (XBOX Series 主机) 的参考，它是 XBOX Series 主机 Direct3D 12 图形 API 中的一个结构。在 XBOX 上保留或未使用。                      |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_EXPORT\_TABLE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information_export_table)                                                                                                                                   | 用于枚举 RTPSO 的导出项。                                                                                                                                 |
| [D3D12XBOX\_RAYTRACING\_OPTIONS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_options)                                                                                                                                                      | 描述可在 RTPSO 上设置的扩展选项。                                                                                                                             |
| [D3D12XBOX\_RESOURCE\_BARRIER\_SUMMARY\_ACTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_resource_barrier_summary_actions)                                                                                                                                         | 提供代表资源屏障执行的操作的摘要。                                                                                                                                |
| [D3D12XBOX\_SAMPLER\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_sampler_desc_xs)                                                                                                                                                               | D3D12XBOX\_SAMPLER\_DESC (XBOX Series 主机) — 描述采样器状态。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                        |
| [D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_serialize_graphics_pipeline_state_xs)                                                                                                                                    | D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX Series 主机) — 用于序列化图形管道状态对象的信息。                                                             |
| [D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_resource_view_desc_xs)                                                                                                                                   | D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC 在 XBOX Series 主机上定义 SRV，使用统一的 ImageFormat 以及 XBOX 专用的资源位置和内存字段。                                          |
| [D3D12XBOX\_SHADER\_SYMBOL (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_symbol)                                                                                                                                                                | 计算着色器中的单个函数。                                                                                                                                     |
| [D3D12XBOX\_SHADER\_SYMBOL\_LIST (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_symbol_list)                                                                                                                                                     | 包含带函数调用的计算管道状态的函数符号（例如用于 DXR）。                                                                                                                   |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings)                                                                                                                                               | 扩展 VRS 设置的联合体。                                                                                                                                   |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_CMASK\_VRS\_HINT\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_cmask_vrs_hint_mode)                                                                                                                    | 包含每个 RTV 的 VRS-Hint 启用位。                                                                                                                         |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_COMBINERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_combiners)                                                                                                                                           | 允许接管 VRS 合成器设置。                                                                                                                                  |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_HTILE\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_htile_mode)                                                                                                                                        | 包含要编程的 HTile 设置。                                                                                                                                 |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_PIXEL\_CENTER\_OFFSETS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_pixel_center_offsets)                                                                                                                   | 使用带符号的 4 位值以 1/16 为步长对粗像素中心偏移进行编程。所有粗像素形状的中心都可以独立设置。                                                                                             |
| [D3D12XBOX\_SYNC\_PARAMS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_sync_params)                                                                                                                                                                    | 在各种 API 中使用的 GPU 同步参数。                                                                                                                           |
| [D3D12XBOX\_VIRTUAL\_MEMORY\_CONFIGURATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_virtual_memory_configuration)                                                                                                                                                  | 用于初始化 Direct3D 图形虚拟内存系统的参数。                                                                                                                      |
| [D3D12XBOX\_XDXR\_STREAM\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_xdxr_stream_desc)                                                                                                                                                         | 一个由标记化选项组成的流，用于在不更改 API 的情况下添加和移除扩展。                                                                                                             |
| [D3D12XBOX\_ZERO\_MEMORY\_BUFFERS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_zero_memory_buffers)                                                                                                                                                   | 由游戏提供给 D3D12ZeroMemoryX API 的控制结构。                                                                                                               |
| [D3D12XBOX\_ZERO\_MEMORY\_RANGE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_zero_memory_range)                                                                                                                                                       | 表示要使用 D3D12ZeroMemoryX API 清除的 GPU 虚拟内存区域。                                                                                                       |
| [D3D12XboxPutBuffer (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xboxputbuffer_xs)                                                                                                                                                                         | D3D12XboxPutBuffer (XBOX Series 主机) — 用于管理将 GPU 命令写入当前命令缓冲区段的结构。                                                                                 |
| [DXGI\_MODE\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgi_mode_desc)                                                                                                                                                                                  | DXGI\_MODE\_DESC 描述 XBOX Series 主机上的显示模式（宽度、高度、刷新率、格式、扫描线顺序、缩放）。在 XBOX 上已弃用。                                                                     |
| [DXGIX\_FRAME\_STATISTICS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgix_frame_statistics)                                                                                                                                                                  | 包含 DXGI 帧统计信息。                                                                                                                                   |
| [DXGIX\_PRESENTARRAY\_PARAMETERS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgix_presentarray_parameters)                                                                                                                                                    | DXGI Present Array 参数。                                                                                                                           |
| [DXGIXBOX\_MODE\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgixbox_mode_desc)                                                                                                                                                                          | DXGIXBOX\_MODE\_DESC 描述 XBOX Series 主机上用于 IDXGIOutput::GetDisplayModeListX 的显示模式，相比 DXGI\_MODE\_DESC 增加了 Flags 成员。                               |
| [d3d12shader\_x/xs (XBOX Series 主机和 XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/d3d12shader_x_members)                                                                                                                                                                | d3d12shader\_x/xs.h 的参考主题。                                                                                                                       |
| [D3D\_INTERPOLATION\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/enums/d3d_interpolation_mode)                                                                                                                                                                                | 指定插值模式，它会影响光栅化期间值的计算方式。                                                                                                                          |
| [D3D\_PARAMETER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/enums/d3d_parameter_flags)                                                                                                                                                                                      | 指示函数参数的语义标志。                                                                                                                                     |
| [d3d12video\_x/xs (XBOX Series 主机和 XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/d3d12video_x_members)                                                                                                                                                                   | d3d12video\_x/xs.h 的参考主题。                                                                                                                        |
| [D3D12\_FEATURE\_VIDEO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_feature_video)                                                                                                                                                                                       | 指定要查询的 Direct3D 12 视频功能或功能集。                                                                                                                     |
| [D3D12\_VIDEO\_FIELD\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_field_type)                                                                                                                                                                                | 指定视频帧的隔行扫描方式。                                                                                                                                    |
| [D3D12\_VIDEO\_FRAME\_FORMAT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_frame_format)                                                                                                                                                                            | 指定视频帧的格式。                                                                                                                                        |
| [D3D12\_VIDEO\_PROCESS\_AUTO\_PROCESSING\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_auto_processing_flags)                                                                                                                                        | 指定视频处理器可支持的自动处理功能。                                                                                                                               |
| [D3D12\_VIDEO\_PROCESS\_FEATURE\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_feature_flags)                                                                                                                                                         | 指定支持哪些视频处理器功能。                                                                                                                                   |
| [D3D12\_VIDEO\_PROCESS\_FILTER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_filter_flags)                                                                                                                                                           | 指定视频处理器支持的筛选选项。                                                                                                                                  |
| [D3D12\_VIDEO\_PROCESS\_INPUT\_STREAM\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_input_stream_flags)                                                                                                                                              | 指定视频处理输入流的标志。                                                                                                                                    |
| [D3D12\_VIDEO\_PROCESS\_ORIENTATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_orientation)                                                                                                                                                              | 指定要由视频处理器执行的方向操作。                                                                                                                                |
| [D3D12\_VIDEO\_PROCESS\_SUPPORT\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_support_flags)                                                                                                                                                         | 指定是否支持使用视频处理器进行的转换。                                                                                                                              |
| [D3D12\_VIDEO\_USAGE (XBOX Series 主机和 XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_usage)                                                                                                                                                             | 描述视频用途。                                                                                                                                          |
| [D3D12\_FEATURE\_DATA\_VIDEO\_DECODE\_BITSTREAM\_ENCRYPTION\_SCHEMES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_feature_data_video_decode_bitstream_encryption_schemes)                                                                                              | 描述视频解码器支持的 DRM 加密方案。                                                                                                                             |
| [D3D12\_FEATURE\_DATA\_VIDEO\_PROCESS\_SUPPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_feature_data_video_process_support)                                                                                                                                        | 用于查询视频处理器功能支持情况的结构。                                                                                                                              |
| [D3D12\_VIDEO\_DECODE\_FRAME\_ARGUMENT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_decode_frame_argument)                                                                                                                                                       | 用于描述视频解码参数的结构。                                                                                                                                   |
| [D3D12\_VIDEO\_DECODE\_INPUT\_STREAM\_ARGUMENTS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_decode_input_stream_arguments)                                                                                                                                      | 描述解码视频帧所需的输入参数。                                                                                                                                  |
| [D3D12\_VIDEO\_DECODE\_REFERENCE\_FRAMES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_decode_reference_frames)                                                                                                                                                   | 描述视频解码操作所需的参考帧。                                                                                                                                  |
| [D3D12\_VIDEO\_PROCESS\_INPUT\_STREAM\_ARGUMENTS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_process_input_stream_arguments)                                                                                                                                    | 描述视频处理器输入流的参数。                                                                                                                                   |
