> ## 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 主題目錄 - Microsoft Learn 線上連結

> 所有受 NDA 保護的 XBOX GDK 主機開發頁面的完整目錄，每個項目都連結至其在 Microsoft Learn 上的線上文章。在這些頁面尚未於 Mintlify 網站發佈期間作為暫時橋接。

<Note>
  此處連結的每個頁面都需要有效的 XBOX GDK for Console Development NDA。這些頁面尚未在本網站發佈；每個連結都指向 Microsoft Learn 上受相同 NDA 保護的對等線上文章。此目錄是平台轉換期間的暫時橋接，頁面在此發佈後即會移除。
</Note>

## 首頁

| 頁面                                                                                                                                        | 說明                                                                                            |
| ----------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------- |
| [授與產品權限](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/activating-dev-kit-permissions-sandbox)        | 透過設定 Partner Center 產品權限與主機上的沙箱識別碼,授與使用者、群組與 XBOX 開發套件存取產品的權限。                                |
| [將遊戲部署至開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/deployment)                                | 說明部署類型(推送、從 PC 執行、串流安裝)、工具 (XBOX Manager、xbapp、Visual Studio),以及提升迭代速度的訣竅(偵錯 NIC、XTD、資料快取)。   |
| [XBOX 開發套件的緊急離線系統更新](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-eou)                    | 當 XBOX 開發套件無法開機或需要清除異常的主機狀態時,從 USB 隨身碟執行緊急離線系統更新 (EOU) 原廠重設。                                  |
| [診斷非預期的重新開機與關機](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-rebootreason)                | 使用 DevHome 通知、xbconfig 重新開機原因與其他主機診斷來源,診斷 XBOX 開發套件為何非預期地重新開機或關機。                             |
| [XBOX 開發套件上的通用錯誤訊息](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-uems)                    | XBOX 開發套件在開機或系統更新期間顯示的通用錯誤訊息 (UEM) 參考表,包含各錯誤代碼、訊息識別碼與修正方式。                                    |
| [從 XBOX 開發套件移除 Gold Sharing](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/remove-gold-sharing)       | 透過主機資訊與「重設家用主機」選項逐步重設主機權限,從 XBOX 開發套件移除 XBOX Live Gold Sharing。                               |
| [XBOX One X 開發套件 (Scorpio) 訣竅](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/scorpio-devkit-tips)     | 善用 DevHome、XBOX Manager、XBOX Device Portal、前面板快速鍵與指令碼訣竅,充分發揮 XBOX One X 開發套件與其他 XBOX 套件的效益。   |
| [使用主機模式測試遊戲](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/using-console-modes)                       | 在主機模式之間切換 XBOX One X 與 XBOX Series X 開發套件,以近似其他 XBOX 機型,驗證遊戲在整個產品系列的效能。                       |
| [XBOX 開發套件與測試套件概觀](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/devkit-contents)                              | XBOX Series X 開發套件、Series S 測試套件與 XBOX One X 開發套件的概觀,包含硬體功能以及與零售主機的差異。                        |
| [啟用開發套件 (IP 範圍)](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/activating-dev-kit)                       | 在 Partner Center 註冊 IP 範圍以一次啟用多台 XBOX 開發套件,讓主機連上您的網路時即以開發人員模式開機。                              |
| [使用 QR 代碼啟用開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/activating-dev-kit-qr-code)               | 掃描運送包裝盒上的 QR 代碼即可啟用單台 XBOX Series X 開發套件,系統會開啟已預先填入主機序號的 Partner Center。                      |
| [開發套件設定常見問題](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/devkit-faq)                                   | 關於 XBOX Series X 開發套件開箱、Partner Center 啟用、首次開機進入開發人員模式,以及設定疑難排解的常見問題解答。                       |
| [XBOX 開發套件啟用概觀](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/provisioning-role)                         | 說明 XBOX 開發套件如何啟用為開發人員模式、何時由工作室的資產管理員處理啟用,以及何時由個別開發者自行處理。                                      |
| [設定 XBOX Series X 開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/setting-up-your-devkit)            | 快速入門:開箱、接線並將 XBOX Series X 開發套件開機進入開發人員模式,然後確認已向 Partner Center 註冊並可進行部署。                     |
| [開發套件設定疑難排解](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/troubleshooting-setup)                        | 常見 XBOX 開發套件設定問題的修正方式,包括 Partner Center 啟用錯誤、非預期以零售模式開機,以及顯示與接線問題。                            |
| [在零售模式與開發模式之間切換 XBOX 開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/change-dev-kit-mode)         | 從 DevHome 將 XBOX One 或 XBOX Series X 開發套件在零售模式與開發人員模式之間切換,使其可執行零售遊戲或 GDK 開發組建。                |
| [設定開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/config-dev-kit-settings)                       | 在開始開發前,從 DevHome、XBOX Manager 或 xbconfig 設定 Profiling Mode、沙箱識別碼、Dim Timeout 與其他 XBOX 開發套件設定。 |
| [將 OS 復原映像燒錄至 XBOX 開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/dev-kit-os)                    | 將 XBOX 開發套件註冊至 OS flight 群組以自動取得復原更新,或手動燒錄從 Partner Center 下載的復原映像。                           |
| [為 XBOX 開發套件設定易記主機名稱](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/setting-a-hostname)               | 在 XBOX Manager 或 DevHome 中為 XBOX 開發套件指定易記主機名稱,即使主機的 IP 位址在網路上變更,工具仍可持續運作。                     |
| [從單一 PC 復原多台開發主機](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/recovering-multiple-consoles) | 在 xboxoneupdate.bat 使用 /X 參數,從單一 PC 對測試實驗室或共用環境中的多台 XBOX 開發套件平行執行 OS 復原。                      |
| [自動復原更新設定](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/recovery-update-settings)            | 選擇 XBOX 開發套件要自動或手動安裝 OS 復原更新,並從 Developer Home 或 XBOX Manager 變更更新原則。                         |
| [使用自動安裝指令碼設定開發套件](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/unattended-setup-script)      | 在 XBOX Device Portal 中撰寫自動安裝指令碼,並將其用於 OOBE、每次開機的設定,或從 USB 磁碟機臨機執行。                            |

## 建置

| 頁面                                                                                                                                                                                      | 說明                                                                                             |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- |
| [ATG 合作](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-graphics-engagement)                                                                                    | 說明如何就 GDK 遊戲的 XBOX 圖形、系統與效能問題,尋求 Microsoft 先進技術小組 (ATG) 的深入協助。                                 |
| [ATG 圖形合作檢查清單](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-graphics-engagement)                                                                              | 就 GPU 效能與 XBOX 先進技術小組合作的檢查清單:在聯繫前先收集 PIX 擷取、符號、DXR 設定與重現步驟。                                    |
| [ATG 系統合作檢查清單](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-systems-engagement)                                                                               | 就 CPU、記憶體與載入時間問題與 XBOX 先進技術小組合作的檢查清單:請先收集效能分析工具擷取、符號與重現步驟。                                     |
| [XAudio2 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/console/audio/overviews/xaudio2-overview)                                                                             | XAudio2 是 XBOX 遊戲的低階音訊 API,提供低延遲的訊號處理與混音圖形,支援動態緩衝區與取樣精確的播放。                                    |
| [在不安裝 GDK 的情況下設定建置環境](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/build-environment-withoutinstall)                                             | 說明在不安裝 Microsoft Game Development Kit (GDK) 的情況下設定建置環境的程序。                                     |
| [在不安裝 GDK 的情況下設定 GDK 專案](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/project-configuration-withoutinstall)                                      | 說明在不安裝 Microsoft Game Development Kit 的情況下設定專案的程序。                                             |
| [不安裝 GDK 即進行建置:概觀](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/withoutinstall-overview)                                                         | 從解壓縮的 Microsoft Game Development Kit 複本建置 GDK 專案而不執行安裝程式,適用於建置伺服器與原始檔控制工作流程。                   |
| [將 XBOX One XDK 遊戲升級至 XBOX Series 主機](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/upgrading-xbox-one-xdk-titles-on-scarlett)                              | 說明 XBOX One Software Development Kit 遊戲如何偵測自己正在 XBOX Series X\|S 上執行。                          |
| [遠端使用 GDK](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/using-gdk-remotely)                                                                                | 說明遠端工作時使用 GDK 的訣竅與最佳做法。                                                                        |
| [XBOX 遊戲生命週期](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/xbox-game-life-cycle)                                                                           | 提供遊戲生命週期事件的狀態、轉換與處理方式的詳細資訊,以及可用來偵錯這些事件的工具。                                                     |
| [使用重疊資料夾偵錯](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/debugging-with-overlay-folders)                                                             | 說明如何使用重疊資料夾在本機偵錯並迭代遊戲變更,而不需修改磁碟上底層資料夾結構中的檔案。                                                   |
| [使用 XBOX Development Kit 的第二個 NIC](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/devkit-second-nic)                                                   | 說明如何啟用 XBOX Development Kit 偵錯 NIC,並搭配各項工具使用。                                                  |
| [使用 GDK 工具分析與診斷錯誤](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/inspecting-errors)                                                                   | 說明如何使用 Microsoft Game Development Kit (GDK) 工具來分析與診斷錯誤。                                        |
| [Profiling Mode](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/profiling-mode)                                                                        | 說明 Profiling Mode 的用途,以及如何啟用與停用。                                                               |
| [擷取損毀傾印](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/retrieving-crash-dumps)                                                                        | 要求取得 XBOX 遙測從零售主機與開發套件自動收集的損毀傾印,以協助診斷遊戲當機與問題。                                                  |
| [疑難排解常見 GDK 問題](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/troubleshooting-common-issues)                                                          | 本主題列出 Microsoft Game Development Kit (GDK) 的常見問題,並提供可能的解決方式。                                   |
| [模擬遊戲手把輸入](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/xtf-gamepad-input-testing)                                                                   | 說明如何對 XBOX One 開發主機模擬遊戲手把輸入,供自動化測試控管或獨立工具使用。                                                   |
| [核心記憶體使用量](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/kernel_memory_usage)                                                                                     | 核心記憶體使用量。                                                                                      |
| [GDK 記憶體管理員技術詳細資料](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-details)                                                                           | Microsoft Game Development Kit 記憶體管理員技術詳細資料。                                                   |
| [診斷與記憶體追蹤](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-diagnostics)                                                                               | 診斷與記憶體追蹤。                                                                                      |
| [記憶體](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-overview)                                                                                       | 說明 GDK 記憶體管理員如何為 XBOX 主機遊戲提供具確定性、高效能的實體記憶體存取,以及可預測的資源保證。                                       |
| [將遊戲移植至 GDK 記憶體管理員](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-porting)                                                                          | 將您的遊戲移植為使用 Microsoft Game Development Kit 記憶體管理員。                                              |
| [為遊戲與開發套件設定記憶體](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-tooling)                                                                              | 為遊戲與開發套件設定記憶體。                                                                                 |
| [虛擬記憶體配置器](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/virtual-memory-allocator)                                                                                | 虛擬記憶體配置器。                                                                                      |
| [目錄](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/writeable-file-mappings)                                                                                       | 目錄。                                                                                            |
| [適用於 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)                        | 將現有 XBOX One 遊戲或引擎移植至 GDK 的概觀。                                                                 |
| [使用 DirectStorage 與 XBTC 最佳化壓縮內容](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-compression)                                         | 使用 DirectStorage 與 XBTC 最佳化壓縮內容。                                                               |
| [DirectStorage 重排格式](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-shuffles)                                                         | DirectStorage 重排 (Shuffle) 格式。                                                                 |
| [DirectStorage 使用方式與內部詳細資料](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-white-paper)                                               | DirectStorage 使用方式與內部詳細資料。                                                                     |
| [XBOX 上的 Direct3D 12](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/atoc-d3d12x)                                                                                 | XBOX 上的 Direct3D 12。                                                                           |
| [Direct3D 12 差異:Windows PC 與 GDK Game OS](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-differences-from-pc)                                              | Windows PC 上的 Direct3D 12 與 Microsoft GDK Game OS 之間的差異。                                       |
| [適用於 Microsoft GDK 的 Direct3D 12.x 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-overview)                                                            | Direct3D 12.x 是 GDK 中的低階高效能圖形 API,針對 XBOX 主機的 CPU 與 GPU 效能量身打造,並包含 XBOX 專屬的擴充功能。               |
| [Direct3D 12 XMemAlloc 物件類型](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-xmemalloc-objecttypes)                                                         | Direct3D 12 XMemAlloc 物件類型。                                                                    |
| [XG Memory 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/xg-memory-overview)                                                                                 | XG Memory 是 GDK 的輔助執行階段程式庫,為 XBOX One 上的 Direct3D 12.x 遊戲提供特殊的記憶體對應,包括 ESRAM 存取。               |
| [色彩與深度壓縮](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/color-and-depth-compression)                                                                            | 色彩與深度壓縮。                                                                                       |
| [XBOX One 上的 Direct3D 建立與使用](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/creation-flags)                                                                      | XBOX One 上的 Direct3D 建立與使用。                                                                    |
| [XBOX One 上的畫面排程與呈現](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/frame-scheduling-and-presentation)                                                           | XBOX One 上的畫面排程與呈現。                                                                            |
| [硬體重疊與交換資源](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/hardware-overlays)                                                                                    | 硬體重疊與交換資源。                                                                                     |
| [XBOX One 的原生資源管理](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/native-resource-management)                                                                    | XBOX One 的原生資源管理。                                                                              |
| [曲面細分](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/offchip-tesselation)                                                                                       | 曲面細分。                                                                                          |
| [Direct3D 對暫停與繼續的支援](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/suspend-and-resume)                                                                          | Direct3D 對暫停與繼續的支援。                                                                            |
| [適用於第 9 代 XBOX 遊戲的 Dolby Vision](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/dolby-vision-for-gaming)                                                                 | 適用於第 9 代 (Gen9) XBOX 遊戲的 Dolby Vision。                                                         |
| [XBOX Series X\|S 圖形記憶體概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-memory-overview)                                                                      | XBOX Series X\|S 圖形虛擬記憶體:統一的 CPU/GPU 位址空間、64 KB 與 2 MB 分頁、XMemAlloc 堆積,以及並排資源擴充功能。             |
| [XBOX Series X\|S 圖形功能概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-newfeatures-toc)                                                                       | XBOX Series X\|S 圖形功能概觀。                                                                       |
| [序列化與衍生管線狀態物件深入探討](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-pso-overview)                                                                                 | 深入解說序列化與衍生的 Direct3D 12 管線狀態物件 (PSO),包括 XBOX 上的執行階段編譯與 DXIL 位元組碼。                              |
| [XBOX 上的 Windows Imaging Component (WIC)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/image-processing-overview)                                                      | XBOX GDK 中可用的 Windows Imaging Component (WIC) 功能,用於編碼、解碼與處理 BMP、JPG、PNG、GIF、TIFF、ICO 與 DDS。    |
| [XBOX Series X\|S 上的網格著色器](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/ms/ms-scarlett)                                                                    | XBOX Series X\|S 上的網格著色器。                                                                      |
| [網格著色器管線使用方式](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/ms/ms-usage)                                                                                    | 網格著色器管線使用方式。                                                                                   |
| [BVH 建構器](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-bvhbuilders)                                                                          | BVH 建構器。                                                                                       |
| [BVH 壓縮](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-compression)                                                                           | BVH 壓縮。                                                                                        |
| [光線追蹤硬體設計](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-hardware-design)                                                                     | 光線追蹤硬體設計。                                                                                      |
| [XDXR 的 k-DOP 支援:更緊密的執行個體 AABB](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-kdop)                                                           | XDXR 的 k-DOP 支援,可提供更緊密的執行個體 AABB。                                                              |
| [XDXR 離線 RTPSO](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-offlinertpso)                                                                   | XDXR 離線 RTPSO。                                                                                 |
| [光線追蹤與 DXR](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-overview)                                                                           | DirectX Raytracing (DXR) 與 XBOX DXR (XDXR) 擴充功能讓 XBOX Series X\|S 遊戲能以低階方式存取自訂光線追蹤硬體與 BVH 建構器。 |
| [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 最佳做法與建議](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-xdxrbestpractices)                                                               | XDXR 最佳做法與建議。                                                                                  |
| [Sampler Feedback Direct3D 12 API 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-api-design)                                                      | Sampler Feedback Direct3D 12 API 概觀。                                                           |
| [Sampler Feedback GPU 硬體設計](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-gpu-design)                                                                | Sampler Feedback GPU 硬體設計。                                                                     |
| [Sampler Feedback 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-overview)                                                                        | Sampler Feedback 向 XBOX Series X\|S 遊戲公開 GPU 紋理取樣模式,用於並排紋理串流與紋理空間著色。                           |
| [Sampler Feedback for Streaming (SFS) 使用範例](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sfs-usage)                                                    | Sampler Feedback for Streaming (SFS) 使用範例。                                                     |
| [Variable Rate Shading Direct3D 12 API](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-api)                                                          | Variable Rate Shading Direct3D 12 API。                                                         |
| [Variable Rate Shading (VRS) 功能設計](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-feature)                                                           | Variable Rate Shading (VRS) 功能設計。                                                              |
| [Variable Rate Shading 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-overview)                                                                  | XBOX Series X\|S 上的 Variable Rate Shading (VRS) 第 2 層讓遊戲能在畫面各處改變著色速率,以品質換取轉譯效能。                |
| [為什麼要使用 Variable Rate Shading?](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/why-vrs)                                                                  | 說明為什麼要使用 Variable Rate Shading。                                                                |
| [XBOX Texture Compressor 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbox-texture-compressor)                                                    | XBOX Texture Compressor 概觀。                                                                    |
| [XBOX Texture Compressor 工具 (XBTC.exe)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc)                                                            | XBOX Texture Compressor 工具 (XBTC.exe)。                                                         |
| [XBOX Texture Compressor (XBTC) 封存檔案規格](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc-archive-format)                                             | XBOX Texture Compressor (XBTC) 封存檔案規格。                                                         |
| [JSON 批次設定](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc-json-batch-configuration)                                                               | JSON 批次設定。                                                                                     |
| [Cmask 解碼](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/cmask-decoding)                                                                                      | Cmask 解碼。                                                                                      |
| [D3D12 增強型屏障](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/enhanced-barriers)                                                                                | D3D12 增強型屏障 (Enhanced Barriers)。                                                               |
| [XBOX Series X\|S GPU 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/gpu-overview)                                                                         | 針對使用 Direct3D 12.x 與 GDK 開發主機遊戲的開發者,提供 XBOX Series X\|S GPU 的架構與功能概觀。                          |
| [XBOX Series X\|S 上的 GPU 同步處理](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/gpu-synchronization-scarlett)                                                    | XBOX Series X\|S 上的 GPU 同步處理。                                                                  |
| [XBOX One 圖形概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/graphics)                                                                                       | XBOX One 圖形概觀。                                                                                 |
| [高動態範圍 (HDR) 輸出](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/hdr-support)                                                                                   | 高動態範圍 (HDR) 輸出。                                                                                |
| [120Hz 支援](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/one-twenty-hz-support)                                                                               | 120Hz 支援。                                                                                      |
| [Microsoft 圖形簡報](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/gc-graphics-presentations)                                                       | Microsoft 圖形簡報。                                                                                |
| [精心調校的配裝:最佳化 Call of Duty 轉譯](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr01)                                  | 精心調校的配裝:為 XBOX 最佳化 Call of Duty® 的轉譯。                                                          |
| [充分發揮 XBOX 著色器編譯器的效益](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr02)                                          | 充分發揮 XBOX 著色器編譯器的效益。                                                                           |
| [PIX 的新功能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr03)                                                     | PIX 的新功能。                                                                                      |
| [GPU 偵錯提示與技巧](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr04)                                                  | GPU 偵錯提示與技巧。                                                                                   |
| [網格著色器:第一線實戰經驗](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr05)                                                | 網格著色器:第一線實戰經驗。                                                                                 |
| [使用 PIX 的 Shader Explorer 最佳化著色器效能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr06)                            | 使用 PIX 的 Shader Explorer 最佳化著色器效能。                                                             |
| [XBOX 光線追蹤:效能與最佳化](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr07)                                             | XBOX 光線追蹤:效能與最佳化。                                                                              |
| [GPU 效能提示與技巧](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr08)                                                  | GPU 效能提示與技巧。                                                                                   |
| [使用 GPU Trace 快速調查效能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr09)                                          | 使用 GPU Trace 快速調查效能。                                                                           |
| [XBOX 光線追蹤:2024 年更新](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr10)                                           | XBOX 光線追蹤:2024 年更新。                                                                            |
| [網格與紋理檢視器擴充性](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr11)                                                  | 網格與紋理檢視器擴充性。                                                                                   |
| [Alan Wake 2® 中使用網格著色器的 GPU 驅動轉譯](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr13)                              | Alan Wake 2® 中使用網格著色器的 GPU 驅動轉譯。                                                               |
| [從 XBOX 著色器編譯器獲得最大效益](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/getting-the-most-from-xbox-shader-compiler)                         | 從 XBOX 著色器編譯器獲得最大效益。                                                                           |
| [XBOX 的 GPU 偵錯提示與技巧](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gpu-debugging-tips-and-tricks)                                       | XBOX 的 GPU 偵錯提示與技巧。                                                                            |
| [GPU 效能提示與技巧 2024 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gpu-performance-tips-and-tricks)                                    | GPU 效能提示與技巧 2024 概觀。                                                                           |
| [使用 PIX Shader Explorer 最佳化著色器效能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/optimizing-shader-performance-with-pix-shader-explorer) | 使用 PIX Shader Explorer 最佳化著色器效能。                                                               |