| [D3D12\_VIDEO\_PROCESS\_OUTPUT\_STREAM\_ARGUMENTS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_process_output_stream_arguments)                                                                                                                                  | 描述视频处理器输出流的参数。                                                                                                                                   |
| [D3D12\_VIDEO\_PROCESSOR\_DESC](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_processor_desc)                                                                                                                                                                      | 描述 D3D12\_VIDEO\_PROCESSOR\_DESC 结构。                                                                                                             |
| [d3dx12\_x (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/d3dx12_x_members)                                                                                                                                                                                                  | d3dx12\_x.h 的参考主题。                                                                                                                               |
| [CD3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_compute_shader_limits_desc)                                                                                                                                     | D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC 的包装器。                                                                                                   |
| [CD3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_depth_stencil_options_desc)                                                                                                                                     | D3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC 的包装器。                                                                                                   |
| [CD3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_graphics_shader_limits_desc)                                                                                                                                   | D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC 的包装器。                                                                                                  |
| [CD3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_pixel_shader_options_desc)                                                                                                                                       | D3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC 的包装器。                                                                                                    |
| [CD3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_tessellation_parameters_desc)                                                                                                                                  | D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC 的包装器。                                                                                                  |
| [CD3DX12\_CPU\_DESCRIPTOR\_HANDLE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3dx12_cpu_descriptor_handle)                                                                                                                                                      | 一个帮助器结构，便于轻松初始化 D3D12\_CPU\_DESCRIPTOR\_HANDLE 结构。                                                                                               |
| [d3dx12\_xs (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/d3dx12_xs_members)                                                                                                                                                                                            | d3dx12\_xs.h 的参考主题。                                                                                                                              |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/cd3d12xbox_raytracing_options_subobject)                                                                                                    | SUBOBJECT\_HELPER\_BASE 的 XBOX 扩展。                                                                                                               |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT()](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/methods/cd3d12xbox_raytracing_options_subobject_cd3d12xbox_raytracing_options_subobject)                                                  | CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT() (XBOX Series 主机) — 创建 CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT 的实例。                               |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT (CD3DX12\_STATE\_OBJECT\_DESC&) (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/methods/cd3d12xbox_raytracing_options_subobject_cd3d12xbox_raytracing_options_subobject_2) | CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT (CD3DX12\_STATE\_OBJECT\_DESC&) (XBOX Series 主机) — 创建 CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT 的实例。 |
| [Type (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/methods/cd3d12xbox_raytracing_options_subobject_type)                                                                                                            | 用于检索 D3D12\_STATE\_SUBOBJECT\_TYPE 的 Getter。                                                                                                     |
| [CD3DX12\_PIPELINE\_STATE\_STREAM\_SUBOBJECT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT/cd3dx12_pipeline_state_stream_subobject_xs)                                                                                                | 一个模板化帮助器结构，用于将子对象类型和子对象数据对封装为适合流描述的单个对象。                                                                                                         |
| [const InnerStructType& GetX() (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT/methods/cd3dx12_pipeline_state_stream_subobject_getx)                                                                                   | const InnerStructType& GetX() (XBOX Series 主机) — 用于检索内部类型的 Getter。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                          |
| [InnerStructType& GetX() (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT/methods/cd3dx12_pipeline_state_stream_subobject_getx_2)                                                                                       | InnerStructType& GetX() (XBOX Series 主机) — 用于检索内部类型的 Getter。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                |
| [dxcapi](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/dxcapi_x_members)                                                                                                                                                                                                                   | dxcompiler\_x\*.dll 的 API 入口点和接口。                                                                                                                |
| [DxcXboxShaderStatsClass](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/enums/dxcxboxshaderstatsclass)                                                                                                                                                                                     | 从 `IDxcXboxShaderStats::GetShaderStats` 查询的 DxcXboxShaderStatistics\* 结构的版本号。                                                                    |
| [IDxcXboxBackendDebugInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/idxcxboxbackenddebuginfo)                                                                                                                                                     | 用于从 DXIL 查询 XBOX 硬件特定调试信息的接口。                                                                                                                    |
| [GetDebugInfoForStage](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getdebuginfoforstage)                                                                                                                            | 查询单个硬件着色器阶段的 XBOX 硬件特定调试信息。                                                                                                                      |
| [GetNumStages](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getnumstages)                                                                                                                                            | 获取预编译 DXIL/PDB 中硬件阶段的数量。                                                                                                                         |
| [GetStage](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getstage)                                                                                                                                                    | 查询指定索引处的硬件阶段。                                                                                                                                    |
| [IDxcXboxBackendDebugInfo::Load](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_load)                                                                                                                                  | 将预编译的 DXIL 或 PDB 加载到接口中。                                                                                                                         |
| [IDxcXboxContainer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/idxcxboxcontainer)                                                                                                                                                                          | 用于从 DXIL 容器查询硬件着色器的接口。                                                                                                                           |
| [GetNumShaders](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_getnumshaders)                                                                                                                                                        | 查询预编译 DXIL 中硬件着色器的数量。                                                                                                                            |
| [GetShader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_getshader)                                                                                                                                                                | 检索指定索引处的硬件着色器。                                                                                                                                   |
| [IDxcXboxContainer::Load](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_load)                                                                                                                                                       | 将预编译的 DXIL 加载到接口中。                                                                                                                               |
| [IDxcXboxHwShader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/idxcxboxhwshader)                                                                                                                                                                             | 用于从预编译的硬件着色器阶段查询数据的接口。                                                                                                                           |
| [GetCode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getcode)                                                                                                                                                                      | 检索此着色器阶段的编码硬件着色器指令。                                                                                                                              |
| [GetDebugInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getdebuginfo)                                                                                                                                                            | 检索着色器阶段的硬件特定调试信息。                                                                                                                                |
| [IDxcXboxHwShader::GetShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getshaderstats)                                                                                                                                      | 检索硬件着色器阶段的着色器统计信息。                                                                                                                               |
| [GetStageName](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getstagename)                                                                                                                                                            | 以字符串形式检索硬件着色器阶段名称。                                                                                                                               |
| [IDxcXboxShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxShaderStats/idxcxboxshaderstats)                                                                                                                                                                    | （已弃用）用于从预编译着色器查询着色器统计信息的接口。                                                                                                                      |
| [IDxcXboxShaderStats::GetShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxShaderStats/methods/idxcxboxshaderstats_getshaderstats)                                                                                                                             | （已弃用）检索硬件着色器阶段的着色器统计信息。                                                                                                                          |
| [IXdxrPdbRecompiler](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IXdxrPdbRecompiler/ixdxrpdbrecompiler)                                                                                                                                                                       | 用于重新编译 XDXR PDB 的接口。                                                                                                                             |
| [Recompile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IXdxrPdbRecompiler/methods/ixdxrpdbrecompiler_recompile)                                                                                                                                                              | 重新编译 XDXR PDB。                                                                                                                                   |
| [DxcXboxShaderStaticsV1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/dxcxboxshaderstaticsv1)                                                                                                                                                                                     | 表示预编译硬件着色器阶段的着色器统计信息的结构。                                                                                                                         |
| [DxcXboxShaderStaticsV2](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/dxcxboxshaderstaticsv2)                                                                                                                                                                                     | 表示 XBOX Series 上预编译硬件着色器阶段的扩展着色器统计信息的结构。                                                                                                         |
| [MemoryAccessStat](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/memoryaccessstat)                                                                                                                                                                                                 | 表示有关内存指令的信息的结构。                                                                                                                                  |
| [RawInstructionStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/rawinstructionstats)                                                                                                                                                                                           | 表示着色器中所有类型指令的统计计数的结构。                                                                                                                            |
| [RawInstuctionStat](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/rawinstuctionstat)                                                                                                                                                                                               | 表示某一类型指令的统计计数的结构。                                                                                                                                |
| [图形 API 参考](https://learn.microsoft.com/gaming/gdk/docs/reference/graphics/gc-reference-graphics-toc)                                                                                                                                                                                                                                 | 适用于 Microsoft Game Development Kit (GDK) 的图形 API 参考，涵盖 d3d12\_x、d3d12\_xs、d3d12shader\_x 及其他 Direct3D 12 XBOX 扩展。                                |
| [XBTC\_COMPRESSION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_compression_flags)                                                                                                                                                                                         | 表示可用的纹理压缩选项。                                                                                                                                     |
| [XBTC\_STREAM\_GRANULARITY](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_stream_granularity)                                                                                                                                                                                       | 纹理流式传输选项。                                                                                                                                        |
| [XBTC\_TEX\_DIMENSION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_tex_dimension)                                                                                                                                                                                                 | 表示纹理的维度。                                                                                                                                         |
| [XBTC\_TILING\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_tiling_mode)                                                                                                                                                                                                     | 表示平铺纹理的平铺模式。                                                                                                                                     |
| [XBTCBlockCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcblockcompresstexture)                                                                                                                                                                                   | 为线性纹理创建并分配纹理容器，然后对其进行块压缩。                                                                                                                        |
| [XBTCCompressBuffer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressbuffer)                                                                                                                                                                                               | 压缩包含任意数据的缓冲区并将其追加到存档。                                                                                                                            |
| [XBTCCompressStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressstream)                                                                                                                                                                                               | 压缩单个纹理流。                                                                                                                                         |
| [XBTCCompressStreamAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressstreamalloc)                                                                                                                                                                                     | 从未压缩流创建压缩流，并为其创建和分配纹理容器。                                                                                                                         |
| [XBTCCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompresstexture)                                                                                                                                                                                             | 压缩平铺纹理并将其追加到存档。                                                                                                                                  |
| [XBTCCreateArchive](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatearchive)                                                                                                                                                                                                 | 创建 XBTC 存档。                                                                                                                                      |
| [XBTCCreateBuffer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatebuffer)                                                                                                                                                                                                   | 创建通用数据容器。                                                                                                                                        |
| [XBTCCreateLinearTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatelineartexture)                                                                                                                                                                                     | 为线性纹理创建并分配纹理容器。                                                                                                                                  |
| [XBTCDecompressAndDetileTextureAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompressanddetiletexturealloc)                                                                                                                                                             | 通过从存档解压缩并取消平铺纹理，为线性纹理创建并分配纹理容器。                                                                                                                  |
| [XBTCDecompressStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompressstream)                                                                                                                                                                                           | 从压缩流创建解压缩流，并写入预分配的内存。                                                                                                                            |
| [XBTCDecompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompresstexture)                                                                                                                                                                                         | 将存档中的纹理解压缩到平铺内存中。                                                                                                                                |
| [XBTCDecompressTextureAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompresstexturealloc)                                                                                                                                                                               | 通过从存档解压缩纹理，为平铺纹理创建并分配纹理容器。                                                                                                                       |
| [XBTCDetileTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdetiletexture)                                                                                                                                                                                                 | 创建线性纹理容器，并将源纹理取消平铺到新容器中。                                                                                                                         |
| [XBTCFreeCompressedStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcfreecompressedstream)                                                                                                                                                                                   | 释放为保存压缩流而分配的内存。                                                                                                                                  |
| [XBTCFreeResource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcfreeresource)                                                                                                                                                                                                   | 释放与 XBTC 资源关联的内存。                                                                                                                                |
| [XBTCGetRelativeStreamIndex(ptrdiff\_t,uint32\_t,uint32\_t)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex)                                                                                                                                               | 获取分页纹理的流相对于该纹理基址的索引。                                                                                                                             |
| [XBTCGetRelativeStreamIndex(unit32\_t,uint32\_t)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex_2)                                                                                                                                                        | 根据 mip 级别获取 mip 流式纹理的流索引。                                                                                                                        |
| [XBTCGetRelativeStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex-overloads)                                                                                                                                                                     | 获取流的相对索引。                                                                                                                                        |
| [XBTCTileAndCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtctileandcompresstexture)                                                                                                                                                                               | 将线性纹理平铺、压缩并写入存档。                                                                                                                                 |
| [XBTCTileTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtctiletexture)                                                                                                                                                                                                     | 通过对线性纹理容器的内存进行重排 (swizzle)，为平铺纹理创建并分配纹理容器。                                                                                                       |
| [XBTCArchive::GetBaseTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getbasetexturesize)                                                                                                                                                 | XBTCArchive::GetBaseTextureSize (xbtc) — 返回与纹理关联的第一个流的未压缩大小。适用于 XBOX 的 Direct3D 12 图形参考。                                                         |
| [XBTCArchive::GetResourceBaseStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcebasestreamindex)                                                                                                                                 | 获取与纹理关联的第一个流的索引。                                                                                                                                 |
| [XBTCArchive::GetResourceCompressedSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcecompressedsize)                                                                                                                                   | 获取纹理各流的总压缩大小。                                                                                                                                    |
| [XBTCArchive::GetResourceCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcecount)                                                                                                                                                     | XBTCArchive::GetResourceCount (xbtc) — 获取存档中的纹理数量。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                          |
| [XBTCArchive::GetResourceStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcestreamcount)                                                                                                                                         | XBTCArchive::GetResourceStreamCount (xbtc) — 获取纹理的流数量。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                      |
| [XBTCArchive::GetResourceStreamDataStart](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcestreamdatastart)                                                                                                                                 | XBTCArchive::GetResourceStreamDataStart (xbtc) — 获取纹理流数据的起始字节地址。适用于 XBOX 的 Direct3D 12 图形参考。                                                     |
| [XBTCArchive::GetStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getstreamcount)                                                                                                                                                         | XBTCArchive::GetStreamCount (xbtc) — 获取存档中的流数量。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                             |
| [XBTCArchive::GetStreamInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getstreaminfo)                                                                                                                                                           | XBTCArchive::GetStreamInfo (xbtc) — 获取有关存档中某个流的信息。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                          |
| [XBTCArchive::GetTextureInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_gettextureinfo)                                                                                                                                                         | XBTCArchive::GetTextureInfo (xbtc) — 获取有关存档中某个纹理的信息。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                        |
| [XBTCArchive::GetTextureOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_gettextureoffset)                                                                                                                                                     | 获取有关存档中纹理的流数据的信息。                                                                                                                                |
| [XBTCArchive（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/xbtcarchive)                                                                                                                                                                                          | 表示 XBOX Texture Compressor (XBTC) 存档。                                                                                                            |
| [XBTCArchiveReader::Close](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_close)                                                                                                                                                         | 关闭存档读取器。                                                                                                                                         |
| [XBTCArchiveReader::GetBaseTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getbasetexturesize)                                                                                                                               | XBTCArchiveReader::GetBaseTextureSize (xbtc) — 返回与纹理关联的第一个流的未压缩大小。XBOX Direct3D 12 图形参考。                                                         |
| [GetOpenFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getopenfile)                                                                                                                                                                | 返回与打开的存档关联的 C 样式文件指针 (FILE\*)。                                                                                                                   |
| [XBTCArchiveReader::GetResourceBaseStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcebasestreamindex)                                                                                                               | 获取与纹理关联的第一个流索引。                                                                                                                                  |
| [XBTCArchiveReader::GetResourceCompressedSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcecompressedsize)                                                                                                                 | 获取纹理的压缩流的总大小。                                                                                                                                    |
| [XBTCArchiveReader::GetResourceCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcecount)                                                                                                                                   | XBTCArchiveReader::GetResourceCount (xbtc) — 获取存档中的纹理数量。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                    |
| [GetResourceSeekOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourceseekoffset)                                                                                                                                            | 获取纹理流数据的查找偏移量。                                                                                                                                   |
| [XBTCArchiveReader::GetResourceStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcestreamcount)                                                                                                                       | XBTCArchiveReader::GetResourceStreamCount (xbtc) — 获取纹理的流数量。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                |
| [XBTCArchiveReader::GetResourceStreamDataStart](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcestreamdatastart)                                                                                                               | XBTCArchiveReader::GetResourceStreamDataStart (xbtc) — 获取纹理流数据的起始字节地址。适用于 XBOX 的 Direct3D 12 图形参考。                                               |
| [XBTCArchiveReader::GetStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getstreamcount)                                                                                                                                       | XBTCArchiveReader::GetStreamCount (xbtc) — 获取存档中的流数量。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                       |