| [PIX 2024 年新功能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/whats-new-in-pix-2024)                                                    | PIX 2024 年新功能。                                                                                 |
| [XBOX Series X\|S GPU 概觀簡報](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr01)                                | XBOX Series X\|S GPU 概觀簡報。                                                                     |
| [反應靈敏的遊戲體驗](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr04)                                                | 反應靈敏的遊戲體驗。                                                                                     |
| [可變速率著色與稀疏光源](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr08)                                              | 可變速率著色與稀疏光源。                                                                                   |
| [全新 PIX 檢查清單導覽:輕鬆掌握 GPU 效能](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr01)                                | 全新 PIX 檢查清單導覽:輕鬆掌握 GPU 效能。                                                                     |
| [使用 XBOX Series X\|S HDR 與顯示硬體](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr02)                            | 發揮 XBOX Series X\|S HDR 與顯示硬體的強大功能。                                                            |
| [GDKX 呈現 API 的畫面步調與延遲](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr03)                                     | 了解 GDKX 呈現 API 的畫面步調與延遲。                                                                       |
| [XBOX Series X\|S 常見圖形問題與解決方案](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr06)                             | XBOX Series X\|S 常見圖形問題與解決方案。                                                                  |
| [PIX for XBOX 的改進項目](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr07)                                       | PIX for XBOX 的改進項目。                                                                            |
| [XBOX Series X\|S 光線追蹤最佳做法](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr09)                                | XBOX Series X\|S 光線追蹤最佳做法。                                                                     |
| [XBOX Series X\|S 的紋理配置與並排處理](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/scarlett-tex-layouts)                                                                       | XBOX Series X\|S 的紋理配置與並排處理。                                                                   |
| [適用於棋盤式轉譯的自動著色器修改](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/automatic-shader-modification-for-checkerboard-rendering)                                  | 適用於棋盤式轉譯的自動著色器修改。                                                                              |
| [XBOX One GPU 的快取與一致性](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/caches-and-coherency-on-xbox-one-gpu)                                                  | XBOX One GPU 的快取與一致性。                                                                          |
| [XBOX One 上的棋盤式轉譯](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/checkerboard-rendering-on-xbox-one)                                                        | XBOX One 上的棋盤式轉譯。                                                                              |
| [VMEM 指令如何運作?](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/how-do-vmem-instructions-work)                                                                 | 說明 VMEM 指令的運作方式。                                                                               |
| [XBOX Series S 最佳化建議](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/series-s-optimizations)                                                                 | XBOX Series S 最佳化建議。                                                                           |
| [XBOX One 動態解析度](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-dynamic-resolution)                                                                 | XBOX One 動態解析度。                                                                                |
| [實作 ESRAM 記憶體管理員](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-esram-manager)                                                                     | 實作 ESRAM 記憶體管理員。                                                                               |
| [XBOX One GPU 計算單元](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-compute-units)                                                               | XBOX One GPU 計算單元。                                                                             |
| [XBOX One GPU 記憶體存取:ONION、GARLIC 與其他](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-memory-access)                                             | XBOX One GPU 記憶體存取:ONION、GARLIC 與其他。                                                           |
| [XBOX One GPU 概觀](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-overview)                                                                      | XBOX One GPU 白皮書:區塊圖、計算單元、波前 (wave),以及圖形開發者鎖定此主機所需的 Direct3D 11 功能。                            |
| [XBOX One 佔用率快速參考](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-occupancy-quick-reference)                                                        | XBOX One 佔用率快速參考。                                                                              |
| [通訊安全性最佳做法](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-overview)                                        | 保護所有遊戲網路通訊的機密性、完整性與驗證需求,並提供加密、雜湊與 IP 隱私權的指引。                                                   |
| [遊戲安全性概念](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/game-security-overview)                                                                          | 遊戲安全性概念、常見攻擊類別,以及如何協助緩解這些攻擊的概觀。                                                                |
| [遊戲開發工具安全性最佳做法](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/general-security/game-tool-security)                                                       | 自訂遊戲開發工具的安全性指引 — 保護工具通訊安全,並將工具與發行環境隔離。                                                         |
| [遊戲安全性最佳做法](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/general-security/general-game-security)                                                        | 整體遊戲設計與開發安全性做法 — PII 保護與安全性測試指引。                                                               |
| [GDK 遊戲的安全遊戲通訊](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/secure-communication-impl)              | 依流量類型摘要說明 GDK 遊戲建議的安全通訊方法。                                                                     |
| [安全的遊戲網格通訊](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-game-mesh-impl)                   | 適用於 GDK 遊戲的點對點與用戶端/伺服器安全通訊指引。                                                                  |
| [安全通訊範例](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-samples)                             | 示範安全通訊最佳做法的 GDK 與 XBOX 服務範例。                                                                   |
| [安全的 Web 要求與 WebSocket](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-webrequest-impl)      | GDK 遊戲中 HTTPS 與 WebSocket 通訊的建議 API、驗證與 TLS 設定。                                                |

## 工具

| 頁面                                                                                                                                                                  | 說明                                                                                         |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ |
| [設定 (xbconfig.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbconfig)                                                      | 設定 (xbconfig.exe)。                                                                         |
| [CPU 效能 (xbperf.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbperf)                                                      | CPU 效能 (xbperf.exe)。                                                                       |
| [TimeTravelDebugging for XBOX 工具 (xbttd.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbttd)                               | TimeTravelDebugging for XBOX 工具 (xbttd.exe)。                                               |
| [管理使用者帳戶 (wdconfig.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/console_commandlinetools/wdconfig)                                         | 管理使用者帳戶 (wdconfig.exe)。                                                                    |
| [效能頁面 (Dev Home)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/devhome/devhome-performance)                                                      | 效能頁面 (Dev Home)。                                                                           |
| [Hang Investigation for XBOX (HIX)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/hix/hix)                                                        | Hang Investigation for XBOX (HIX)。                                                         |
| [用於停止回應調查的即時著色器偵錯](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/hix/live-debugging)                                                              | 用於停止回應調查的即時著色器偵錯。                                                                          |
| [分析遊戲效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/analyzing-system-performance)                                                          | 分析遊戲效能。                                                                                    |
| [設定 PIX UI](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/configuring-pix)                                                                    | 設定 PIX UI。                                                                                 |
| [分析 CPU 效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/cpu-performance)                                                                    | 分析 CPU 效能。                                                                                 |
| [擴充性](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility)                                                          | 擴充性。                                                                                       |
| [PIX 擴充性 HLSL API](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-hlsl)                                        | PIX 擴充性 HLSL API。                                                                          |
| [網格檢視器擴充性](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-mesh-viewer)                                         | 網格檢視器 (Mesh Viewer) 擴充性。                                                                   |
| [PIX 擴充性設定](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-settings)                                           | PIX 擴充性設定。                                                                                 |
| [紋理檢視器擴充性](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-texture-viewer)                                      | 紋理檢視器 (Texture Viewer) 擴充性。                                                                |
| [分析 DirectStorage 與 Win32 檔案 IO 效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/fileio-performance)                                         | 分析 DirectStorage 與 Win32 檔案 IO 效能。                                                         |
| [分析 GPU 效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/gpu-performance)                                                                | 分析 GPU 效能。                                                                                 |
| [PIX API 物件](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-api-objects)                                                               | PIX API 物件。                                                                                |
| [PIX GPU 瓶頸](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-bottlenecks)                                                               | PIX GPU 瓶頸。                                                                                |
| [PIX BVH 檢視器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-bvh-viewer)                                                               | PIX BVH 檢視器。                                                                               |
| [PIX 計數器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-counters)                                                                     | PIX 計數器。                                                                                   |
| [Dr. PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-drpix)                                                                        | Dr. PIX。                                                                                   |
| [PIX 編輯後繼續](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-edit-and-continue)                                                          | PIX 編輯後繼續 (Edit and Continue)。                                                             |
| [PIX 編輯](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-edits)                                                                         | PIX 編輯功能。                                                                                  |
| [PIX 事件詳細資料](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-event-details)                                                             | PIX 事件詳細資料。                                                                                |
| [PIX GPU 擷取](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-capture)                                                               | PIX GPU 擷取。                                                                                |
| [PIX ExecuteIndirect 分析支援](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-executeindirect)                                         | PIX ExecuteIndirect 分析支援。                                                                  |
| [輸入組譯](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-input-assembly)                                                              | 輸入組譯 (Input Assembly)。                                                                     |
| [GPU 擷取概觀](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-overview-page)                                                           | GPU 擷取概觀。                                                                                  |
| [管線檢視](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-pipeline-view)                                                               | 管線檢視。                                                                                      |
| [PIX 資源](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-resources)                                                                 | PIX 資源。                                                                                    |
| [PIX GPU 時間軸](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-timeline-tab)                                                         | PIX GPU 時間軸。                                                                               |
| [PIX GPU 計時](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-timing)                                                                | PIX GPU 計時。                                                                                |
| [記憶體檢視器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-memory-viewer)                                                                 | 記憶體檢視器。                                                                                    |
| [PIX 網格檢視器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-mesh-viewer)                                                                | PIX 網格檢視器。                                                                                 |
| [PIX 管線狀態](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-pipeline-states)                                                             | PIX 管線狀態。                                                                                  |
| [PIX 資源檢視](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-resources-tab)                                                               | PIX 資源檢視。                                                                                  |
| [PIX 著色器偵錯](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-debugging)                                                           | PIX 著色器偵錯。                                                                                 |
| [PIX 中的著色器 PDB](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-pdbs)                                                            | PIX 中的著色器 PDB。                                                                             |
| [PIX 著色器追蹤 (XBOX One)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-trace-durpio)                                             | PIX 著色器追蹤 (XBOX One)。                                                                      |
| [PIX 著色器追蹤 (XBOX Series X\|S)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-trace-scarlett)                                   | PIX 著色器追蹤 (XBOX Series X\|S)。                                                              |
| [狀態檢視](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-state)                                                                           | 狀態檢視。                                                                                      |
| [PIX 硬體計數器表格](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-table-of-hardware-counters)                                               | PIX 硬體計數器表格。                                                                               |
| [PIX 紋理 Mip 統計資料](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-texture-mip-stats)                                                    | PIX 紋理 Mip 統計資料。                                                                           |
| [PIX 紋理檢視器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-texture-viewer)                                                             | PIX 紋理檢視器。                                                                                 |
| [PIX Variable Rate Shading (VRS)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-vrs)                                                  | PIX Variable Rate Shading (VRS)。                                                           |
| [搭配著色器使用 PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-with-shaders)                                                             | 搭配著色器使用 PIX。                                                                               |
| [PIX GPU Trace 擷取](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-capture)                                             | PIX GPU Trace 擷取。                                                                          |
| [適用於 XBOX Series X\|S 效能分析的 PIX GPU Trace 擷取](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-overview)                 | 說明 PIX GPU Trace 擷取如何在 XBOX Series X\|S 上跨畫面記錄 SQTT 與 SPM 效能分析資料,包括佔用率、context roll 與離線分析。 |
| [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。                                                                          |
| [啟動 PIX、連線至主機並進行擷取](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/launching-and-connecting)                                                   | 啟動 PIX、連線至主機並進行擷取。                                                                         |
| [分析記憶體使用量與效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/memory-performance)                                                               | 分析記憶體使用量與效能。                                                                               |
| [PIX Timing Capture](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/new-timing-captures)                                                       | PIX Timing Capture(時序擷取)。                                                                  |
| [開啟以程式設計方式建立的 Timing Capture](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/open-offline-timing-captures)                                     | 開啟以程式設計方式建立的 Timing Capture。                                                               |
| [PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix)                                                                                      | PIX。                                                                                       |
| [PIX API 參考](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-api-reference)                                                                 | PIX API 參考。                                                                                |
| [分析遊戲初始化與啟動程式碼的效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-capture-from-launch)                                                     | 分析遊戲初始化與啟動程式碼的效能。                                                                          |
| [在 Timing Capture 中分析停滯與內容切換](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-context-switches)                                             | 在 Timing Capture 中分析停滯與內容切換。                                                               |
| [將 etl 檔案轉換為 Timing Capture](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-convert-etl-files)                                             | 將 etl 檔案轉換為 Timing Capture。                                                                |
| [轉換舊版的 Timing Capture](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-convert-timing-captures)                                             | 轉換舊版的 Timing Capture。                                                                      |
| [設定 PIX 以存取 CPU 擷取的 PDB](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-cpu-pdb-config)                                                    | 設定 PIX 以存取 CPU 擷取的 PDB。                                                                    |
| [使用 Timing Capture 分析 PIX 事件的關鍵路徑](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-critical-path)                                           | 使用 Timing Capture 分析 PIX 事件的關鍵路徑。                                                          |
| [PIX 自訂記憶體配置器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-custom-memory-allocators)                                                    | PIX 自訂記憶體配置器。                                                                              |
| [分析 DirectStorage 效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-directstorage)                                                        | 分析 DirectStorage 效能。                                                                       |
| [GPU 偵錯指導方針](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-gpu-debugging)                                                                 | GPU 偵錯指導方針。                                                                                |
| [分析動態延遲輸入 (Dynamic Latency Input) 效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-input-sync)                                           | 分析動態延遲輸入 (Dynamic Latency Input) 效能。                                                       |
| [指令追蹤擷取](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-instruction-trace-captures)                                                        | 指令追蹤擷取 (Instruction Trace Captures)。                                                       |
| [PIX Live](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-live)                                                                            | PIX Live。                                                                                  |
| [記憶體圓形圖](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-live-memory-pies)                                                                  | 記憶體圓形圖 (Memory Pies)。                                                                      |
| [分析封存檔案內發生的檔案存取](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-mappingfiles)                                                              | 分析封存檔案內發生的檔案存取。                                                                            |
| [PIX Timing Capture 中的計量檢視](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-metrics-view)                                                   | PIX Timing Capture 中的計量檢視 (Metrics View)。                                                  |
| [偵測本機儲存體寫入限制的違規情形](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-nvme-write-monitor)                                                      | 偵測本機儲存體寫入限制的違規情形。                                                                          |
| [PIX 隨選即時偵錯](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-on-demand-live-debugging)                                                      | PIX 隨選即時偵錯。                                                                                |
| [在 Timing Capture 中分析 CPU 取樣](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-sampling-profiler)                                            | 在 Timing Capture 中分析 CPU 取樣。                                                               |
| [儲存與載入 PIX 設定](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-save-load-settings)                                                          | 儲存與載入 PIX 設定。                                                                              |
| [GPU 擷取中的著色器例外狀況偵測](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-shader-exception-detection)                                             | GPU 擷取中的著色器例外狀況偵測。                                                                         |
| [針對著色器例外狀況進行 PIX 即時偵錯](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-shader-exceptions-live-debugging)                                    | 針對著色器例外狀況進行 PIX 即時偵錯。                                                                      |
| [系統監視器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-system-monitor)                                                                     | 系統監視器。                                                                                     |
| [Timing Capture 書籤](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-bookmarks)                                               | Timing Capture 書籤。                                                                         |
| [Timing Capture 比較功能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-compare)                                               | Timing Capture 比較功能。                                                                       |
| [在 Timing Capture 中分析 D3D API 物件使用情形](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-captures-d3d-objects)                          | 在 Timing Capture 中分析 D3D API 物件使用情形。                                                       |
| [在 Timing Capture 中分析記憶體使用量與效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-captures-memory)                                     | 在 Timing Capture 中分析記憶體使用量與效能。                                                             |
| [查詢 Timing Capture 檔案格式](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-sqlite-queries)                                     | 查詢 Timing Capture 檔案格式。                                                                    |
| [Timing Capture 摘要版面配置](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-summary-layout)                                      | Timing Capture 摘要版面配置。                                                                     |
| [分析 Win32 檔案 IO 效能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-win32-fileio)                                                           | 分析 Win32 檔案 IO 效能。                                                                         |
| [設定主機以搭配 PIX 使用](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/required-xconfig-settings)                                                     | 設定主機以搭配 PIX 使用。                                                                            |
| [設定與開始使用](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/setup-getting-started)                                                                | 設定與開始使用。                                                                                   |
| [適用於 XBOX Series X\|S 著色器調校的 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 檢查 GPR 壓力、暫存器存留期與指令成本,然後對著色器原始碼或 PDB 專案進行迭代。    |
| [將著色器從 FXC 移植至 DXC](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-port-from-fxc)                                               | 將著色器從 FXC 移植至 DXC。                                                                         |
| [使用 DXC.exe 與 dxcompiler .dll 介面](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-usage)                                         | 使用 DXC.exe 與 dxcompiler .dll 介面。                                                           |
| [在 XBOX 上使用 define](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-defines)                                                | 在 XBOX 上使用 define。                                                                         |
| [DXC HLSL 擴充功能](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-extensions)                                                 | DXC HLSL 擴充功能。                                                                             |
| [DXC 編譯器內建函式](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-intrinsics)                                                   | DXC 編譯器內建函式。                                                                               |
| [著色器編譯器](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/shader-compiler)                                                            | 著色器編譯器。                                                                                    |
| [遊戲效能重疊顯示](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/titleperfoverlay/titleperfoverlay)                                                       | 遊戲效能重疊顯示 (Title Performance Overlay)。                                                      |
| [XBOX Hang Investigation Tool (XHIT)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/xhit/xhit-tool)                                               | XBOX Hang Investigation Tool (XHIT)。                                                       |

## API 參考

| 頁面                                                                                                                                                                                                                                                                                                                                    | 說明                                                                                                                                                 |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
| [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)                                                                                                                    | 指定建置光線追蹤加速結構時使用的旗標。請搭配相關 API 使用此列舉的值。                                                                                                              |
| [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)                                                                                                                        | 指定呼叫 CopyRaytracingAccelerationStructure 時執行的複製作業類型。                                                                                               |
| [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)                                                                                                   | 指定可透過呼叫 EmitRaytracingAccelerationStructurePostbuildInfo 等 API 擷取的加速結構建置後資訊類型。                                                                     |
| [D3D12SerializeVersionedRootSignature](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/functions/d3d12serializeversionedrootsignature_public)                                                                                                                                                   | 序列化任何版本的根簽章,可傳遞給 ID3D12Device::CreateRootSignature。                                                                                                |
| [ID3D12CommandQueue::BeginEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_beginevent_public)                                                                                                                                    | 不應直接呼叫。請使用 PIX 事件執行階段將事件插入命令佇列。(ID3D12CommandQueue.BeginEvent)                                                                                     |
| [ID3D12CommandQueue::EndEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_endevent_public)                                                                                                                                        | 不應直接呼叫。請使用 PIX 事件執行階段將事件插入命令佇列。(ID3D12CommandQueue.EndEvent)                                                                                       |
| [ID3D12CommandQueue::SetMarker](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_setmarker_public)                                                                                                                                      | 不應直接呼叫。請使用 PIX 事件執行階段將事件插入命令佇列。(ID3D12CommandQueue.SetMarker)                                                                                      |
| [CreatePipelineState](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12device2/methods/id3d12device2_createpipelinestate_public)                                                                                                                                                | 從管線狀態資料流描述建立管線狀態物件。                                                                                                                                |
| [SetAutoBreadcrumbsEnablement](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12deviceremovedextendeddatasettings/methods/id3d12deviceremovedextendeddatasettings_setautobreadcrumbsenablement_public)                                                                          | 設定裝置移除擴充資料 (DRED) 自動 breadcrumb 的啟用設定。                                                                                                             |
| [ID3D12GraphicsCommandList::BeginEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_beginevent_public)                                                                                                               | 不應直接呼叫。請使用 PIX 事件執行階段將事件插入命令清單。(ID3D12GraphicsCommandList.BeginEvent)                                                                              |
| [ClearDepthStencilView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_cleardepthstencilview_public)                                                                                                                    | 清除深度樣板資源。(ID3D12GraphicsCommandList.ClearDepthStencilView)                                                                                         |
| [ID3D12GraphicsCommandList::EndEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_endevent_public)                                                                                                                   | 不應直接呼叫。請使用 PIX 事件執行階段將事件插入命令清單。(ID3D12GraphicsCommandList.EndEvent)                                                                                |
| [ID3D12GraphicsCommandList::SetMarker](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setmarker_public)                                                                                                                 | 不應直接呼叫。請使用 PIX 事件執行階段將事件插入命令清單。(ID3D12GraphicsCommandList.SetMarker)                                                                               |
| [ExecuteMetaCommand (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_executemetacommand_public)                                                                                                       | 將指定中繼命令的執行(或叫用)記錄至圖形命令清單。                                                                                                                          |
| [WriteToSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12resource/methods/id3d12resource_writetosubresource_public)                                                                                                                                                | 使用 CPU 將資料複製到子資源,讓 CPU 能修改大多數具有未定義配置之紋理的內容。                                                                                                        |
| [ID3D12Tools](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/id3d12tools_public)                                                                                                                                                                                        | 此介面用於為 PIX 等工具設定執行階段。不適用於也不支援任何其他情境。                                                                                                               |
| [EnableShaderInstrumentation](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/methods/id3d12tools_enableshaderinstrumentation_public)                                                                                                                                    | 此方法可讓 PIX 等工具檢測著色器。                                                                                                                                |
| [ShaderInstrumentationEnabled](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/methods/id3d12tools_shaderinstrumentationenabled_public)                                                                                                                                  | 判斷是否已啟用著色器檢測。                                                                                                                                      |
| [ID3D12VirtualizationGuestDevice](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/id3d12virtualizationguestdevice_public)                                                                                                                            | ID3D12VirtualizationGuestDevice 的參考,這是 XBOX 上 Direct3D 12 圖形 API 中的介面。在 XBOX 上保留或未使用;詳情請參閱備註。                                                      |
| [CreateFenceFd](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/methods/id3d12virtualizationguestdevice_createfencefd_public)                                                                                                                        | CreateFenceFd 的參考,這是 XBOX 上 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                                        |
| [ShareWithHost](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/methods/id3d12virtualizationguestdevice_sharewithhost_public)                                                                                                                        | ShareWithHost 的參考,這是 XBOX 上 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                                        |
| [D3D12XBOX\_RAYTRACING\_ACCELERATION\_STRUCTURE\_POSTBUILD\_INFO\_OFFLINE\_STATISTICS\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/structs/d3d12xbox_raytracing_acceleration_structure_postbuild_info_offline_statistics_desc_public)                                | 描述離線 BLAS 建置相關的統計資料。                                                                                                                               |
| [d3d12\_x (API 內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/d3d12_x_members)                                                                                                                                                                                            | d3d12\_x.h 的參考主題。                                                                                                                                  |
| [D3D12\_BUFFER\_SRV\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_buffer_srv_flags)                                                                                                                                                                       | 識別如何檢視緩衝區資源。                                                                                                                                       |
| [D3D12\_BUFFER\_UAV\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_buffer_uav_flags)                                                                                                                                                                       | 識別緩衝區資源的未排序存取檢視選項。                                                                                                                                 |
| [D3D12\_COMMAND\_LIST\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_command_list_type)                                                                                                                                                                     | 指定命令清單的類型。                                                                                                                                         |
| [D3D12\_COMMAND\_QUEUE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_command_queue_flags)                                                                                                                                                                 | 指定用來建立命令佇列的旗標。                                                                                                                                     |
| [D3D12\_DESCRIPTOR\_HEAP\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_descriptor_heap_flags)                                                                                                                                                             | 指定描述元堆積的選項。                                                                                                                                        |
| [D3D12\_HEAP\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_heap_flags)                                                                                                                                                                                    | 指定堆積選項,例如堆積是否可包含紋理,以及資源是否跨介面卡共用。                                                                                                                   |
| [D3D12\_INDEX\_BUFFER\_STRIP\_CUT\_VALUE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_index_buffer_strip_cut_value)                                                                                                                                             | 使用三角形帶基本項目拓撲時,頂點位置會被解讀為連續三角形帶的頂點,並可搭配特殊索引值使用。                                                                                                      |
| [D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX One 系列)](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 系列主機) — 間接參數的引數類型,用於 D3D12\_INDIRECT\_ARGUMENT\_DESC 結構。                                                 |
| [D3D12\_MESH\_SHADER\_TIER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_mesh_shader_tier)                                                                                                                                                                       | 定義指定網格與放大著色器支援的常數。                                                                                                                                 |
| [D3D12\_PIPELINE\_STATE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_pipeline_state_flags)                                                                                                                                                               | 指定控制幾何著色器與曲面細分所產生資料放置方式的旗標,包括幾何著色器資料是否儲存於晶片外。                                                                                                      |
| [D3D12\_PIPELINE\_STATE\_SUBOBJECT\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_pipeline_state_subobject_type)                                                                                                                                            | 指定管線狀態資料流描述中子物件的類型。                                                                                                                                |
| [D3D12\_PRIMITIVE\_TOPOLOGY\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_primitive_topology_type)                                                                                                                                                         | 指定管線如何解讀幾何或外框著色器的輸入基本項目。                                                                                                                           |
| [D3D12\_QUERY\_HEAP\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_query_heap_type)                                                                                                                                                                         | 指定要建立的查詢堆積類型。                                                                                                                                      |
| [D3D12\_QUERY\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_query_type)                                                                                                                                                                                    | 指定查詢的類型。                                                                                                                                           |
| [D3D12\_RESOURCE\_BARRIER\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_barrier_flags)                                                                                                                                                           | 設定資源屏障的旗標。                                                                                                                                         |
| [D3D12\_RESOURCE\_DIMENSION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_dimension)                                                                                                                                                                    | 識別所使用資源的類型。                                                                                                                                        |
| [D3D12\_RESOURCE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_flags)                                                                                                                                                                            | D3D12\_RESOURCE\_FLAGS (XBOX One 系列主機) — 識別資源的選項。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                             |
| [D3D12\_RESOURCE\_STATES (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_states)                                                                                                                                                                          | 指定資源相對於其使用方式的狀態。                                                                                                                                   |
| [D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX One 系列)](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 系列主機) — 指定根簽章配置的選項。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                     |
| [D3D12\_SAMPLER\_FEEDBACK\_TIER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_sampler_feedback_tier)                                                                                                                                                             | 定義指定 Sampler Feedback 支援的常數。                                                                                                                       |
| [D3D12\_SHARED\_RESOURCE\_COMPATIBILITY\_TIER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_shared_resource_compatibility_tier)                                                                                                                                  | 定義指定跨 API 共用支援層級的常數。                                                                                                                               |
| [D3D12\_SRV\_DIMENSION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_srv_dimension)                                                                                                                                                                              | 識別將作為著色器資源檢視之資源的類型。                                                                                                                                |
| [D3D12\_STENCIL\_OP (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_stencil_op)                                                                                                                                                                                    | 識別深度樣板測試期間可執行的樣板作業。                                                                                                                                |
| [D3D12\_TEXTURE\_ADDRESS\_MODE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_texture_address_mode)                                                                                                                                                               | 指定解析超出紋理界限之紋理座標的技術。                                                                                                                                |
| [D3D12\_TEXTURE\_LAYOUT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_texture_layout)                                                                                                                                                                            | 指定紋理配置的選項。在 XBOX 上,此列舉包含 D3D12XBOX\_ 擴充成員。                                                                                                         |
| [D3D12\_WAVE\_MMA\_TIER (XBOX One 系列)](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 系列主機) — 定義指定 WaveMMA (wave\_matrix) 作業支援層級的常數。                                                                    |
| [D3D12XBOX\_COMMAND\_ALLOCATOR\_CALLBACK\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_allocator_callback_flags)                                                                                                                              | 搭配 XBOX 擴充功能使用的旗標,用於覆寫預設的命令配置器功能。                                                                                                                  |
| [D3D12XBOX\_COMMAND\_LIST\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_list_flags)                                                                                                                                                           | 指定建立命令清單選項的旗標。                                                                                                                                     |
| [D3D12XBOX\_COMMAND\_LIST\_RESET\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_list_reset_flags_x)                                                                                                                                            | 搭配 ID3D12GraphicsCommandList2::ResetX API 使用的旗標。                                                                                                   |
| [D3D12XBOX\_COMMAND\_QUEUE\_PRIORITY (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_queue_priority)                                                                                                                                                   | 指定命令佇列優先順序的值。                                                                                                                                      |
| [D3D12XBOX\_COMPRESSION\_STATE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_compression_state_flags)                                                                                                                                                 | 啟用或停用轉譯目標資源上的色彩壓縮,以及深度目標資源上的深度和/或樣板壓縮。                                                                                                             |
| [D3D12XBOX\_COPY\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_copy_flags)                                                                                                                                                                            | D3D12XBOX\_COPY\_FLAGS (XBOX One 系列主機) — 控制記憶體複製或填滿作業的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                                                              |
| [D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX One 系列)](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 系列主機) — 定義用來建立裝置的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                                                        |
| [D3D12XBOX\_DATA\_FORMAT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_data_format)                                                                                                                                                                          | 定義各種資料格式的名稱。                                                                                                                                       |
| [D3D12XBOX\_DCC\_COLOR\_TRANSFORM (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dcc_color_transform)                                                                                                                                                         | 在套用 Delta Color Compression 之前要執行的色彩轉換。                                                                                                            |
| [D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX One 系列)](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 系列主機) — 建立 Delta Color Compression (DCC) 的最大單位大小。                                                     |
| [D3D12XBOX\_DEBUG\_FILTER\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_debug_filter_flags)                                                                                                                                                           | 一組旗標,指定回應特定驗證錯誤時要採取的動作。                                                                                                                            |
| [D3D12XBOX\_DEBUG\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_debug_flags)                                                                                                                                                                          | 指定在 XBOX One 上執行偵錯所用的旗標。                                                                                                                           |
| [D3D12XBOX\_DERIVED\_COMPUTE\_STATE\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_derived_compute_state_type)                                                                                                                                          | 指定衍生計算狀態物件中所儲存結構的類型。                                                                                                                               |
| [D3D12XBOX\_DERIVED\_GRAPHICS\_STATE\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_derived_graphics_state_type)                                                                                                                                        | 衍生圖形管線狀態物件的類型。                                                                                                                                     |
| [D3D12XBOX\_DISPATCH\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dispatch_flags)                                                                                                                                                                    | D3D12XBOX\_DISPATCH\_FLAGS (XBOX One 系列主機) — 控制 ID3D12GraphicsCommandList.DispatchX 的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                               |
| [D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX One 系列)](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 系列主機) — 搭配 ExecuteCommandLists2X API 使用的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                         |
| [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)                                                                                                                                   | 指定擴充計算狀態物件中所儲存結構的類型。                                                                                                                               |
| [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)                                                                                                                                 | 指定擴充圖形管線狀態物件中所儲存結構的類型。                                                                                                                             |
| [D3D12XBOX\_FLUSH (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_flush)                                                                                                                                                                                       | 指定控制 ID3D12GraphicsCommandList::FlushPipelineX 與 ID3D12CommandQueue::SignalX 的旗標。                                                                  |
| [D3D12XBOX\_FRAME\_EVENT\_STATISTICS\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_event_statistics_flags)                                                                                                                                      | 指定畫面事件統計資料報告的狀態。                                                                                                                                   |
| [D3D12XBOX\_FRAME\_EVENT\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_event_type)                                                                                                                                                               | 指定事件的類型,用於畫面排程。                                                                                                                                    |