| [XBTCArchiveReader::GetStreamInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getstreaminfo)                                                                                                                                         | XBTCArchiveReader::GetStreamInfo (xbtc) — 获取有关存档中某个流的信息。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                    |
| [XBTCArchiveReader::GetTextureInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_gettextureinfo)                                                                                                                                       | XBTCArchiveReader::GetTextureInfo (xbtc) — 获取有关存档中某个纹理的信息。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                  |
| [XBTCArchiveReader::GetTextureOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_gettextureoffset)                                                                                                                                   | 获取有关存档中纹理的流数据的信息，包括流数据的基偏移量以及下一个纹理第一个流的索引。                                                                                                       |
| [IsValid](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_isvalid)                                                                                                                                                                        | 检查存档是否已打开且有效。                                                                                                                                    |
| [IsValidArchive](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_isvalidarchive)                                                                                                                                                          | 测试文件路径是否为有效存档，返回要读取的文件量并打开存档。                                                                                                                    |
| [OpenFromFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_openfromfile)                                                                                                                                                              | 从文件指针解析存档标头，并为标头分配内存。                                                                                                                            |
| [OpenFromMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_openfrommemory)                                                                                                                                                          | 解析内存中的存档标头。                                                                                                                                      |
| [XBTCArchiveReader 构造函数](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_xbtcarchivereader)                                                                                                                                               | 创建 XBTCArchiveReader 的实例。                                                                                                                        |
| [XBTCArchiveReader（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/xbtcarchivereader)                                                                                                                                                                        | 读取 XBOX Texture Compressor (XBTC) 存档。                                                                                                            |
| [WriteArchiveToFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveWriter/methods/xbtcarchivewriter_writearchivetofile)                                                                                                                                                  | 将存档内容保存到文件。                                                                                                                                      |
| [XBTCArchiveWriter（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveWriter/xbtcarchivewriter)                                                                                                                                                                        | 包含用于将存档写入文件的方法。                                                                                                                                  |
| [\~XBTCRefCountedResource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_~xbtcrefcountedresource)                                                                                                                             | \~XBTCRefCountedResource 的参考，它是 xbtc Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                              |
| [XBTCRefCountedResource AddRef](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_addref)                                                                                                                                         | 递增引用计数并返回新值。                                                                                                                                     |
| [XBTCRefCountedResource Release](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_release)                                                                                                                                       | 递减引用计数并返回新值。如果新值为 0，则删除该对象。                                                                                                                      |
| [XBTCRefCountedResource 构造函数](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_xbtcrefcountedresource)                                                                                                                           | XBTCRefCountedResource 构造函数的参考，它是 xbtc Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                            |
| [XBTCRefCountedResource（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/xbtcrefcountedresource)                                                                                                                                                         | XBTCRefCountedResource（接口内容）的参考，它是 xbtc Direct3D 12 图形 API 中的一个接口。在 XBOX 上保留或未使用；详见备注。                                                           |
| [GetAbsoluteStreamIndex(size\_t MipLevel, ptrdiff\_t OffsetFromLevelStart)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_getabsolutestreamindex)                                                                     | 在给定纹理的 mip 级别 (LOD) 和自该 mip 级别起始处的内存偏移量的情况下，查找其关联存档中的流索引。                                                                                        |
| [GetAbsoluteStreamIndex(size\_t MipLevel, uint32\_t TileX, uint32\_t TileY)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_getabsolutestreamindex_2)                                                                  | 在给定纹理的 mip 级别 (LOD) 和图块坐标的情况下，查找其关联存档中的流索引。                                                                                                      |
| [PrepareTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_preparetexture)                                                                                                                                        | 使流式纹理读取器准备好计算指定纹理在其存档中的流索引。                                                                                                                      |
| [XBTCStreamingTextureReader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_xbtcstreamingtexturereader)                                                                                                                | 创建 XBTCStreamingTextureReader 的实例。                                                                                                               |
| [XBTCStreamingTextureReader（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/xbtcstreamingtexturereader)                                                                                                                                             | 用于查找与 PRT 纹理区域关联的流索引的帮助器类。                                                                                                                       |
| [GetSubresourceMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcememory)                                                                                                                                        | 获取指向子资源内存起始处的指针。                                                                                                                                 |
| [GetSubresourcePitch](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcepitch)                                                                                                                                          | 获取子资源的行间距。                                                                                                                                       |
| [GetSubresourceSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcesize)                                                                                                                                            | 获取子资源的内存大小。                                                                                                                                      |
| [GetTextureMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_gettexturememory)                                                                                                                                                | 获取纹理数据的基指针。                                                                                                                                      |
| [GetTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_gettexturesize)                                                                                                                                                    | 获取纹理数据的总大小。                                                                                                                                      |
| [XBTCTextureContainer（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/xbtctexturecontainer)                                                                                                                                                               | 用于在整个压缩管道中保存纹理数据的容器。                                                                                                                             |
| [XBTC\_ARCHIVE\_HEADER](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_archive_header)                                                                                                                                                                                             | XBTC 存档的 16 字节标头。                                                                                                                                |
| [XBTC\_BUFFER\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_buffer_info)                                                                                                                                                                                                   | 存档中缓冲区的说明。                                                                                                                                       |
| [XBTC\_COMPRESSION\_STATS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_compression_stats)                                                                                                                                                                                       | 衡量压缩过程的统计信息。                                                                                                                                     |
| [XBTC\_ENCODING\_OPTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_encoding_options)                                                                                                                                                                                         | XBTCBlockCompressTexture 的编码选项。                                                                                                                  |
| [XBTC\_ENCODING\_STATS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_encoding_stats)                                                                                                                                                                                             | 衡量 BCn 编码过程的统计信息。                                                                                                                                |
| [XBTC\_OFFSET\_AND\_INDEX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_offset_and_index)                                                                                                                                                                                        | 有关存档中纹理的流数据的信息。                                                                                                                                  |
| [XBTC\_STREAM\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_stream_info)                                                                                                                                                                                                   | 有关资源中压缩流的信息。                                                                                                                                     |
| [XBTC\_TEXTURE\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_texture_info)                                                                                                                                                                                                 | 有关存档中纹理的信息。                                                                                                                                      |
| [XBTC（API 内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/xbtc_members)                                                                                                                                                                                                                     | 适用于 Microsoft Game Development Kit (GDK) 的 XBOX Texture Compressor (XBTC) API 参考材料。                                                              |
| [XG\_BIND\_FLAG (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_bind_flag)                                                                                                                                                                                             | 指定资源绑定到管道的方式。                                                                                                                                    |
| [XG\_CPU\_ACCESS\_FLAG (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_cpu_access_flag)                                                                                                                                                                                | 指定允许对资源进行的 CPU 访问类型。                                                                                                                             |
| [XG\_DCC\_COLOR\_TRANSFORM (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_dcc_color_transform)                                                                                                                                                                        | 确定在增量颜色压缩 (DCC) 之前执行的颜色转换。                                                                                                                       |
| [XG\_DCC\_COMPRESSION\_LEVEL (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_dcc_compression_level)                                                                                                                                                                    | XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主机) — 确定最大增量颜色压缩 (DCC) 单元大小。适用于 XBOX 的 Direct3D 12 图形参考。                                                |
| [XG\_FORMAT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_format)                                                                                                                                                                                                    | 资源数据格式，包括完全类型化格式和无类型格式。                                                                                                                          |
| [XG\_HARDWARE\_VERSION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_hardware_version)                                                                                                                                                                               | XG\_HARDWARE\_VERSION (XBOX Series 主机) — 表示 XBOX One 设备系列中的不同硬件版本。XBOX Direct3D 12 图形参考。                                                         |
| [XG\_PLANE\_USAGE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_plane_usage)                                                                                                                                                                                         | 表示纹理资源中平面的预期用途。                                                                                                                                  |
| [XG\_RESOURCE\_DIMENSION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_resource_dimension)                                                                                                                                                                           | 标识资源的类型。                                                                                                                                         |