| [D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX One 系列)](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 系列主機) — 指定可對既定畫面間隔提供額外控制的選項。                                                                           |
| [D3D12XBOX\_FRAME\_PIPELINE\_TOKEN (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_pipeline_token)                                                                                                                                                       | 定義畫面通過圖形管線時的識別碼:從起源與輸入取樣,一直到呈現。                                                                                                                    |
| [D3D12XBOX\_FRAME\_STATISTICS\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_statistics_type)                                                                                                                                                     | 指定呼叫 GetFrameStatisticsX 時要傳回的畫面統計資料類型。                                                                                                            |
| [D3D12XBOX\_GDS\_OPERATION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_gds_operation)                                                                                                                                                                      | 指定全域資料共用 (GDS) 的讀取與寫入作業。                                                                                                                           |
| [D3D12XBOX\_HARDWARE\_VERSION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_hardware_version)                                                                                                                                                                | 代表 XBOX One 裝置系列中的硬體版本。                                                                                                                            |
| [D3D12XBOX\_HISTENCIL\_COMPARE\_FUNCTION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_histencil_compare_function)                                                                                                                                           | 指定如何解讀 COMPARE 函式的結果。                                                                                                                              |
| [D3D12XBOX\_NUMBER\_FORMAT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_number_format)                                                                                                                                                                      | 定義各種數字格式的名稱。由 D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC 結構使用。                                                                                        |
| [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)                                                                                                                                       | 控制要計數哪些樣本的旗標,例如是否計數通過或未通過深度或樣板測試的樣本。                                                                                                               |
| [D3D12XBOX\_ORDERED\_APPEND\_SHADER\_STAGE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_ordered_append_shader_stage)                                                                                                                                        | 將 Ordered Append 計數器與著色器階段建立關聯。目前僅支援計算著色器。                                                                                                         |
| [D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX One 系列)](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 系列主機) — 指定分頁如何由相關方法進行對應之額外詳細資料的旗標。                                                                       |
| [D3D12XBOX\_PAGE\_MAPPING\_RANGE\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_page_mapping_range_type)                                                                                                                                                | 指定分頁對應範圍的用途。                                                                                                                                       |
| [D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX One 系列)](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 系列主機) — 控制擷取供分析之資訊種類的旗標,例如要擷取哪些資訊。                                                                        |
| [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)                                                                                                                        | 強制 Z 匯出小於或大於來源 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 暫存器的設定,用於控制像素著色器深度測試的時機。                                                                              |
| [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 暫存器的設定,用於控制像素著色器深度測試。                                                                                  |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_EXEC\_ON\_NOOP (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_exec_on_noop)                                                                                                                            | 控制像素著色器深度測試的設定 (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)                                                                                                             | 建立非循序 (OoO) 點陣化的層級。                                                                                                                                |
| [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 暫存器的設定,用於控制像素著色器的逐樣本執行。                                                                                  |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_TEXKILL (XBOX One 系列)](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 的設定,控制像素著色器終止像素的能力。                                                                                            |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_ZORDER (XBOX One 系列)](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 暫存器的設定,該暫存器控制像素著色器深度測試。                                                                                            |
| [D3D12XBOX\_PREFETCH\_MEMORY\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_prefetch_memory_flags)                                                                                                                                                     | 提供控制預先擷取記憶體作業的旗標。                                                                                                                                  |
| [D3D12XBOX\_PREFETCH\_PIPELINE\_STATE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_prefetch_pipeline_state_flags)                                                                                                                                    | 提供旗標,指定要從管線狀態物件擷取哪些著色器以進行管線預先擷取作業。                                                                                                                 |
| [D3D12XBOX\_PRESENT\_DESC\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_desc_type)                                                                                                                                                             | 提供擴充呈現描述類型的識別碼。                                                                                                                                    |
| [D3D12XBOX\_PRESENT\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_flags)                                                                                                                                                                      | 指定 PresentX 用於顯示資源的呈現選項。                                                                                                                           |
| [D3D12XBOX\_PRESENT\_PLANE\_DESC\_TYPE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_desc_type)                                                                                                                                                | 擴充平面呈現描述類型的識別碼。                                                                                                                                    |
| [D3D12XBOX\_PRESENT\_PLANE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_flags)                                                                                                                                                         | 提供呈現平面的合成選項。                                                                                                                                       |
| [D3D12XBOX\_PRESENT\_PLANE\_SCALE\_FILTER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_scale_filter)                                                                                                                                          | 從來源平面資源向上取樣至目的顯示器時的縮放篩選選擇。                                                                                                                         |
| [D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX One 系列)](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 系列主機) — 定義用於偵錯處理序的旗標。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                |
| [D3D12XBOX\_REGISTER\_PAGE\_POOL\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_register_page_pool_flags)                                                                                                                                              | 搭配 RegisterPagePool2X API 使用的旗標。                                                                                                                   |
| [D3D12XBOX\_REPORT\_GPU\_HANG\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_report_gpu_hang_flags)                                                                                                                                                    | 定義回報 GPU 停止回應時使用的選項。                                                                                                                               |
| [D3D12XBOX\_RESOURCE\_BARRIER\_ACTIONS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_resource_barrier_actions)                                                                                                                                               | 定義資源屏障動作。每個成員都是呼叫 ID3D12XboxDmaCommandList::ResourceBarrier 時將會或可能產生的動作。                                                                           |
| [D3D12XBOX\_SAMPLER\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_sampler_flags)                                                                                                                                                                      | D3D12XBOX\_SAMPLER\_FLAGS (XBOX One 系列主機) — 用於建立取樣器描述的取樣器旗標。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                    |
| [D3D12XBOX\_SCHEDULE\_FRAME\_EVENT\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_schedule_frame_event_flags)                                                                                                                                          | 指定 ID3D12Device::ScheduleFrameEventX 的排程選項。                                                                                                        |
| [D3D12XBOX\_SERIALIZE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_serialize_flags)                                                                                                                                                                  | 控制管線狀態物件序列化的旗標。                                                                                                                                    |
| [D3D12XBOX\_SHADER\_CS\_SIMD\_WALK\_ALGORITHM (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_cs_simd_walk_algorithm)                                                                                                                                   | 指定各計算單元 (CU) 的 SIMD(單指令多資料)處理程序要使用的演算法。                                                                                                            |
| [D3D12XBOX\_SHADER\_STAGE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_stage)                                                                                                                                                                        | 指定著色器階段。                                                                                                                                           |
| [D3D12XBOX\_SHADER\_UNIT\_DISABLE\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_unit_disable_flags)                                                                                                                                            | 停用特定著色器的計算單元 (CU)。                                                                                                                                 |
| [D3D12XBOX\_TEXTURE\_FILTER\_MODE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_filter_mode)                                                                                                                                                         | 指定要在取樣器描述中使用的紋理篩選模式。                                                                                                                               |
| [D3D12XBOX\_TEXTURE\_MIP\_FILTER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_mip_filter)                                                                                                                                                           | 指定將在取樣器描述中使用的紋理 MIP 篩選。                                                                                                                            |
| [D3D12XBOX\_TEXTURE\_XY\_FILTER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_xy_filter)                                                                                                                                                             | 指定要在取樣器描述中使用的 XY 紋理篩選。                                                                                                                             |
| [D3D12XBOX\_TEXTURE\_Z\_FILTER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_z_filter)                                                                                                                                                               | 指定要在取樣器描述中使用的紋理 Z 篩選。                                                                                                                              |
| [D3D12XBOX\_WAIT\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_wait_flags)                                                                                                                                                                            | D3D12XBOX\_WAIT\_FLAGS (XBOX One 系列主機) — 選取用來執行等候之引擎的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                                                               |
| [D3D12XBOX\_WAIT\_FRAME\_EVENT\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_wait_frame_event_flags)                                                                                                                                                  | 指定事件等候選項。                                                                                                                                          |
| [D3D12XBOX\_WRITE\_VALUE\_BOP\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_write_value_bop_flags)                                                                                                                                                    | 控制 ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX 等方法的旗標。                                                                                 |
| [D3D12XBOX\_WRITE\_VALUE\_TOP\_FLAGS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_write_value_top_flags)                                                                                                                                                    | 控制 GPU 時間戳記回寫至 Top Of Pipe 的旗標。                                                                                                                    |
| [D3D12CreateDevice (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12createdevice)                                                                                                                                                                                | D3D12CreateDevice (XBOX One 系列主機) — 建立代表顯示介面卡的裝置。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                               |
| [D3D12GetFlushFromResourceBarrierActionsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12getflushfromresourcebarrieractionsx)                                                                                                                                  | 從指定的資源屏障動作中遮罩掉與壓縮相關的活動,並將其轉換為一組可傳遞給相關 API 的排清作業。                                                                                                   |
| [D3D12XboxCreateDevice (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxcreatedevice)                                                                                                                                                                        | D3D12XboxCreateDevice (XBOX One 系列主機) — 建立代表顯示介面卡的裝置。適用於 XBOX 的 Direct3D 12 圖形參考。                                                                  |
| [D3D12XboxEnableMemoryProfiling (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxenablememoryprofiling)                                                                                                                                                      | 啟用記憶體效能分析。                                                                                                                                         |
| [D3D12XboxGetCachedReadPointer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetcachedreadpointer)                                                                                                                                                        | 取得指定 CPU 描述元控制代碼的快取讀取指標。                                                                                                                           |
| [D3D12XboxGetProcessDebugFlags (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetprocessdebugflags)                                                                                                                                                        | 取得目前的處理序偵錯旗標。                                                                                                                                      |
| [D3D12XboxGetWritePointer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetwritepointer)                                                                                                                                                                  | 取得指定 CPU 描述元控制代碼的寫入指標。                                                                                                                             |
| [D3D12XboxInitializeDefaultComputeShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaultcomputeshaderlimits)                                                                                                                                      | 使用預設限制初始化 D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC 結構。                                                                                             |
| [D3D12XboxInitializeDefaultGraphicsShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaultgraphicsshaderlimits)                                                                                                                                    | 使用預設限制初始化 D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC 結構。                                                                                            |
| [D3D12XboxInitializeDefaultTessellationParameters](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaulttessellationparameters)                                                                                                                                | 使用預設限制初始化 D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC 結構。                                                                                            |
| [D3D12XboxSetProcessDebugFlags (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxsetprocessdebugflags)                                                                                                                                                        | 設定將用於偵錯處理序的選項。                                                                                                                                     |
| [D3D12XboxUnloadDriverModule](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxunloaddrivermodule)                                                                                                                                                                          | 從處理序卸載目前載入的使用者模式圖形驅動程式。                                                                                                                            |
| [D3DConfigureVirtualMemory (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3dconfigurevirtualmemory)                                                                                                                                                                | 初始化圖形記憶體追蹤。                                                                                                                                        |
| [CD3DX12\_PIPELINE\_STATE\_STREAM\_SUBOBJECT (XBOX One 系列)](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)                                                                                       | 樣板化的協助程式結構,用於將一組子物件類型與子物件資料封裝為適合資料流描述的單一物件。                                                                                                        |
| [CD3DX12XBOX\_PIPELINE\_STATE\_STREAM\_PARSE\_HELPER (介面內容) (XBOX One 系列)](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)                                                          | 從傳入對應成員函式的子物件詳細資料,建置內部 CD3DX12\_PIPELINE\_STATE\_STREAM 物件。此結構實作相關介面。                                                                              |
| [XboxSetComputeShaderLimits (XBOX One 系列)](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 參數的值初始化 PipelineStream 物件的 ComputeShaderLimitsX 成員。                                                                                        |
| [XboxSetDepthStencilOptions (XBOX One 系列)](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 參數的值初始化 CD3DX12XBOX\_PIPELINE\_STATE\_STREAM 物件的 DepthStencilOptionsX 成員。                                                                  |
| [XboxSetGraphicsShaderLimits (XBOX One 系列)](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 參數的值初始化 CD3DX12XBOX\_PIPELINE\_STATE\_STREAM 物件的 GraphicsShaderLimitsX 成員。                                                                 |
| [XboxSetPixelShaderOptions (XBOX One 系列)](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 參數的值初始化 PipelineStream 的 PixelShaderOptionsX 成員。                                                                                           |
| [XboxSetTessellationParameters (XBOX One 系列)](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 參數的值初始化 PipelineStream 的 TessellationParametersX 成員。                                                                                       |
| [ID3D12CommandAllocator (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/id3d12commandallocator)                                                                                                                                                     | 代表 GPU 命令的儲存空間配置。                                                                                                                                  |
| [SetAllocatorCallbackX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/methods/id3d12commandallocator_setallocatorcallbackx)                                                                                                                 | 為命令配置器設定配置回呼函式。                                                                                                                                    |
| [ID3D12CommandQueue (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/id3d12commandqueue)                                                                                                                                                   | ID3D12CommandQueue (介面內容) (XBOX One 系列主機) — 提交命令清單並同步處理其執行。                                                                                        |
| [ClearPageMappingsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_clearpagemappingsx)                                                                                                                               | 清除分頁對應。                                                                                                                                            |
| [CopyPageMappingsBatchX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copypagemappingsbatchx)                                                                                                                       | 以一或多個批次將記憶體分頁範圍對應至 GPU 虛擬位址空間。                                                                                                                     |
| [CopyPageMappingsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copypagemappingsx)                                                                                                                                 | 在 GPU 時間軸上操作 GPU 分頁表。可在圖形與 DMA 命令佇列上呼叫,但不能在計算佇列上呼叫。                                                                                                |
| [ExecuteCommandLists (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists)                                                                                                                             | 提交要執行的命令清單陣列。                                                                                                                                      |
| [ExecuteCommandLists2X (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists2x_x)                                                                                                                       | ExecuteCommandLists2X (XBOX One 系列主機) — 用於執行命令清單的 XBOX 擴充 API。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                |
| [InvalidateGraphicsTLBX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_invalidategraphicstlbx)                                                                                                                       | 使圖形轉譯後備緩衝區 (TLB) 失效。                                                                                                                               |
| [ID3D12CommandQueue::KickoffX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_kickoffx)                                                                                                                               | ID3D12CommandQueue::KickoffX (XBOX One 系列主機) — 將已排入佇列的圖形或計算命令清單區段提交至 GPU 進行處理。                                                                     |
| [PIXGpuBeginCapture (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpubegincapture)                                                                                                                               | 啟動 PIX GPU 擷取程序。                                                                                                                                   |
| [PIXGpuCaptureNextFrame (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpucapturenextframe)                                                                                                                       | 為 GPU 擷取下一個畫面的資料。                                                                                                                                  |
| [PIXGpuEndCapture (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpuendcapture)                                                                                                                                   | 結束 PIX GPU 擷取程序。                                                                                                                                   |
| [PresentX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_presentx)                                                                                                                                                   | 呈現一組資源以供顯示。                                                                                                                                        |
| [ResumeX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_resumex)                                                                                                                                                     | 從連線待命恢復。                                                                                                                                           |