| [XG\_RESOURCE\_MISC\_FLAG (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_resource_misc_flag)                                                                                                                                                                          | XG\_RESOURCE\_MISC\_FLAG (XBOX Series 主机) — 标识资源的选项。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                        |
| [XG\_TEXTURE\_LAYOUT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_texture_layout)                                                                                                                                                                                   | XG\_TEXTURE\_LAYOUT (XBOX Series 主机) — 指定纹理布局的选项。在 XBOX 上，此枚举包含 XBOX 扩展成员。                                                                       |
| [XG\_TILE\_MODE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_tile_mode)                                                                                                                                                                                             | 表示 1D、2D 或 3D 纹理使用的平铺模式。纹理的特殊用途（例如深度、模具和可显示缓冲区）需要使用特定的平铺模式。                                                                                      |
| [XG\_USAGE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_usage)                                                                                                                                                                                                      | 标识渲染期间资源的预期用途。该用途直接反映资源是否可由 CPU 和/或 GPU 访问。                                                                                                      |
| [XG12\_RESOURCE\_MISC\_FLAG (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg12_resource_misc_flag)                                                                                                                                                                      | XG12\_RESOURCE\_MISC\_FLAG (XBOX Series 主机) — 标识资源的选项。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                                      |
| [XGComputeBankRotationAddress (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputebankrotationaddress)                                                                                                                                                           | 计算 2D 平铺图面的存储体旋转地址。                                                                                                                              |
| [XGComputeBufferLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputebufferlayout)                                                                                                                                                                         | 计算缓冲区的硬件对齐方式。                                                                                                                                    |
| [XGComputeOptimalDepthStencilTileModes (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputeoptimaldepthstenciltilemodes)                                                                                                                                         | 计算指定深度模具配置的正确平铺模式。                                                                                                                               |
| [XGComputeOptimalTileMode (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputeoptimaltilemode)                                                                                                                                                                   | 计算指定纹理配置的带宽最优平铺模式。                                                                                                                               |
| [XGComputeTexture1DLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture1dlayout)                                                                                                                                                                   | 计算 1D 纹理的硬件布局。                                                                                                                                   |
| [XGComputeTexture2DLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture2dlayout)                                                                                                                                                                   | 计算 2D 纹理的硬件布局。                                                                                                                                   |
| [XGComputeTexture3DLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture3dlayout)                                                                                                                                                                   | 计算 3D 纹理的硬件布局。                                                                                                                                   |
| [XGComputeTileShape (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetileshape)                                                                                                                                                                               | 返回指定格式的单平铺资源图块的形状。                                                                                                                               |
| [XGCreateTexture1DComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture1dcomputer)                                                                                                                                                                 | 为指定的 1D 纹理说明创建纹理地址计算器对象。                                                                                                                         |
| [XGCreateTexture2DComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture2dcomputer)                                                                                                                                                                 | 为指定的 2D 纹理说明创建纹理地址计算器对象。                                                                                                                         |
| [XGCreateTexture3DComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture3dcomputer)                                                                                                                                                                 | 为指定的 3D 纹理说明创建纹理地址计算器对象。                                                                                                                         |
| [XGCreateTextureComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputer)                                                                                                                                                                     | 为指定的 D3D12 样式资源说明创建纹理地址计算器对象。                                                                                                                    |
| [XGCreateTextureComputerFromDescriptor (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputerfromdescriptor)                                                                                                                                         | 为指定的纹理描述符创建纹理地址计算器对象。                                                                                                                            |
| [XGCreateTextureComputerWithPitch (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputerwithpitch)                                                                                                                                                   | 为 Direct3D12 样式的资源说明创建纹理地址计算器对象。                                                                                                                 |
| [XGDecodeDCC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgdecodedcc)                                                                                                                                                                                             | 解码（解压缩）经过增量颜色压缩的图面。                                                                                                                              |
| [XGEnableExclusiveLocking (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgenableexclusivelocking)                                                                                                                                                                   | 启用或禁用纹理地址计算 API 的独占锁定。                                                                                                                           |
| [XGEncodeDCC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgencodedcc)                                                                                                                                                                                             | XGEncodeDCC (XBOX Series 主机) — 使用增量颜色压缩 (DCC) 对图面进行编码（压缩）。适用于 XBOX 的 Direct3D 12 图形参考。                                                           |
| [XGEnterExclusiveLock (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgenterexclusivelock)                                                                                                                                                                           | 进入独占锁，该锁用于将对 XGSetHardwareVersion 的调用与 XG 纹理计算器的创建同步。                                                                                            |
| [XGLeaveExclusiveLock (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgleaveexclusivelock)                                                                                                                                                                           | 离开独占锁，该锁用于将对 XGSetHardwareVersion 的调用与 XG 纹理计算器的创建同步。                                                                                            |
| [XGSetHardwareVersion (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgsethardwareversion)                                                                                                                                                                           | 为指定的硬件版本配置 XG。                                                                                                                                   |
| [XGValidateDepthStencilTileMode (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgvalidatedepthstenciltilemode)                                                                                                                                                       | 检查指定的平铺模式对于深度模具格式和采样计数是否有效。                                                                                                                      |
| [XGValidateJpegFile (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgvalidatejpegfile)                                                                                                                                                                               | 验证 JPEG 文件以进行硬件解码。                                                                                                                               |
| [XGTextureAddressComputer::AddRef (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_addref)                                                                                                                  | 递增引用计数并返回新值。                                                                                                                                     |
| [XGTextureAddressComputer::CopyFromSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyfromsubresource)                                                                                                      | XGTextureAddressComputer::CopyFromSubresource (XBOX Series 主机) — 从指定子资源复制 2D 或 3D 数据（参见 xgtextureaddresscomputer\_copyfromsubresource）。          |
| [XGTextureAddressComputer::CopyIntoSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyintosubresource)                                                                                                      | 将 2D 或 3D 线性输入数据复制到资源的指定子资源（mip + 切片）中，并使用 **pTiledResourceBaseAddress** 作为资源的基址。                                                                |
| [XGTextureAddressComputer::GetMipLevelOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getmipleveloffsetbytes)                                                                                                | 计算指定平面上指定 mip 级别相对于资源基址的偏移量（以字节为单位）。                                                                                                             |
| [XGTextureAddressComputer::GetResourceBaseAlignmentBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcebasealignmentbytes)                                                                                  | 获取资源的基对齐方式（以字节为单位）。                                                                                                                              |
| [XGTextureAddressComputer::GetResourceLayout](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcelayout)                                                                                                          | 返回为此纹理资源计算的 XG\_RESOURCE\_LAYOUT 的值。                                                                                                             |
| [XGTextureAddressComputer::GetResourceSizeBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcesizebytes)                                                                                                    | 获取资源大小（以字节为单位）。                                                                                                                                  |
| [XGTextureAddressComputer::GetResourceSizePages](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcesizepages)                                                                                                    | 以页数形式获取资源大小。                                                                                                                                     |
| [XGTextureAddressComputer::GetResourceTiling](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcetiling)                                                                                                          | 如果资源是使用 XG\_RESOURCE\_MISC\_TILED 标志作为平铺资源创建的，则返回资源平铺布局。                                                                                         |
| [XGTextureAddressComputer::GetTexelCoordinate](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelcoordinate)                                                                                                        | 计算指定偏移量相对于资源基址的纹素元素坐标。                                                                                                                           |
| [XGTextureAddressComputer::GetTexelElementOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelelementoffsetbytes)                                                                                        | XGTextureAddressComputer::GetTexelElementOffsetBytes (XBOX Series 主机) — 计算偏移量（以字节为单位）（参见 xgtextureaddresscomputer\_gettexelelementoffsetbytes）。  |
| [XGTextureAddressComputer::GetTextureViewDescriptor](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettextureviewdescriptor)                                                                                            | 返回指定平面的纹理视图描述符。                                                                                                                                  |
| [XGTextureAddressComputer::Release (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_release)                                                                                                                | 递减引用计数并返回新值。如果新值为零，则删除该对象。                                                                                                                       |
| [XGTextureAddressComputer（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/xgtextureaddresscomputer)                                                                                                                                                 | 保存为指定纹理资源计算的纹理布局。还保存允许用户执行纹理元素微平铺的附加状态。                                                                                                          |
| [XG\_BUFFER\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_buffer_desc)                                                                                                                                                                                       | 描述缓冲区资源。                                                                                                                                         |
| [XG\_DCC\_OPTIONS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_dcc_options)                                                                                                                                                                                       | 确定增量颜色压缩 (DCC) 的配置选项。                                                                                                                            |
| [XG\_DESCRIPTOR\_TEXTURE\_VIEW (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_descriptor_texture_view)                                                                                                                                                              | 表示纹理的本机绑定描述符。                                                                                                                                    |