| [SetHDRToneMapperX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_sethdrtonemapperx)                                                                                                                                 | 設定高動態範圍 (HDR) 色調對應器,當 HDR 遊戲啟用自動色調對應時,用於在執行階段產生標準動態範圍 (SDR) 影像。                                                                                    |
| [SignalX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_signalx)                                                                                                                                                     | SignalX (XBOX One 系列主機) — 將柵欄更新為指定的值。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                                         |
| [SuspendX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_suspendx)                                                                                                                                                   | 暫停以進入連線待命。                                                                                                                                         |
| [ID3D12Debug (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12debug/id3d12debug)                                                                                                                                                                        | 偵錯介面可控制偵錯設定並驗證管線狀態。僅能在偵錯層開啟時使用。                                                                                                                    |
| [SetProcessDebugFlags (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12debug/methods/id3d12debug_setprocessdebugflags)                                                                                                                                         | 設定用於偵錯處理序的選項。                                                                                                                                      |
| [ID3D12Device (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device)                                                                                                                                                                     | 裝置介面代表用來建立資源的虛擬介面卡。                                                                                                                                |
| [CreateCommandListX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommandlistx)                                                                                                                                           | CreateCommandListX (XBOX One 系列主機) — 建立命令清單。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                                  |
| [CreateCommandQueueX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommandqueuex)                                                                                                                                         | 在 XBOX One 上建立命令佇列。                                                                                                                                |
| [CreateCommittedResourceX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommittedresourcex)                                                                                                                               | 建立資源以及大小足以容納整個資源的隱含堆積。資源會對應至該堆積。                                                                                                                   |
| [CreateComponentPlacedResourceX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomponentplacedresourcex)                                                                                                                   | CreateComponentPlacedResourceX (XBOX One 系列主機) — 放置資源的元件(子資源)。適用於 XBOX 的 Direct3D 12 圖形參考。                                                         |
| [CreateComponentPlacedResourceX1 (XBOX One 系列)](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 描述之資源的元件(子資源)。                                                                                                       |
| [CreateComputePipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomputepipelinestatex)                                                                                                                         | 建立計算管線狀態物件,並包含著色器限制等額外詳細資料。                                                                                                                        |
| [CreateCounterSetX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcountersetx)                                                                                                                                             | 建立一組可供取樣的 GPU 硬體計數器。                                                                                                                               |
| [CreateDerivedComputePipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createderivedcomputepipelinestatex)                                                                                                           | 有效率地從另一個管線狀態物件建立衍生的計算管線狀態物件。                                                                                                                       |
| [CreateDerivedGraphicsPipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createderivedgraphicspipelinestatex)                                                                                                         | 有效率地從另一個管線狀態物件建立衍生的圖形管線狀態物件。                                                                                                                       |
| [CreateGraphicsPipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_creategraphicspipelinestatex)                                                                                                                       | 建立圖形管線狀態物件,並包含著色器限制以及深度、樣板與像素著色器選項等額外詳細資料。                                                                                                         |
| [CreatePlacedRawShaderResourceViewX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedrawshaderresourceviewx)                                                                                                           | 直接從資源與資源檢視描述建立著色器資源檢視描述元,而不需建立中繼的 ID3D12Resource API 物件。                                                                                           |
| [CreatePlacedRawUnorderedAccessViewX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedrawunorderedaccessviewx)                                                                                                         | 直接從資源與資源檢視描述建立未排序存取檢視描述元,而不需建立中繼的 ID3D12Resource API 物件。                                                                                           |
| [CreatePlacedResourceX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedresourcex)                                                                                                                                     | CreatePlacedResourceX (XBOX One 系列主機) — 放置整個資源。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                               |
| [CreatePlacedShaderResourceViewX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedshaderresourceviewx)                                                                                                                 | 放置著色器資源檢視 (SRV)。                                                                                                                                   |
| [CreatePlacedUnorderedAccessViewX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedunorderedaccessviewx)                                                                                                               | 放置未排序存取檢視 (UAV)。                                                                                                                                   |
| [CreateSamplerX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createsamplerx)                                                                                                                                                   | 建立取樣器物件,封裝 XBOX 上紋理的取樣資訊。                                                                                                                          |
| [DeserializeComputePipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_deserializecomputepipelinestatex)                                                                                                               | 將先前序列化的計算管線狀態物件還原序列化,以便在執行階段有效率地載入計算狀態物件。                                                                                                          |
| [DeserializeGraphicsPipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_deserializegraphicspipelinestatex)                                                                                                             | 將先前序列化的圖形管線狀態物件還原序列化,以便在執行階段有效率地載入管線狀態物件。                                                                                                          |
| [EnableManualGraphicsTLBInvalidationX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_enablemanualgraphicstlbinvalidationx)                                                                                                       | 啟用圖形轉譯後備緩衝區 (TLB) 的手動失效。這是 D3D12.x 擴充方法。                                                                                                           |
| [GetDebugFlagsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getdebugflagsx)                                                                                                                                                   | 取得目前作用中的偵錯選項。                                                                                                                                      |
| [GetDefaultMSAAParametersX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getdefaultmsaaparametersx)                                                                                                                             | 取得預設的多重取樣消除鋸齒 (MSAA) 參數。                                                                                                                           |
| [GetFrameStatisticsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getframestatisticsx)                                                                                                                                         | 擷取畫面的一組統計資料。                                                                                                                                       |
| [GetGpuHardwareConfigurationX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getgpuhardwareconfigurationx)                                                                                                                       | 取得硬體組態資訊:目前僅包含 GPU 的時脈頻率。                                                                                                                          |
| [RegisterCustomFenceLocationX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_registercustomfencelocationx)                                                                                                                       | 向 GPU 停止回應回報基礎結構註冊用於自訂柵欄同步處理的記憶體位置。                                                                                                                |
| [RegisterPagePoolX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_registerpagepoolx)                                                                                                                                             | 註冊分頁集區,使其可作為 CopyPageMappingsX 及類似函式的來源。                                                                                                           |
| [ReportGpuHangX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_reportgpuhangx)                                                                                                                                                   | 回報 GPU 停止回應。                                                                                                                                       |
| [ScheduleFrameEventX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_scheduleframeeventx)                                                                                                                                         | 排程要在一個畫面內發出一次或多次訊號的事件。                                                                                                                             |
| [SerializeComputePipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_serializecomputepipelinestatex)                                                                                                                   | 序列化計算管線狀態物件,以便在執行階段有效率地載入。此方法是在離線內容建立期間呼叫,而非遊戲執行階段。                                                                                                |
| [SerializeGraphicsPipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_serializegraphicspipelinestatex)                                                                                                                 | 序列化管線狀態物件,以便在執行階段有效率地載入。此方法是在離線內容建立程序期間呼叫,而非遊戲執行階段。                                                                                                |
| [SetDebugCallbackX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugcallbackx)                                                                                                                                             | 設定偵錯期間要叫用的回呼函式。                                                                                                                                    |
| [SetDebugErrorFilterX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugerrorfilterx)                                                                                                                                       | 套用以個別 DEBUG 輸出訊息為細微度的驗證錯誤篩選。                                                                                                                       |
| [SetDebugFlagsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugflagsx)                                                                                                                                                   | 設定偵錯選項。                                                                                                                                            |
| [SetDriverHintX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdriverhintx)                                                                                                                                                   | 設定 XBOX One 的驅動程式提示。                                                                                                                               |
| [SetFrameIntervalX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setframeintervalx)                                                                                                                                             | 建立畫面的間隔持續時間與週期。                                                                                                                                    |
| [SetGpuMemoryPriorityX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setgpumemorypriorityx)                                                                                                                                     | 設定非一致性 GPU 記憶體流量相對於 CPU、音訊與 IO 裝置等其他流量的優先順序。                                                                                                       |
| [SetHangCallbacksX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_sethangcallbacksx)                                                                                                                                             | 設定 GPU 停止回應時要叫用的回呼函式。                                                                                                                              |
| [UnregisterCustomFenceLocationX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_unregistercustomfencelocationx)                                                                                                                   | 取消註冊先前以 RegisterCustomFenceLocationX 註冊的記憶體位置。                                                                                                     |
| [UnregisterPagePoolX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_unregisterpagepoolx)                                                                                                                                         | 取消註冊先前註冊的分頁集區。                                                                                                                                     |
| [WaitFrameEventX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_waitframeeventx)                                                                                                                                                 | 等候已排程的畫面事件收到訊號。                                                                                                                                    |
| [ID3D12Device3 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device3/id3d12device3)                                                                                                                                                                         | 代表虛擬介面卡。此介面擴充 ID3D12Device2,可從管線狀態資料流描述建立管線狀態物件。                                                                                                   |
| [RegisterPagePool2X (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device3/methods/id3d12device3_registerpagepool2x)                                                                                                                                         | RegisterPagePoolX 的擴充。                                                                                                                             |
| [ID3D12GraphicsCommandList (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/id3d12graphicscommandlist)                                                                                                                                            | ID3D12GraphicsCommandList (介面內容) (XBOX One 系列主機) — 封裝用於轉譯的圖形命令清單。                                                                                  |
| [AdvancePredicationX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_advancepredicationx)                                                                                                               | 推進述詞處理程序。                                                                                                                                          |
| [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 系列主機) — 將轉譯目標中的所有元素設定為單一值。                                                              |
| [CloseBundleX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_closebundlex)                                                                                                                             | 關閉配套命令清單,同時將記錄的命令寫入指定的配置。                                                                                                                          |
| [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 系列主機) — 將資料從一個 GPU 虛擬位址複製到另一個。                                                            |
| [CopyResourceX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copyresourcex)                                                                                                                           | 將來源資源的完整內容複製到目的資源。                                                                                                                                 |
| [CopyTextureRegionX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copytextureregionx)                                                                                                                 | 使用 GPU 在兩個位置之間複製紋理資料。來源與目的都可以參考位於緩衝區資源內的紋理資料。                                                                                                      |
| [DispatchX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_dispatchx)                                                                                                                                   | 從執行緒群組執行命令清單。                                                                                                                                      |
| [DrawIndexedX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_drawindexedx)                                                                                                                             | 繪製索引基本項目,是比 DrawIndexedInstanced 更有效率的替代方案。                                                                                                        |
| [ExecuteCommandListsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_executecommandlistsx)                                                                                                             | 目前尚未實作。                                                                                                                                            |
| [ExecuteIndirectBundleX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_executeindirectbundlex)                                                                                                         | 從緩衝區間接執行配套,配套是 GPU 繪製與狀態設定的 GPU 命令緩衝區表示法。此 API 可提供更大的彈性。                                                                                           |
| [FillMemoryWith128BitValueX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith128bitvaluex)                                                                                                 | 以指定的 128 位元值填滿指定範圍的 GPU 記憶體。                                                                                                                       |
| [ID3D12GraphicsCommandList::FillMemoryWith32BitValueX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith32bitvaluex)                                                                                      | 以指定的 32 位元值填滿指定範圍的 GPU 記憶體。                                                                                                                        |
| [FillMemoryWith64BitValueX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith64bitvaluex)                                                                                                   | 以指定的 64 位元值填滿指定範圍的 GPU 記憶體。                                                                                                                        |
| [FlushPipelineX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_flushpipelinex)                                                                                                                         | 排清管線的指定區段。                                                                                                                                         |
| [GetExecutionCommandSizeX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_getexecutioncommandsizex)                                                                                                     | 查詢配套命令清單所需的配置大小。                                                                                                                                   |
| [ID3D12GraphicsCommandList::KickoffX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_kickoffx)                                                                                                          | ID3D12GraphicsCommandList::KickoffX (XBOX One 系列主機) — 將已排入佇列的圖形或計算命令清單區段提交至 GPU 進行處理。                                                              |
| [NopX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_nopx)                                                                                                                                             | 在目前的命令清單中新增指定位元組數的無作業填補。                                                                                                                           |
| [OMSetDepthBoundsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_omsetdepthboundsx)                                                                                                                   | 設定深度界限。                                                                                                                                            |
| [PrefetchMemoryX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_prefetchmemoryx)                                                                                                                       | PrefetchMemoryX (XBOX One 系列主機) — 預先擷取指定位址的記憶體。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                               |
| [PrefetchPipelineStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_prefetchpipelinestatex)                                                                                                         | PrefetchPipelineStateX (XBOX One 系列主機) — 預先擷取指定的管線狀態。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                         |
| [ReadGDSX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_readgdsx)                                                                                                                                     | 從 GDS 讀取資料。                                                                                                                                        |
| [RSSetDepthBiasX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetdepthbiasx)                                                                                                                       | 覆寫目前的 PSO 深度偏差選項,並設定新值。                                                                                                                            |
| [RSSetMSAAParametersX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetmsaaparametersx)                                                                                                             | 設定轉譯階段的多重取樣消除鋸齒 (MSAA) 參數。                                                                                                                         |
| [SampleCountersX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_samplecountersx)                                                                                                                       | 將 GPU 硬體計數器的值寫入使用者提供之緩衝區中使用者指定的位移處。                                                                                                                |
| [SetComputeShaderLimitsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setcomputeshaderlimitsx)                                                                                                       | 設定計算著色器限制,包括作用中的著色器單元、波前與執行緒群組屬性,以及要使用的 SIMD 走訪演算法。                                                                                                |
| [SetGraphicsShaderLimitsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setgraphicsshaderlimitsx)                                                                                                     | SetGraphicsShaderLimitsX (XBOX One 系列主機) — 設定頂點、網域、幾何與像素著色器的圖形著色器限制。                                                                               |
| [SetHiStencilControlX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_sethistencilcontrolx)                                                                                                             | 啟用或停用 Hi-Stencil 硬體。提供直接但暫時的覆寫,直到下一個深度/樣板資源繫結至管線為止。                                                                                                |
| [SetHiStencilStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_sethistencilstatex)                                                                                                                 | 設定將保存於指定資源上的階層式樣板比較狀態。                                                                                                                             |
| [SetOcclusionQueryControlX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setocclusionquerycontrolx)                                                                                                   | 設定遮蔽查詢所使用的計數器。                                                                                                                                     |
| [SetPerfectOcclusionQueriesX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setperfectocclusionqueriesx)                                                                                               | 取得精確的樣本計數,並覆寫 HiStencil 狀態。                                                                                                                        |
| [SetPixelShaderDepthForceZOrderX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setpixelshaderdepthforcezorderx)                                                                                       | 強制從著色器指示詞取得 Z 順序。                                                                                                                                  |