| [XG\_MIPLEVEL\_LAYOUT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_miplevel_layout)                                                                                                                                                                               | XG\_MIPLEVEL\_LAYOUT (XBOX Series 主机) — 描述纹理硬件布局中的单个 mip 级别。适用于 XBOX 的 Direct3D 12 图形参考。                                                         |
| [XG\_PACKED\_MIP\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_packed_mip_desc)                                                                                                                                                                              | 描述带 mipmap 的平铺资源的图块结构。                                                                                                                           |
| [XG\_PLANE\_LAYOUT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_plane_layout)                                                                                                                                                                                     | 描述纹理硬件布局中的 mip 链。                                                                                                                                |
| [XG\_RESOURCE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_resource_desc)                                                                                                                                                                                   | 描述 XG 资源。                                                                                                                                        |
| [XG\_RESOURCE\_LAYOUT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_resource_layout)                                                                                                                                                                               | 描述单个资源的完整硬件布局。                                                                                                                                   |
| [XG\_SAMPLE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_sample_desc)                                                                                                                                                                                       | 描述资源的多重采样参数。                                                                                                                                     |
| [XG\_SUBRESOURCE\_TILING (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_subresource_tiling)                                                                                                                                                                         | 控制子资源的平铺。                                                                                                                                        |
| [XG\_TEXTURE1D\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_texture1d_desc)                                                                                                                                                                                 | XG\_TEXTURE1D\_DESC 描述 XBOX One 系列上 XG 纹理布局 API 使用的 1D 纹理，包括 ESRAM 偏移量、ESRAM 用途和平铺模式字段。                                                          |
| [XG\_TEXTURE2D\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_texture2d_desc)                                                                                                                                                                                 | XG\_TEXTURE2D\_DESC (XBOX Series 主机) — 描述 XG 纹理布局 API 使用的 2D 纹理。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                            |
| [XG\_TEXTURE3D\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_texture3d_desc)                                                                                                                                                                                 | XG\_TEXTURE3D\_DESC (XBOX Series 主机) — 描述 XG 纹理布局 API 使用的 3D 纹理。适用于 XBOX 游戏开发的 Direct3D 12 图形 API 参考。                                            |
| [XG\_TILE\_SHAPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_tile_shape)                                                                                                                                                                                         | 存储图块的宽度、高度和深度（以纹素为单位）。                                                                                                                           |
| [XG\_TILE\_SHAPE\_ELEMENTS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_tile_shape_elements)                                                                                                                                                                      | 存储图块的宽度、高度和深度（以元素为单位）。                                                                                                                           |
| [XG\_VALIDATED\_JPEG\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_validated_jpeg_desc)                                                                                                                                                                      | 保存 JPEG 文件流的验证结果。                                                                                                                                |
| [XG 参考（API 内容）(XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/xg_members)                                                                                                                                                                                                       | XG 是一个辅助图形库，用于准备资源以及执行 Direct3D 运行时范围之外的其他图形相关任务。                                                                                                |
| [XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_dcc_compression_level_xs)                                                                                                                                                               | XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主机) — 确定最大增量颜色压缩 (DCC) 单元大小。Direct3D（参见 xg\_dcc\_compression\_level\_xs）。                               |
| [XG\_HARDWARE\_VERSION (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_hardware_version_xs)                                                                                                                                                                          | XG\_HARDWARE\_VERSION (XBOX Series 主机) — 表示 XBOX One 设备系列中的不同硬件版本。XBOX（参见 xg\_hardware\_version\_xs）。                                            |
| [XG\_SUGGEST\_SWIZZLE\_MODE\_FLAGS (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_suggest_swizzle_mode_flags)                                                                                                                                                       | 影响 swizzle 模式选择的标志。                                                                                                                              |
| [XG\_SWIZZLE\_MODE (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_swizzle_mode)                                                                                                                                                                                     | swizzle 模式的枚举，用于选择纹理的重排 (swizzle) 图案。                                                                                                            |
| [XG\_TEXTURE\_LAYOUT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_texture_layout_xs)                                                                                                                                                                              | XG\_TEXTURE\_LAYOUT (XBOX Series 主机) — 指定纹理布局的选项。在 XBOX 上，此枚举包含 XBOX 扩展（参见 xg\_texture\_layout\_xs）。                                             |
| [XGComputeOptimalDepthStencilSwizzleMode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcomputeoptimaldepthstencilswizzlemode)                                                                                                                                                    | 计算指定深度模具配置的正确 swizzle 模式。                                                                                                                        |
| [XGComputeOptimalSwizzleMode (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcomputeoptimalswizzlemode)                                                                                                                                                           | 计算指定纹理配置的带宽最优 swizzle 模式。                                                                                                                        |
| [XGConvertExtensionTextureLayoutToSwizzleMode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgconvertextensiontexturelayouttoswizzlemode)                                                                                                                                          | 将 XBOX 扩展 XG\_TEXTURE\_LAYOUT 值转换为等效的 XG\_SWIZZLE\_MODE 值。                                                                                       |
| [XGConvertSwizzleModeToExtensionTextureLayout](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgconvertswizzlemodetoextensiontexturelayout)                                                                                                                                          | 将 XG\_SWIZZLE\_MODE 值转换为等效的扩展 XG\_TEXTURE\_LAYOUT 值。                                                                                             |
| [XGCreateBVHComputer (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcreatebvhcomputer_xs)                                                                                                                                                                        | XGCreateBVHComputer (XBOX Series 主机) — 创建用于解压缩和反序列化 BVH 的 BVH 计算器。适用于 XBOX 的 Direct3D 12 图形参考。                                                   |
| [XGCreateBVHComputer2 (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcreatebvhcomputer2_xs)                                                                                                                                                                      | XGCreateBVHComputer2 (XBOX Series 主机) — 创建用于解压缩和反序列化 BVH 的 BVH 计算器。适用于 XBOX 的 Direct3D 12 图形参考。                                                  |
| [XGDecodeDCC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgdecodedcc_xs)                                                                                                                                                                                        | 解码（解压缩）经过增量颜色压缩的图面。                                                                                                                              |
| [XGEncodeDCC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgencodedcc_xs)                                                                                                                                                                                        | XGEncodeDCC (XBOX Series 主机) — 使用增量颜色压缩 (DCC) 对图面进行编码（压缩）。Direct3D 12 图形参考（参见 xgencodedcc\_xs）。                                                  |
| [XGInitializeLibrary (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xginitializelibrary_xs)                                                                                                                                                                        | 对 XG\_XS 内的全局状态执行一次性分配和初始化。                                                                                                                      |
| [XGSuggestSwizzleMode (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgsuggestswizzlemode)                                                                                                                                                                         | 计算指定资源说明的正确 swizzle 模式。                                                                                                                          |
| [XGTerminateLibrary (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgterminatelibrary_xs)                                                                                                                                                                          | 解除分配 XG\_XS 内的全局状态。                                                                                                                              |
| [XGValidateDepthStencilSwizzleMode (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgvalidatedepthstencilswizzlemode)                                                                                                                                               | 检查指定的 swizzle 模式对于深度模具格式和采样计数是否有效。                                                                                                               |
| [XGBVHComputer::DecompressBVH\_BatchedGPU](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_decompressbvh_batchedgpu_xs)                                                                                                                          | 使用 GPU 解压缩一个或多个 BVH。                                                                                                                             |
| [XGBVHComputer::DecompressBVH (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_decompressbvh_xs)                                                                                                                                | XGBVHComputer::DecompressBVH (XBOX Series 主机) — 在 CPU 上就地解压缩序列化的光线追踪 BVH，避免多余的内存复制。                                                              |
| [XGBVHComputer::DeserializeBVH (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_deserializebvh_xs)                                                                                                                              | XGBVHComputer::DeserializeBVH (XBOX Series 主机) — 从磁盘加载后就地反序列化光线追踪加速结构。                                                                           |
| [XGBVHComputer::GetRequiredGpuScratchSizeInBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_getrequiredgpuscratchsizeinbytes_xs)                                                                                                           | 查询使用 GPU 解压缩 BVH 所需的 GPU 暂存内存量。                                                                                                                  |
| [XGBVHComputer::ValidateDecompressedBVH](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_validatedecompressedbvh_xs)                                                                                                                             | 根据原始 BVH 验证解压缩后的 BVH（用于调试）。                                                                                                                      |
| [XGBVHComputer (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/xgbvhcomputer_xs)                                                                                                                                                                     | 提供用于反序列化和解压缩光线追踪加速结构（即 BVH）的接口。                                                                                                                  |
| [XGTextureAddressComputer::CopyFromSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyfromsubresource_xs)                                                                                                    | XGTextureAddressComputer::CopyFromSubresource (XBOX Series 主机) — 复制 2D 或 3D 数据（参见 xgtextureaddresscomputer\_copyfromsubresource\_xs）。            |
| [XGTextureAddressComputer::GetSwizzlePatternInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getswizzlepatterninfo_xs)                                                                                                | 获取硬件纹理布局的 swizzle 图案信息。                                                                                                                          |
| [XGTextureAddressComputer::GetTexelElementOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelelementoffsetbytes_xs)                                                                                      | XGTextureAddressComputer::GetTexelElementOffsetBytes (XBOX Series 主机) — 计算偏移量（参见 xgtextureaddresscomputer\_gettexelelementoffsetbytes\_xs）。      |
| [XGTextureAddressComputer (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/xgtextureaddresscomputer_xs)                                                                                                                                    | 保存为指定纹理资源计算的纹理布局。还保存允许用户执行纹理元素重排 (swizzle) 的附加状态。                                                                                                |
| [XG\_BUFFER\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_buffer_desc_xs)                                                                                                                                                                                  | 使用 Direct3D 11 样式的结构描述缓冲区资源。                                                                                                                     |
| [XG\_MIPLEVEL\_LAYOUT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_miplevel_layout_xs)                                                                                                                                                                          | XG\_MIPLEVEL\_LAYOUT (XBOX Series 主机) — 描述纹理硬件布局中的单个 mip 级别。Direct3D 12 图形（参见 xg\_miplevel\_layout\_xs）。                                         |