| [SetPredicationBufferX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setpredicationbufferx)                                                                                                           | 為圖形命令清單設定述詞緩衝區。                                                                                                                                    |
| [SetResourceCompressionStateX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setresourcecompressionstatex)                                                                                             | 設定資源的壓縮狀態。                                                                                                                                         |
| [SetupOrderedAppendCounterX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setuporderedappendcounterx)                                                                                                 | 設定依序附加 (Ordered Append) 計數器,讓著色器執行緒能依其啟動順序附加資料。                                                                                                    |
| [StartCountersX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_startcountersx)                                                                                                                         | 選取要取樣的 GPU 計數器集合。                                                                                                                                  |
| [StopCountersX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_stopcountersx)                                                                                                                           | 結束一段 GPU 計數器取樣期間。                                                                                                                                  |
| [Wait32BitValueX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_wait32bitvaluex)                                                                                                                       | 等候記憶體中指定來源位置的 32 位元值,以滿足比較條件。                                                                                                                      |
| [ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_wait64bitvaluex)                                                                                            | ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One 系列主機) — 等候記憶體中指定來源位置的 64 位元值,以滿足比較條件。                                                         |
| [Write32BitValueBottomOfPipeX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluebottomofpipex)                                                                                             | 在管線底端將 32 位元值寫入記憶體中的指定目的地。                                                                                                                         |
| [Write32BitValueBottomOfShaderX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluebottomofshaderx)                                                                                         | 在著色器底端將 32 位元值寫入記憶體中的指定目的地。                                                                                                                        |
| [Write32BitValueTopOfPipeX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluetopofpipex)                                                                                                   | 在管線頂端將 32 位元值寫入記憶體中的指定目的地。                                                                                                                         |
| [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 系列主機) — 在管線底端將 64 位元值寫入記憶體中的指定目的地。                                               |
| [Write64BitValueTopOfPipeX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write64bitvaluetopofpipex)                                                                                                   | 在管線頂端將 64 位元值寫入記憶體中的指定目的地。                                                                                                                         |
| [WriteGDSX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_writegdsx)                                                                                                                                   | 將資料寫入全域資料共用 (GDS)。                                                                                                                                 |
| [ID3D12GraphicsCommandList2 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12GraphicsCommandList2/id3d12graphicscommandlist2)                                                                                                                                  | 封裝用於轉譯的圖形命令清單,並擴充此介面以支援將立即值直接寫入緩衝區。                                                                                                                |
| [ID3D12GraphicsCommandList2::ResetX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12GraphicsCommandList2/methods/id3d12graphicscommandlist2_resetx)                                                                                                           | ID3D12GraphicsCommandList2::ResetX (XBOX One 系列主機) — 將命令清單重設回初始狀態,如同剛建立新的命令清單一般。                                                                   |
| [ID3D12PipelineState (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12pipelinestate/id3d12pipelinestate)                                                                                                                                                | ID3D12PipelineState (介面內容) (XBOX One 系列主機) — 表示所有目前設定之著色器的狀態,以及某些固定功能狀態。                                                                           |
| [GetDescriptorX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12pipelinestate/methods/id3d12pipelinestate_getdescriptorx)                                                                                                                                     | GetDescriptorX (XBOX One 系列主機) — 取得此 ID3D12PipelineState 的描述元,以便使用 ID3D12GraphicsCommandList::ExecuteIndirect。                                     |
| [ID3D12Resource (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12resource/id3d12resource)                                                                                                                                                               | 封裝 CPU 與 GPU 讀寫實體記憶體或堆積的一般化能力。包含用於組織與操作資源資料的抽象概念。                                                                                                  |
| [GetPlacementDescX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12resource/methods/id3d12resource_getplacementdescx)                                                                                                                                         | 以 D3D12\_RESOURCE\_DESC 結構取得此資源的放置描述。                                                                                                              |
| [ID3D12XboxCounterSet (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/id3d12xboxcounterset)                                                                                                                                             | 用於取樣 GPU 硬體計數器的介面。                                                                                                                                 |
| [GetCounterDataSizeX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/methods/id3d12xboxcounterset_getcounterdatasizex)                                                                                                                         | 查詢接收計數器值之緩衝區所需的大小(位元組)。                                                                                                                            |
| [RetrieveCounterDataX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/methods/id3d12xboxcounterset_retrievecounterdatax)                                                                                                                       | 指示 GPU 將先前取樣的計數器值寫入 C++ 結構。                                                                                                                        |
| [ID3D12XboxDmaCommandList (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/id3d12xboxdmacommandlist)                                                                                                                                               | D3D12\_COMMAND\_LIST\_TYPE\_COPY 的專用介面。                                                                                                            |
| [ID3D12XboxDmaCommandList::BeginEvent (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_beginevent)                                                                                                         | ID3D12XboxDmaCommandList::BeginEvent (XBOX One 系列) 的參考,這是 XBOX One 系列主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用。                                    |
| [BeginQuery (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_beginquery)                                                                                                                                   | 開始執行查詢。                                                                                                                                            |
| [ID3D12XboxDmaCommandList::Close (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_close)                                                                                                                   | 正常清理執行中的串流。                                                                                                                                        |
| [CopyBufferRegion (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copybufferregion)                                                                                                                       | CopyBufferRegion (XBOX One 系列主機) — 將緩衝區的某個區域從一個資源複製到另一個資源。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                      |
| [CopyLastErrorCodeToMemoryX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copylasterrorcodetomemoryx)                                                                                                   | 將最後一個錯誤碼複製到記憶體。                                                                                                                                    |
| [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 系列主機) — 將資料從一個 GPU 虛擬位址複製到另一個 GPU 虛擬位址。                                                    |
| [CopyResource (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copyresource)                                                                                                                               | 複製資源。                                                                                                                                              |
| [CopyTextureRegion (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copytextureregion)                                                                                                                     | 將來源紋理的某個區域複製到目的紋理中的指定位置。                                                                                                                           |
| [CopyTiles (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copytiles)                                                                                                                                     | 將圖格從緩衝區複製到並排資源,或反向複製。                                                                                                                              |
| [ID3D12XboxDmaCommandList::EndEvent (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_endevent)                                                                                                             | ID3D12XboxDmaCommandList::EndEvent (XBOX One 系列) 的參考,這是 XBOX One 系列主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用。                                      |
| [EndQuery (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_endquery)                                                                                                                                       | EndQuery (XBOX One 系列主機) — 結束執行中的查詢。適用於 XBOX 的 Direct3D 12 圖形參考。                                                                                   |
| [EnqueueDwordsX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_enqueuedwordsx)                                                                                                                           | 將一組 SDMA 命令封包 DWORD 值複製到命令清單。此方法僅供開發人員實驗,在零售主機上無法運作。                                                                                               |
| [ID3D12XboxDmaCommandList::FillMemoryWith32BitValueX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_fillmemorywith32bitvaluex)                                                                                         | 以指定的 32 位元值填滿指定範圍的 GPU 記憶體(記憶體緩衝區)。                                                                                                                |
| [JPEGDecodeMemoryX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_jpegdecodememoryx)                                                                                                                     | 解碼 JPEG 資源。                                                                                                                                        |
| [ID3D12XboxDmaCommandList::KickoffX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_kickoffx)                                                                                                             | 將已排入佇列的 DMA 命令清單區段提交給 GPU 處理。                                                                                                                      |
| [LZCompressMemoryX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_lzcompressmemoryx)                                                                                                                     | 將記憶體壓縮為 LZ 格式。                                                                                                                                     |
| [LZDecompressMemoryX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_lzdecompressmemoryx)                                                                                                                 | 將記憶體從 LZ 格式解壓縮。                                                                                                                                    |
| [ID3D12XboxDmaCommandList::Reset (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_reset)                                                                                                                   | 使用指定的配置器重設 DMA 命令清單,並可選擇性地指定管線的初始狀態。                                                                                                               |
| [ResolveQueryData (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_resolvequerydata)                                                                                                                       | 從查詢擷取資料。適用於所有堆積類型:預設、上傳與回讀。                                                                                                                        |
| [ResourceBarrier (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_resourcebarrier)                                                                                                                         | 通知驅動程式需要同步處理對資源的多次存取,例如同步處理對同一紋理的讀取與寫入。                                                                                                            |
| [ID3D12XboxDmaCommandList::SetMarker (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_setmarker)                                                                                                           | ID3D12XboxDmaCommandList::SetMarker (XBOX One 系列) 的參考,這是 XBOX One 系列主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用。                                     |
| [ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_wait64bitvaluex)                                                                                               | ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One 系列主機) — 等候記憶體中指定來源位置的 64 位元值,以滿足比較條件。                                                          |
| [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 系列主機) — 在管線底端將 64 位元值寫入記憶體中的指定目的地。                                                |
| [ID3DX12PipelineParserCallbacks (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/id3dx12pipelineparsercallbacks)                                                                                                                             | 表示 D3DX12parsePipelineStream 協助程式函式所使用之剖析器與錯誤回呼集合的介面。                                                                                              |
| [ID3DX12PipelineParserCallbacks::XboxSetComputeShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetcomputeshaderlimits)                                                                     | 在 XBOX 上設定計算著色器限制。                                                                                                                                 |
| [ID3DX12PipelineParserCallbacks::XboxSetDepthStencilOptions](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetdepthstenciloptions)                                                                     | 在 XBOX 上設定深度樣板選項。                                                                                                                                  |
| [ID3DX12PipelineParserCallbacks::XboxSetGraphicsShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetgraphicsshaderlimits)                                                                   | 在 XBOX 上設定圖形著色器限制。                                                                                                                                 |
| [ID3DX12PipelineParserCallbacks::XboxSetPixelShaderOptions](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetpixelshaderoptions)                                                                       | 在 XBOX 上設定像素著色器選項。                                                                                                                                 |
| [ID3DX12PipelineParserCallbacks::XboxSetTessellationParameters (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsettessellationparameters)                                                 | 在 XBOX 上設定曲面細分參數。                                                                                                                                  |
| [CD3DX12XBOX\_PIPELINE\_STATE\_STREAM (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/cd3dx12xbox_pipeline_state_stream)                                                                                                                                               | 用於透過合併介面建立及使用圖形與計算管線狀態的協助程式結構。                                                                                                                     |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX One 系列)](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 系列主機) — 指出介面卡對可變速率著色總和的支援層級。                                                                      |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX One 系列)](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 系列主機) — 指出介面卡對描述元上不可部分完成 Int64 的支援層級。                                                             |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX One 系列)](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 系列主機) — 指出介面卡對網格著色器與取樣器意見反應的支援層級。                                                                  |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX One 系列)](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 系列主機) — 指出介面卡對未對齊區塊紋理的支援層級。                                                                        |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS9 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options9)                                                                                                                                              | 指出介面卡對網格著色器管線統計資料、網格著色器完整範圍轉譯目標陣列索引,以及不可部分完成 Int64 等功能的支援層級。                                                                                       |
| [D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX One 系列)](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 系列主機) — 此功能目前為預覽版。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                |
| [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)                                                                                                                  | 指出對受保護資源工作階段的支援層級。                                                                                                                                 |
| [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 系列主機) — 指出受保護資源工作階段類型的計數。                                                |
| [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 系列主機) — 指出受保護資源工作階段類型的清單。                                                      |
| [D3D12\_GRAPHICS\_PIPELINE\_STATE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_graphics_pipeline_state_desc)                                                                                                                                            | 描述圖形管線狀態物件。                                                                                                                                        |
| [D3D12\_INDIRECT\_ARGUMENT\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_indirect_argument_desc)                                                                                                                                                         | 描述與命令簽章搭配使用的間接引數(間接參數)。                                                                                                                            |
| [D3D12XBOX\_COMMAND\_LIST\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_command_list_desc)                                                                                                                                                           | 命令清單的描述,包括 XBOX 專屬擴充功能。                                                                                                                            |
| [D3D12XBOX\_COMMAND\_QUEUE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_command_queue_desc)                                                                                                                                                         | 命令佇列的 XBOX 專屬描述。                                                                                                                                   |
| [D3D12XBOX\_COMPONENT\_PLACED\_ADDRESSES (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_component_placed_addresses)                                                                                                                                         | ID3D12Device::CreateComponentPlacedResourceX 所使用的聯集。                                                                                               |
| [D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_compute_shader_limits_desc)                                                                                                                                        | 描述計算著色器的限制。                                                                                                                                        |
| [D3D12XBOX\_COUNTER\_DATA (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_counter_data)                                                                                                                                                                      | 取樣一組同時作用中的 GPU 硬體計數器所傳回的資料。                                                                                                                        |
| [D3D12XBOX\_COUNTER\_SET\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_counter_set_desc)                                                                                                                                                             | 描述可一次取樣的 GPU 硬體計數器集合。                                                                                                                              |
| [D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX One 系列)](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 系列主機) — 指定在 XBOX 硬體上建立裝置時所使用的參數。                                                                   |
| [D3D12XBOX\_DCC\_OPTIONS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_dcc_options)                                                                                                                                                                        | 為資源描述建立 DCC 組態選項。                                                                                                                                  |
| [D3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_depth_stencil_options_desc)                                                                                                                                        | 描述圖形管線狀態中的深度樣板設定。                                                                                                                                  |
| [D3D12XBOX\_DERIVED\_COMPUTE\_STATE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_derived_compute_state_desc)                                                                                                                                        | 描述衍生的計算管線狀態物件。新的管線狀態物件是從現有的管線狀態物件衍生而來。                                                                                                             |
| [D3D12XBOX\_DERIVED\_GRAPHICS\_STATE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_derived_graphics_state_desc)                                                                                                                                      | 描述衍生的圖形管線狀態物件,可以是 D3D12\_DEPTH\_STENCIL\_DESC、D3D12\_RASTERIZER\_DESC、D3D12\_BLEND\_DESC 或 SampleMask。                                             |
| [D3D12XBOX\_DESCRIPTOR\_BUFFER\_VIEW (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_buffer_view)                                                                                                                                                 | 請勿使用;僅供內部使用。XBOX One 原生 GPU 緩衝區描述元的不透明結構。                                                                                                          |
| [D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX One 系列)](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 系列主機) — 用於設定管線狀態物件的命令處理器封包描述元。                                                                    |
| [D3D12XBOX\_DESCRIPTOR\_SAMPLER\_STATE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_sampler_state)                                                                                                                                             | 請勿使用;僅供內部使用。XBOX One 原生取樣器狀態繫結描述元的不透明結構。                                                                                                           |
| [D3D12XBOX\_DESCRIPTOR\_TEXTURE\_VIEW (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_texture_view)                                                                                                                                               | 請勿使用;僅供內部使用。XBOX One 原生紋理檢視描述元的不透明結構。                                                                                                              |
| [D3D12XBOX\_DESCRIPTOR\_UNORDERED\_ACCESS\_VIEW (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_unordered_access_view)                                                                                                                            | 請勿使用;僅供內部使用。XBOX One 原生 UAV(未排序存取檢視)描述元的不透明結構。                                                                                                     |
| [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)                                                                                                                                      | 定義如何還原序列化計算管線狀態物件。                                                                                                                                 |
| [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 系列主機) — 包含用於還原序列化先前已序列化之圖形管線狀態物件的資訊。                                                   |
| [D3D12XBOX\_DESERIALIZE\_SHADER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_shader)                                                                                                                                                          | 包含還原序列化先前已序列化之著色器的相關資訊,包括 GPU 指令與中繼資料。                                                                                                             |
| [D3D12XBOX\_DISPATCH\_ARGUMENTS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_dispatch_arguments)                                                                                                                                                          | 對計算管線呼叫的引數。                                                                                                                                        |
| [D3D12XBOX\_DISPLAY\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_display_statistics)                                                                                                                                                          | 定義與影格顯示相關的統計資料。                                                                                                                                    |
| [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)                                                                                                                                 | 指定儲存在擴充計算管線狀態物件中的結構類型。                                                                                                                             |
| [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)                                                                                                                               | 擴充的圖形管線狀態描述。                                                                                                                                       |
| [D3D12XBOX\_FRAME\_EVENT\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_event_statistics)                                                                                                                                                 | 定義與排程影格事件相關的統計資料。                                                                                                                                  |
| [D3D12XBOX\_FRAME\_INTERVAL\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_interval_statistics)                                                                                                                                           | 定義與為影格建立之間隔相關的統計資料。                                                                                                                                |
| [D3D12XBOX\_FRAME\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_statistics)                                                                                                                                                              | 定義一組影格統計資料。                                                                                                                                        |
| [D3D12XBOX\_GPU\_HARDWARE\_CONFIGURATION (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_gpu_hardware_configuration)                                                                                                                                         | 包含 GPU 時脈頻率。                                                                                                                                       |
| [D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One 系列)](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 系列主機) — 定義圖形著色器的限制。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                         |
| [D3D12XBOX\_HISTENCIL\_COMPARE\_STATE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_histencil_compare_state)                                                                                                                                               | 儲存比較的狀態,以控制比較的執行方式。                                                                                                                                |
| [D3D12XBOX\_HISTENCIL\_CONTROL (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_histencil_control)                                                                                                                                                            | 指定要執行的第一個與第二個比較。                                                                                                                                   |
| [D3D12XBOX\_INPUT\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_input_statistics)                                                                                                                                                              | 定義與影格輸入查詢相關的統計資料。                                                                                                                                  |
| [D3D12XBOX\_MSAA\_CENTROID\_PRIORITIES (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_centroid_priorities)                                                                                                                                             | 描述多重取樣反鋸齒質心優先順序。                                                                                                                                   |
| [D3D12XBOX\_MSAA\_PARAMETERS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_parameters)                                                                                                                                                                | D3D12XBOX\_MSAA\_PARAMETERS:XBOX One 系列上的深度區塊 MSAA 設定,包括樣本計數、PS 反覆運算、過度點陣化與質心遮罩行為。                                                                 |
| [D3D12XBOX\_MSAA\_SAMPLE\_LOCATIONS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_sample_locations)                                                                                                                                                   | 描述多重取樣反鋸齒樣本位置。                                                                                                                                     |
| [D3D12XBOX\_OCCLUSION\_QUERY\_CONTROL (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_occlusion_query_control)                                                                                                                                               | ID3D12GraphicsCommandList::SetOcclusionQueryControlX 的設定。                                                                                          |
| [D3D12XBOX\_PAGE\_MAPPING\_BATCH (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_page_mapping_batch)                                                                                                                                                         | 描述要對應到 GPU 虛擬位址空間的一個或多個記憶體頁面範圍。                                                                                                                    |
| [D3D12XBOX\_PAGE\_MAPPING\_RANGE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_page_mapping_range)                                                                                                                                                         | 描述頁面對應範圍。                                                                                                                                          |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_pixel_shader_options_desc)                                                                                                                                          | 描述像素著色器選項。                                                                                                                                         |
| [D3D12XBOX\_PREDICATION\_BUFFER\_VIEW (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_predication_buffer_view)                                                                                                                                               | 描述述詞緩衝區檢視。                                                                                                                                         |
| [D3D12XBOX\_PRESENT\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_desc)                                                                                                                                                                      | 定義要由 ID3D12CommandQueue::PresentX 執行之呈現的擴充組態。                                                                                                      |
| [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)                                                                                                                             | 定義遊戲效能覆疊的擴充呈現描述。                                                                                                                                   |
| [D3D12XBOX\_PRESENT\_PARAMETERS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_parameters)                                                                                                                                                          | 設定要由 ID3D12CommandQueue::PresentX 執行的呈現。                                                                                                           |
| [D3D12XBOX\_PRESENT\_PLANE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_plane_desc)                                                                                                                                                         | 定義要由 ID3D12CommandQueue::PresentX 執行之呈現的擴充平面組態。                                                                                                    |
| [D3D12XBOX\_PRESENT\_PLANE\_PARAMETERS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_plane_parameters)                                                                                                                                             | 設定要與 ID3D12CommandQueue::PresentX 合成的呈現平面。                                                                                                         |
| [D3D12XBOX\_PRESENT\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_statistics)                                                                                                                                                          | 定義與影格呈現相關的統計資料。                                                                                                                                    |
| [D3D12XBOX\_QUERY\_PREDICATION\_STATUS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_query_predication_status)                                                                                                                                             | 請勿使用。不支援述詞狀態查詢。                                                                                                                                    |
| [D3D12XBOX\_RENDER\_STATISTICS (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_render_statistics)                                                                                                                                                            | 定義與影格轉譯相關的統計資料。                                                                                                                                    |
| [D3D12XBOX\_RESOURCE\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_resource_desc)                                                                                                                                                                    | 描述紋理等資源。                                                                                                                                           |
| [D3D12XBOX\_SAMPLER\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_sampler_desc)                                                                                                                                                                      | D3D12XBOX\_SAMPLER\_DESC (XBOX One 系列主機) — 描述取樣器狀態。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                           |
| [D3D12XBOX\_SCHEDULE\_FRAME\_OBJECT\_LIST (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_schedule_frame_object_list)                                                                                                                                        | 定義一組輔助核心同步處理事件,將與透過 ID3D12Device::ScheduleFrameEventX 排程的事件一起收到訊號。                                                                                 |
| [D3D12XBOX\_SERIALIZE\_COMPUTE\_PIPELINE\_STATE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_compute_pipeline_state)                                                                                                                            | 包含用於還原序列化先前已序列化之計算管線狀態物件的資訊。                                                                                                                       |
| [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 系列主機) — 用於序列化圖形管線狀態物件 (PSO) 的資訊。                                                         |
| [D3D12XBOX\_SERIALIZE\_SHADER (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_shader)                                                                                                                                                              | 用於序列化著色器的資訊,包括 GPU 指令與中繼資料。                                                                                                                        |
| [D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC (XBOX One 系列)](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 定義 XBOX One 系列上的 SRV,包括資源位置、DataFormat、NumberFormat 與記憶體類型覆寫。                                              |
| [D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_tessellation_parameters_desc)                                                                                                                                     | 描述曲面細分參數。                                                                                                                                          |
| [D3D12XBOX\_UNORDERED\_ACCESS\_VIEW\_DESC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_unordered_access_view_desc)                                                                                                                                        | 未排序存取檢視 (UAV) 的描述元。                                                                                                                                |
| [D3D12XBOX\_VIEW\_RECT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_view_rect)                                                                                                                                                                            | 以正規化浮點座標定義檢視矩形。                                                                                                                                    |
| [D3D12XBOX\_WAIT\_FRAME\_OBJECT\_LIST (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_wait_frame_object_list)                                                                                                                                                | 定義一組輔助核心同步處理物件,將包含在 ID3D12Device::WaitFrameEventX 執行的等候中。                                                                                          |
| [D3D12XboxPutBuffer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xboxputbuffer)                                                                                                                                                                                | D3D12XboxPutBuffer (XBOX One 系列主機) — 用於管理將 GPU 命令寫入目前命令緩衝區區段的結構。                                                                                   |
| [d3d12\_xs (API 內容) (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/d3d12_xs_members)                                                                                                                                                                                      | d3d12\_xs.h 的參考主題。                                                                                                                                 |
| [D3D\_PRIMITIVE\_TOPOLOGY (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d_primitive_topology)                                                                                                                                                                    | 指出管線如何解譯繫結至輸入組合器階段之頂點資料的值。                                                                                                                         |
| [D3D11\_CREATE\_DEFERRED\_CONTEXT\_FLAG (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d11_create_deferred_context_flag)                                                                                                                                          | 指定用於識別延遲內容用途的旗標。                                                                                                                                   |
| [D3D12\_BUFFER\_SRV\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_buffer_srv_flags_xs)                                                                                                                                                                | 識別要在著色器資源檢視中使用之緩衝區資源檢視選項的值。                                                                                                                        |
| [D3D12\_BUFFER\_UAV\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_buffer_uav_flags_xs)                                                                                                                                                                | 識別要在未排序存取檢視中使用之緩衝區資源檢視選項的值。                                                                                                                        |
| [D3D12\_FENCE\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_fence_flags_xs)                                                                                                                                                                           | 指定柵欄選項。                                                                                                                                            |
| [D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX Series 主機)](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 主機) — 間接參數的引數類型,用於 D3D12\_INDIRECT\_ARGUMENT\_DESC 結構。                                                |
| [D3D12\_MEASUREMENTS\_ACTION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_measurements_action)                                                                                                                                                              | D3D12\_MEASUREMENTS\_ACTION (XBOX Series 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的列舉。在 XBOX 上保留或未使用。                                         |
| [D3D12\_MESSAGE\_ID (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_message_id)                                                                                                                                                                                | 指定用於設定資訊佇列篩選器的偵錯訊息識別碼。                                                                                                                             |
| [D3D12\_PIPELINE\_STATE\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_pipeline_state_flags_xs)                                                                                                                                                        | 指定控制幾何著色器與曲面細分所產生資料放置方式的旗標。                                                                                                                        |
| [D3D12\_RAY\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_ray_flags)                                                                                                                                                                                  | 傳遞給 TraceRay 函式的旗標,用於覆寫透明度、剔除與提前結束行為。                                                                                                              |
| [D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX Series 主機)](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 主機) — 指定根簽章配置的選項。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                  |
| [D3D12\_SAMPLER\_FEEDBACK\_TIER (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_sampler_feedback_tier_xs)                                                                                                                                                      | 取樣器意見反應的硬體與驅動程式支援層級。                                                                                                                               |
| [D3D12\_STATE\_SUBOBJECT\_TYPE (XBOX Series 主機)](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 主機) — 狀態子物件的類型。與 D3D12\_STATE\_SUBOBJECT 搭配使用。適用於 XBOX 的 Direct3D 12 圖形參考。                              |
| [D3D12XBOX\_BIN\_MAPPING\_MODE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_bin_mapping_mode)                                                                                                                                                           | 延遲基元批次分格 (Deferred Primitive Batch Binning) 對應模式。                                                                                                  |
| [D3D12XBOX\_BIN\_SIZE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_bin_size)                                                                                                                                                                            | 延遲基元批次分格 (DPBB) 的分格大小。                                                                                                                             |
| [D3D12XBOX\_BINNING\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_binning_flags)                                                                                                                                                                  | 保留供未來使用。                                                                                                                                           |
| [D3D12XBOX\_BINNING\_MODE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_binning_mode)                                                                                                                                                                    | 定義延遲基元批次分格 (DPBB) 模式。                                                                                                                              |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_SUBOBJECT\_TYPE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_build_raytracing_acceleration_structure_subobject_type)                                                                            | 標記化描述元串流中建置作業的擴充功能類型。                                                                                                                              |
| [D3D12XBOX\_CMDLIST\_DRIVER\_HINT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_cmdlist_driver_hint)                                                                                                                                                     | 傳遞給命令清單的提示,用於變更內部驅動程式行為。                                                                                                                           |
| [D3D12XBOX\_COMMAND\_LIST\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_command_list_flags_xs)                                                                                                                                                    | 與 CreateCommandListX API 搭配使用的旗標。                                                                                                                  |
| [D3D12XBOX\_COMMAND\_LIST\_RESET\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_command_list_reset_flags)                                                                                                                                          | 與 ID3D12GraphicsCommandList6::ResetX API 搭配使用的旗標。                                                                                                  |
| [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)                                                                                                                                    | 計算管線狀態物件啟動設定之覆寫參數的控制旗標。                                                                                                                            |
| [D3D12XBOX\_COPY\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_copy_flags_xs)                                                                                                                                                                     | D3D12XBOX\_COPY\_FLAGS (XBOX Series 主機) — 用於控制記憶體複製或填入的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                                                             |
| [D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX Series 主機)](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 主機) — 定義用於建立裝置的旗標。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                |
| [D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主機)](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 主機) — 設定差異色彩壓縮 (DCC) 的最大單位大小。                                                                      |
| [D3D12XBOX\_DISPATCH\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_dispatch_flags_xs)                                                                                                                                                             | D3D12XBOX\_DISPATCH\_FLAGS (XBOX Series 主機) — 用於控制 ID3D12GraphicsCommandList.DispatchX 的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                            |
| [D3D12XBOX\_DRIVER\_HINT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_driver_hint)                                                                                                                                                                      | 傳遞給驅動程式以啟用特定功能的提示。                                                                                                                                 |
| [D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX Series 主機)](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 主機) — 與 ExecuteCommandLists2X API 搭配使用的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                       |
| [D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX Series 主機)](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 主機) — 指定可進一步控制已建立影格間隔的選項。                                                                           |
| [D3D12XBOX\_HARDWARE\_VERSION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_hardware_version_xs)                                                                                                                                                         | 描述 XBOX 主機的硬體版本。                                                                                                                                   |
| [D3D12XBOX\_IMAGE\_FORMAT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_image_format)                                                                                                                                                                    | 定義硬體定義之影像格式的名稱。                                                                                                                                    |
| [D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_FLAGS (XBOX Series 主機)](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 主機) — 用於指定要即時偵錯之著色器的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                                         |
| [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 主機) — 用於指定要即時偵錯之著色器的旗標。適用於 XBOX 的 Direct3D 12 圖形參考。                                 |
| [D3D12XBOX\_LIVE\_DEBUGGING\_TYPE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_type)                                                                                                                                                     | 所需的即時偵錯類型。                                                                                                                                         |
| [D3D12XBOX\_MINMIP\_FILTER\_OFFSET (XBOX Series 主機)](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 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的列舉。在 XBOX 上保留或未使用。                                   |
| [D3D12XBOX\_MINMIP\_FILTER\_SLOPE (XBOX Series 主機)](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 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的列舉。在 XBOX 上保留或未使用。                                    |
| [D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX Series 主機)](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 主機) — 指定頁面對應方式其他詳細資料的旗標。                                                                              |
| [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)                                                                                                                                             | 指定要為 PSO 擷取的資料類型。                                                                                                                                  |