| [XG\_PLANE\_LAYOUT (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_plane_layout_xs)                                                                                                                                                                                | 描述纹理硬件布局中的 mip 链或元数据图面。                                                                                                                          |
| [XG\_SWIZZLE\_PATTERN\_INFO (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_swizzle_pattern_info)                                                                                                                                                                  | 描述纹理硬件布局的 swizzle 图案。                                                                                                                            |
| [XG\_TEXTURE1D\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture1d_desc_xs)                                                                                                                                                                            | XG\_TEXTURE1D\_DESC 描述 XBOX Series 主机上 XG 纹理布局 API 使用的 1D 纹理，采用带 swizzle 模式字段的 Direct3D 11 样式布局。                                                 |
| [XG\_TEXTURE2D\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture2d_desc_xs)                                                                                                                                                                            | XG\_TEXTURE2D\_DESC (XBOX Series 主机) — 描述 XG 纹理布局 API 使用的 2D 纹理。Direct3D 12 图形 API 参考（参见 xg\_texture2d\_desc\_xs）。                               |
| [XG\_TEXTURE3D\_DESC (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture3d_desc_xs)                                                                                                                                                                            | XG\_TEXTURE3D\_DESC (XBOX Series 主机) — 描述 XG 纹理布局 API 使用的 3D 纹理。Direct3D 12 图形 API 参考（参见 xg\_texture3d\_desc\_xs）。                               |
| [xg\_xs (XBOX Series 主机)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/xg_xs_members)                                                                                                                                                                                                        | xg\_xs.h 的参考主题。                                                                                                                                  |
| [XG\_COPY\_MAPPING\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/enums/xg_copy_mapping_flags)                                                                                                                                                                     | 用于控制 **XGMemoryLayout::CopyMapping** 的标志，例如是否替换 ESRAM 页和系统内存页的映射。                                                                                |
| [XG\_LAYOUT\_PATTERN\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/enums/xg_layout_pattern_type)                                                                                                                                                                   | 从 PIX 数据接收编码图案时的布局图案类型 ID。                                                                                                                       |
| [XG\_RELINQUISH\_MAPPING\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/enums/xg_relinquish_mapping_flags)                                                                                                                                                         | 用于控制 XGMemoryLayoutEngine::RelinquishMapping 的标志，例如是否保留 ESRAM 页和系统内存页的映射。                                                                        |
| [XGFreeList 构造函数 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/constructors/xgfreelist_xgfreelist)                                                                                                                                                 | XGFreeList 构造函数 (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个构造函数。在 XBOX 上保留或未使用；详见备注。                                               |
| [AllocatePage (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_allocatepage)                                                                                                                                                       | AllocatePage (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                    |
| [AllocatePages (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_allocatepages)                                                                                                                                                     | AllocatePages (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                   |
| [FreePage (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_freepage)                                                                                                                                                               | FreePage (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                        |
| [FreePages (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_freepages)                                                                                                                                                             | FreePages (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                       |
| [GetAllocatedPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_getallocatedpagecount)                                                                                                                                     | GetAllocatedPageCount (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                           |
| [GetFreePageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_getfreepagecount)                                                                                                                                               | GetFreePageCount (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                |
| [GetTotalPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_gettotalpagecount)                                                                                                                                             | GetTotalPageCount (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                               |
| [Initialize (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_initialize)                                                                                                                                                           | Initialize (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                      |
| [XGFreeList::Reset (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_reset)                                                                                                                                                         | XGFreeList::Reset (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                               |
| [Terminate (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_terminate)                                                                                                                                                             | Terminate (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                       |
| [XGFreeList 类（接口内容）(XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/xgfreelist)                                                                                                                                                                       | XGFreeList 类（接口内容）(XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个接口。在 XBOX 上保留或未使用；详见备注。                                               |
| [CopyMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_copymapping)                                                                                                                                                 | 将源映射复制到目标映射。提供将源映射中的 ESRAM 页映射替换为新分配的系统内存页的选项。                                                                                                   |
| [CreateMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_createmapping)                                                                                                                                             | 创建具有指定名称的新映射。                                                                                                                                    |
| [EnsureMappingSize (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_ensuremappingsize)                                                                                                                                     | 检查布局是否还有足够的虚拟地址空间用于指定大小（以页为单位）的映射。                                                                                                               |
| [GetBaseAddress (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getbaseaddress)                                                                                                                                           | 以 **void** 指针形式返回此布局的 GPU 虚拟基址。                                                                                                                  |
| [GetCurrentAddress (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getcurrentaddress)                                                                                                                                     | 以 void 指针形式返回此布局在构造期间的当前虚拟地址。                                                                                                                    |
| [GetCurrentPageOffset (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getcurrentpageoffset)                                                                                                                               | 返回此布局在构造期间的当前页偏移量。                                                                                                                               |
| [GetEsramPageRanges (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getesrampageranges)                                                                                                                                   | 返回映射中映射到 ESRAM 页的一组页范围。                                                                                                                          |
| [GetFreeEsramPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getfreeesrampagecount)                                                                                                                             | 返回剩余的可用 ESRAM 页数。                                                                                                                                |
| [GetFreeSystemPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getfreesystempagecount)                                                                                                                           | 返回剩余的可用系统内存页数。                                                                                                                                   |
| [GetGpuBaseAddress (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getgpubaseaddress)                                                                                                                                     | 以 XG\_GPU\_VIRTUAL\_ADDRESS（UINT64）形式返回此布局的 GPU 虚拟基址。                                                                                            |
| [GetGpuCurrentAddress (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getgpucurrentaddress)                                                                                                                               | 以 XG\_GPU\_VIRTUAL\_ADDRESS（UINT64）形式返回此布局在构造期间的当前虚拟地址。                                                                                          |
| [GetMaxUsedEsramPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getmaxusedesrampagecount)                                                                                                                       | 返回此布局中同时使用的 ESRAM 页的最大数量。                                                                                                                        |
| [GetMaxUsedSystemPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getmaxusedsystempagecount)                                                                                                                     | 返回此布局中同时使用的系统内存页的最大数量。                                                                                                                           |
| [GetPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagecount)                                                                                                                                               | 返回布局中的页数。                                                                                                                                        |
| [GetPageCountRemaining (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagecountremaining)                                                                                                                             | 返回此布局中剩余的未映射页数。                                                                                                                                  |
| [GetPageSizeBytes (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagesizebytes)                                                                                                                                       | 返回此布局中一页的大小（以字节为单位）。                                                                                                                             |
| [IsValid (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_isvalid)                                                                                                                                                         | 如果当前布局有效，则返回 true。                                                                                                                               |
| [MapFromPattern (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mapfrompattern)                                                                                                                                           | 使用以字节数组形式传递的预定义图案映射页。                                                                                                                            |
| [MapPagePriorityArray (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mappagepriorityarray)                                                                                                                               | 使用页优先级数组映射页。                                                                                                                                     |
| [MapRunLengthArray (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_maprunlengtharray)                                                                                                                                     | 使用标记的游程长度数组映射页。                                                                                                                                  |
| [MapSimple (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mapsimple)                                                                                                                                                     | 使用简单排列（先 ESRAM 页，后系统内存页）映射页。                                                                                                                     |
| [RelinquishMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_relinquishmapping)                                                                                                                                     | 放弃先前定义的映射，并将其 ESRAM 页和系统页放回可用列表。                                                                                                                 |
| [XGMemoryLayout::Reset (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_reset)                                                                                                                                             | 重置布局，从虚拟地址范围取消提交所有页，将所有 ESRAM 和系统内存页返回到可用列表，并使所有映射失效。                                                                                            |
| [XGMemoryLayout 类（接口内容）(XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/xgmemorylayout)                                                                                                                                                           | 表示虚拟地址范围的单个布局，映射到存储在 XGMemoryLayoutEngine 中的 ESRAM 和/或系统内存页。                                                                                     |
| [XGMemoryLayoutEngine 构造函数 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/constructors/xgmemorylayoutengine_xgmemorylayoutengine)                                                                                                         | 构造 **XGMemoryLayoutEngine** 的实例。                                                                                                                 |
| [CreateMemoryLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_creatememorylayout)                                                                                                                       | 创建具有指定名称和大小的新内存布局。                                                                                                                               |
| [GetEsramPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getesrampagecount)                                                                                                                         | 返回此 **XGMemoryLayoutEngine** 跟踪的 ESRAM 页数。                                                                                                       |
| [GetEsramPageNumber (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getesrampagenumber)                                                                                                                       | 按页索引返回 ESRAM 页码。                                                                                                                                 |
| [GetSystemPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getsystempagecount)                                                                                                                       | 返回此 **XGMemoryLayoutEngine** 跟踪的系统内存页数。                                                                                                          |
| [GetSystemPageNumber (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getsystempagenumber)                                                                                                                     | 按页索引返回系统内存页码。                                                                                                                                    |
| [InitializeWithPageArrays (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_initializewithpagearrays)                                                                                                           | 使用预分配的系统和 ESRAM 页码数组初始化 **XGMemoryLayoutEngine**。                                                                                                |
| [InitializeWithPageCounts (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_initializewithpagecounts)                                                                                                           | 使用系统页计数和 ESRAM 页计数初始化 **XGMemoryLayoutEngine**。                                                                                                  |
| [XGMemoryLayoutEngine 类（接口内容）](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/xgmemorylayoutengine)                                                                                                                                                      | 用于 ESRAM 页和系统页的内存布局引擎。                                                                                                                           |
| [XGRefCount 构造函数 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/constructors/xgrefcount_xgrefcount)                                                                                                                                                 | XGRefCount 构造函数 (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个构造函数。在 XBOX 上保留或未使用；详见备注。                                               |
| [AddRef (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_addref)                                                                                                                                                                   | AddRef (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                          |
| [GetPrivateData (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_getprivatedata)                                                                                                                                                   | GetPrivateData (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                  |
| [Release (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_release)                                                                                                                                                                 | Release (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                         |
| [SetPrivateData (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_setprivatedata)                                                                                                                                                   | SetPrivateData (XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个方法。在 XBOX 上保留或未使用；详见备注。                                                  |
| [XGRefCount 类（接口内容）(XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/xgrefcount)                                                                                                                                                                       | XGRefCount 类（接口内容）(XBOX One 系列) 的参考，它是 xgmemory\_NR Direct3D 12 图形 API 中的一个接口。在 XBOX 上保留或未使用；详见备注。                                               |
| [XGMemoryLayoutMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/structs/xgmemorylayoutmapping)                                                                                                                                                                      | 表示内存布局中的单个映射。                                                                                                                                    |
| [XGMemoryPageRange (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/structs/xgmemorypagerange)                                                                                                                                                                              | 表示布局虚拟地址空间中的一系列 64KB 页。                                                                                                                          |
| [XGMemory 参考（API 内容）(XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/xgmemory_members)                                                                                                                                                                                      | XGMemory 帮助器库管理资源内存的动态映射。它支持渲染目标的 ESRAM 与系统内存混合布局。                                                                                               |
| [XMEM\_TRANSFER\_TYPE](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/enums/xmem_transfer_type)                                                                                                                                                                                                                    | XMEM\_TRANSFER\_TYPE 枚举值由 XBOX GDK 上的 XMem API 使用，用于指示游戏、工具和系统之间内存传输的源和目标。                                                                       |
| [XMemAlloc](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemalloc)                                                                                                                                                                                                                                    | XMemAlloc 是 XBOX GDK 上应用程序定义的内存分配回调，用于替换 CRT 和系统堆的默认分配器。                                                                                         |
| [XMemAllocatePhysicalPages](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemallocatephysicalpages)                                                                                                                                                                                                    | XMemAllocatePhysicalPages 在 XBOX GDK 上为主体进程分配连续的物理页，并提供页大小和可缓存性标志。                                                                               |
| [XMemAllocDefault](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemallocdefault)                                                                                                                                                                                                                      | XMemAllocDefault 是 XBOX GDK 内置的内存分配例程，当游戏未提供自定义 XMemAlloc 回调时使用。                                                                                 |
| [XMemFree](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemfree)                                                                                                                                                                                                                                      | XMemFree 是 XBOX GDK 上应用程序定义的内存释放回调，与 XMemAlloc 配对使用，以替换默认的游戏内存释放器。                                                                               |
| [XMemGetAllocationHysteresis](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetallocationhysteresis)                                                                                                                                                                                                | XMemGetAllocationHysteresis 返回 XBOX GDK 游戏堆的滞后量，向上舍入到下一个内部分配边界。                                                                                  |
| [XMemGetAllocationStatistics](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetallocationstatistics)                                                                                                                                                                                                | XMemGetAllocationStatistics 通过 XMEM\_HEAP\_STATISTICS 结构检索指定 XBOX GDK 游戏堆的分配计数和字节总数。                                                             |
| [XMemGetPhysicalMemoryLayout](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetphysicalmemorylayout)                                                                                                                                                                                                | XMemGetPhysicalMemoryLayout 通过 XMEM\_PHYSICAL\_MEMORY\_LAYOUT 返回当前 XBOX 主机上游戏可访问内存的物理内存布局。                                                       |
| [XMemGetWriteWatch](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetwritewatch)                                                                                                                                                                                                                    | XMemGetWriteWatch                                                                                                                                |
| [XMemResetWriteWatch](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemresetwritewatch)                                                                                                                                                                                                                | XMemResetWriteWatch                                                                                                                              |
| [XMemResumeWriteWatch](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemresumewritewatch)                                                                                                                                                                                                              | XMemResumeWriteWatch                                                                                                                             |
| [XMemSetAllocationHysteresis](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemsetallocationhysteresis)                                                                                                                                                                                                | XMemSetAllocationHysteresis                                                                                                                      |
| [XMemTransferMemory](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemtransfermemory)                                                                                                                                                                                                                  | XMemTransferMemory                                                                                                                               |
| [XMemVirtualAlloc](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemvirtualalloc)                                                                                                                                                                                                                      | XMemVirtualAlloc                                                                                                                                 |
| [XALLOC\_ATTRIBUTES](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xalloc_attributes)                                                                                                                                                                                                                     | XALLOC\_ATTRIBUTES                                                                                                                               |
| [XMEM\_BASIC\_INFORMATION](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_basic_information)                                                                                                                                                                                                          | XMEM\_BASIC\_INFORMATION                                                                                                                         |
| [XMEM\_HEAP\_STATISTICS](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_heap_statistics)                                                                                                                                                                                                              | XMEM\_HEAP\_STATISTICS                                                                                                                           |
| [XMEM\_PHYSICAL\_MEMORY\_LAYOUT](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_physical_memory_layout)                                                                                                                                                                                               | XMEM\_PHYSICAL\_MEMORY\_LAYOUT                                                                                                                   |
| [XMEM\_WORKING\_SET\_STATISTICS](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_working_set_statistics)                                                                                                                                                                                               | XMEM\_WORKING\_SET\_STATISTICS                                                                                                                   |
| [XMem](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/xmem_members)                                                                                                                                                                                                                                                | XMem                                                                                                                                             |
| [PIXGetPowerMetrics](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/functions/pixgetpowermetrics)                                                                                                                                                                                                                   | PIXGetPowerMetrics 读取 XBOX Series 主机上当前的 GPU 功耗负载，使游戏能够在游玩过程中跟踪和调整其总体功耗。                                                                         |
| [PIX GPU 捕获 API](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/pix3_gpu_captures)                                                                                                                                                                                                                                  | PIX GPU 捕获 API。                                                                                                                                  |
| [PIXPowerMetrics](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/structs/pixpowermetrics)                                                                                                                                                                                                                           | PIXPowerMetrics 是由 PIXGetPowerMetrics 填充的 PIX3 输出结构，报告 XBOX Series 主机上的平均 GPU 功耗负载百分比。                                                           |

## 发布

| 页面                                                                                                                                             | 说明                                                                        |
| ---------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------- |
| [版税配置](https://learn.microsoft.com/gaming/game-publishing/concepts/discs-royalty-configuration)                                                | 在合作伙伴中心创建版税计划，以按配置的批发价格和版本类型向不同的销售地区销售光盘版本。                               |
| [如何提交版税层级](https://learn.microsoft.com/gaming/game-publishing/how-to/how-to-submit-royalty-tiers)                                              | 在合作伙伴中心为你的实体 XBOX 游戏发行计划的每个版本和地区提交零售光盘版税层级 (Retail Disc Royalty Tier) 声明。 |
| [谁是你的 XBOX 联系人？](https://learn.microsoft.com/gaming/game-publishing/resources/managed-support/overview-microsoft-representatives-and-contacts) | 根据你的 XBOX 支持模式，确定你的 XBOX 联系人，包括 WAM 客户团队、战略合作伙伴经理和 ID\@XBOX 支持。           |


## Related topics

- [MicrosoftGame.config 元素 - AdvancedUserModel](/zh-CN/reference/system/microsoftgameconfig/elements/microsoftgameconfig-element-advancedusermodel.md)
- [XBOX GDK 主机开发 NDA 主题索引](/zh-CN/nda/nda-overview.md)
- [Visual Studio(目录)](/zh-CN/tools/tools-pc/visualstudio/gr-visualstudio-toc.md)
- [MicrosoftGame.config 概述](/zh-CN/build/core-features/common/game-config/MicrosoftGameConfig-Overview.md)
- [概念](/zh-CN/services/xbox-services/multiplayer/concepts/index.md)