| [D3D12XBOX\_PIPELINE\_STATE\_OPTION\_TYPE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pipeline_state_option_type)                                                                                                                                      | 用於設定 PSO 選項。                                                                                                                                       |
| [D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX Series 主機)](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 主機) — 用於控制為分析而擷取之資訊種類的旗標。                                                                              |
| [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)                                                                                                                 | 與 PresentX 搭配使用的效能覆疊旗標。                                                                                                                            |
| [D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX Series 主機)](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 主機) — 定義用於偵錯處理序的旗標。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                             |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_ACCELERATION\_STRUCTURE\_NODE\_TYPE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_canonical_acceleration_structure_node_type)                                                                              | 指定正準節點所包含的資料類型。                                                                                                                                    |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_information_flags)                                                                                                                                                    | 用於從狀態物件擷取資訊。                                                                                                                                       |
| [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)                                                                                                                                           | 建立 RTPSO 期間的偵錯覆寫。                                                                                                                                  |
| [D3D12XBOX\_REGISTER\_PAGE\_POOL\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_register_page_pool_flags_xs)                                                                                                                                       | 定義用於註冊頁面集區的旗標。                                                                                                                                     |
| [D3D12XBOX\_REPORT\_GPU\_HALT\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_report_gpu_halt_flags)                                                                                                                                                | 定義回報 GPU 停止時要使用的選項。                                                                                                                                |
| [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)                                                                                                                                                 | 用於控制 ResourceBarrierX 處理方式的旗標。                                                                                                                     |
| [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)                                                                                                                                 | 針對提供給 ResourceBarrierX 之屏障清單所執行的所有解壓縮與等候動作的摘要聯集。                                                                                                   |
| [D3D12XBOX\_RESOURCE\_VALIDATION\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_validation_flags)                                                                                                                                         | 控制個別資源驗證行為的旗標。                                                                                                                                     |
| [D3D12XBOX\_SAMPLER\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sampler_flags_xs)                                                                                                                                                               | D3D12XBOX\_SAMPLER\_FLAGS (XBOX Series 主機) — 用於建立取樣器描述的取樣器旗標。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                 |
| [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)                                                                                                                                           | 定義用於管理暫存空間的旗標。                                                                                                                                     |
| [D3D12XBOX\_SHADER\_STAGE\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shader_stage_flags)                                                                                                                                                       | 各種著色器階段的列舉。                                                                                                                                        |
| [D3D12XBOX\_SHADER\_UNIT\_DISABLE\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shader_unit_disable_flags_xs)                                                                                                                                     | 定義用於識別要從特定著色器停用之計算單元 (CU) 的常數。                                                                                                                     |
| [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 格式程式設計。                                                                                                                                  |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_TYPE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shading_rate_settings_type)                                                                                                                                      | 要設定的 VRS 設定。                                                                                                                                       |
| [D3D12XBOX\_SYNC\_CONTROL\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sync_control_flags)                                                                                                                                                       | 指定可在數個同步處理 API 中進一步控制同步處理作業的旗標。                                                                                                                    |
| [D3D12XBOX\_SYNC\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sync_flags)                                                                                                                                                                        | 指定在數個同步處理 API 中主導同步處理作業的旗標。                                                                                                                        |
| [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 的組態旗標。                                                                                                            |
| [D3D12XBOX\_WAIT\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_wait_flags_xs)                                                                                                                                                                     | D3D12XBOX\_WAIT\_FLAGS (XBOX Series 主機) — 用於選取執行等候之引擎的旗標。適用於 XBOX 開發的 Direct3D 12 圖形 API 參考。                                                       |
| [D3D12XBOX\_ZERO\_MEMORY\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_zero_memory_flags)                                                                                                                                                         | 定義用於將記憶體歸零的旗標。                                                                                                                                     |
| [DXGI\_COLOR\_SPACE\_TYPE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_color_space_type)                                                                                                                                                                     | 指定色彩空間類型。                                                                                                                                          |
| [DXGI\_FORMAT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_format)                                                                                                                                                                                           | 資源資料格式,包括完整類型化與無類型格式。頁面底部的修飾詞清單更完整地描述每種格式類型。                                                                                                       |
| [DXGI\_MODE\_ROTATION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_mode_rotation)                                                                                                                                                                            | 指出背景緩衝區應如何旋轉以符合監視器實體旋轉方向的旗標。                                                                                                                       |
| [DXGI\_MODE\_SCANLINE\_ORDER (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_mode_scanline_order)                                                                                                                                                               | 指出點陣在表面上建立影像所用方法的旗標。                                                                                                                               |
| [DXGI\_SCALING (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_scaling)                                                                                                                                                                                         | 識別背景緩衝區大小與目標輸出大小不符時的調整大小行為。                                                                                                                        |
| [DXGI\_SWAP\_CHAIN\_FLAG (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_swap_chain_flag)                                                                                                                                                                       | 交換鏈行為的選項。                                                                                                                                          |
| [DXGI\_SWAP\_EFFECT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_swap_effect)                                                                                                                                                                                | 定義處理顯示表面中像素的選項。                                                                                                                                    |
| [DXGIX\_FRAME\_NOTIFICATION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgix_frame_notification)                                                                                                                                                                | DXGI 影格通知事件。                                                                                                                                       |
| [DXGIX\_VLINECOUNTER (XBOX Series 主機)](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 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgixbox_mode_flags)                                                                                                                                                                          | 指出 XBOX 專屬顯示資訊的旗標。                                                                                                                                 |
| [D3D12ConfigureVirtualMemoryX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12configurevirtualmemoryx)                                                                                                                                                      | 保留記憶體並初始化用於追蹤圖形記憶體的頁面表。                                                                                                                            |
| [D3D12XboxInitializeDefaultDpbbState (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxinitializedefaultdpbbstate)                                                                                                                                        | 初始化預設的延遲基元批次分格 (DPBB) 狀態。                                                                                                                          |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params1)                                            | 以預設值初始化 `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1` 結構。                                                                            |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params2)                                            | 以預設值初始化 `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2` 結構。                                                                            |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params3)                                            | 以預設值初始化 `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3` 結構。                                                                            |
| [D3D12ZeroMemoryX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12zeromemoryx)                                                                                                                                                                              | 將指定的記憶體範圍歸零。                                                                                                                                       |
| [ID3D10Blob (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/id3d10blob)                                                                                                                                                                              | 此介面用於傳回任意長度的資料。                                                                                                                                    |
| [GetBufferPointer (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/methods/id3d10blob_getbufferpointer)                                                                                                                                               | 取得資料的指標。                                                                                                                                           |
| [GetBufferSize (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/methods/id3d10blob_getbuffersize)                                                                                                                                                     | 取得資料的大小。                                                                                                                                           |
| [ID3D12CommandQueue (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/id3d12commandqueue_xs)                                                                                                                                                             | ID3D12CommandQueue (介面內容) (XBOX Series 主機) — 提交命令清單並同步處理其執行。適用於 XBOX 的 Direct3D 12 圖形參考。                                                           |
| [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 主機) — 以程式設計方式在 XBOX Series 主機上啟用即時 GPU 偵錯。                                                   |
| [ExecuteCommandLists2X (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_executecommandlists2x)                                                                                                                     | ExecuteCommandLists2X (XBOX Series 主機) — 用於執行命令清單的 XBOX 擴充 API。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                               |
| [Signal2X (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_signal2x)                                                                                                                                               | Signal2X (XBOX Series 主機) — 將柵欄更新為指定的值。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                                       |
| [WaitX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_waitx)                                                                                                                                                     | 提供與 Wait() 相同的功能,但可進一步控制等候與快取排清。                                                                                                                   |
| [ID3D12DescriptorHeap (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12DescriptorHeap/id3d12descriptorheap)                                                                                                                                                | ID3D12DescriptorHeap (XBOX Series 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的介面。在 XBOX 上保留或未使用;詳見備註。                                           |
| [GetSamplerBorderColorTableX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12DescriptorHeap/methods/id3d12descriptorheap_getsamplerbordercolortablex)                                                                                                                      | GetSamplerBorderColorTableX 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳見備註。                                                     |
| [ID3D12Device11 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/id3d12device11)                                                                                                                                                                  | 表示虛擬介面卡。此介面擴充 `ID3D12Device10`。                                                                                                                    |
| [CreateComponentPlacedResourceX2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_createcomponentplacedresourcex2)                                                                                                         | CreateComponentPlacedResourceX2 (XBOX Series 主機) — 放置資源的元件(子資源)。適用於 XBOX 的 Direct3D 12 圖形參考。                                                       |
| [CreatePlacedResourceX1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_createplacedresourcex1)                                                                                                                           | CreatePlacedResourceX1 (XBOX Series 主機) — 放置整個資源。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                             |
| [ID3D12Device11::EnableLiveDebuggingX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_enablelivedebuggingx)                                                                                                               | 以程式設計方式在 XBOX Series 主機上於發生例外狀況時啟用即時 GPU 偵錯。                                                                                                       |
| [ReportGpuHaltX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_reportgpuhaltx)                                                                                                                                           | 回報 GPU 執行期間的停止狀況。                                                                                                                                  |
| [ID3D12Device6 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device6/id3d12device6)                                                                                                                                                                     | 表示虛擬介面卡。此介面擴充 `ID3D12Device5`。                                                                                                                     |
| [SetBackgroundProcessingMode (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device6/methods/id3d12device6_setbackgroundprocessingmode)                                                                                                                   | SetBackgroundProcessingMode (XBOX Series 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用。                                         |
| [ID3D12Device7 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/id3d12device7)                                                                                                                                                                     | 表示虛擬介面卡。此介面擴充 `ID3D12Device6`。                                                                                                                     |
| [AddToStateObject (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/methods/id3d12device7_addtostateobject)                                                                                                                                         | 以累加方式加入至現有的狀態物件。                                                                                                                                   |
| [CreateProtectedResourceSession1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/methods/id3d12device7_createprotectedresourcesession1)                                                                                                           | CreateProtectedResourceSession1 (XBOX Series 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用。                                     |
| [ID3D12Device8 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/id3d12device8)                                                                                                                                                                     | 表示虛擬介面卡。此介面擴充 `ID3D12Device7`。                                                                                                                     |
| [AddBlobToGpuHangDumpX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_addblobtogpuhangdumpx)                                                                                                                               | 將記憶體 Blob 與中繼資料加入停止回應傾印 (.hix) 檔案。僅在 GPU 停止回應時,從 D3D12XBOX\_HANGBEGINCALLBACK 函式呼叫此函式。                                                             |
| [CreateCommittedResource2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createcommittedresource2)                                                                                                                         | 同時建立資源與堆積,使堆積大到足以容納整個資源,並將資源對應至堆積。                                                                                                                 |
| [CreateMinMipShaderResourceViewX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createminmipshaderresourceviewx)                                                                                                           | 依據目標資源(或描述)與 MinMip 資源,建立 MinMip 對應著色器資源檢視。                                                                                                        |
| [CreatePlacedResource1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createplacedresource1)                                                                                                                               | 建立放置資源。                                                                                                                                            |
| [CreateSamplerFeedbackUnorderedAccessView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createsamplerfeedbackunorderedaccessview)                                                                                                          | CreateSamplerFeedbackUnorderedAccessView (XBOX Series 主機) — 依據目標資源與意見反應資源,建立用於取樣器意見反應的 UAV 描述元。                                                    |
| [CreateSamplerFeedbackUnorderedAccessViewX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createsamplerfeedbackunorderedaccessviewx)                                                                                                        | CreateSamplerFeedbackUnorderedAccessViewX (XBOX Series 主機) — 依據目標資源與意見反應資源,建立用於取樣器意見反應的 UAV 描述元。                                                   |
| [DeserializeStateObjectX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_deserializestateobjectx)                                                                                                                           | 從 `SerializeStateObjectX` 建立的序列化 RTPSO,還原序列化光線追蹤管線狀態物件 (RTPSO)。                                                                                    |
| [GetCopyableFootprints1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getcopyablefootprints1)                                                                                                                             | 取得可複製的資源配置。                                                                                                                                        |
| [GetRaytracingAccelerationStructurePrebuildInfoX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getraytracingaccelerationstructureprebuildinfox)                                                                                            | 向驅動程式查詢建置加速結構所需的資源需求。                                                                                                                              |
| [GetResourceAllocationInfo2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getresourceallocationinfo2)                                                                                                                     | GetResourceAllocationInfo2 (XBOX Series 主機) — 取得此介面卡上一組資源所需記憶體的大小與對齊方式。                                                                            |
| [GetShaderResourceViewPRTLODIndexX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getshaderresourceviewprtlodindexx)                                                                                                       | 若已啟用 PRT LOD 追蹤,傳回與此著色器資源檢視相關聯的 PRT LOD 計數器識別碼。                                                                                                    |
| [SerializeStateObjectX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_serializestateobjectx)                                                                                                                               | 建立可儲存至磁碟並以 DeserializeStateObjectX 重新載入的序列化 RTPSO。                                                                                                 |
| [SetCompileTimeShaderPdbPathX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setcompiletimeshaderpdbpathx)                                                                                                                 | 用於指定驅動程式儲存光線追蹤 PSO PDB 的路徑。                                                                                                                        |
| [SetShaderRecompileCallbackX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setshaderrecompilecallbackx)                                                                                                                   | 設定當驅動程式為管線狀態物件重新編譯一個或多個著色器階段時要叫用的回呼。                                                                                                               |
| [SetShaderResourceViewPRTLODIndexX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setshaderresourceviewprtlodindexx)                                                                                                       | 設定並啟用與此著色器資源檢視相關聯的 PRT LOD 計數器識別碼,或停用此著色器資源檢視的 PRT LOD 追蹤。                                                                                         |
| [ID3D12GraphicsCommandList (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)                                                                                                                              | ID3D12GraphicsCommandList (XBOX Series 主機) — 封裝用於轉譯的圖形命令清單。適用於 XBOX 的 Direct3D 12 圖形參考。                                                            |
| [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 主機) — 將轉譯目標中的所有元素設定為同一個值。                                                            |
| [DeferredPrimitiveBreakBatchX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_deferredprimitivebreakbatchx)                                                                                         | 延遲基元批次分格 (DPBB) 中斷批次事件。                                                                                                                            |
| [DispatchMeshX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_dispatchmeshx)                                                                                                                       | 允許更精細地控制網格著色器啟動的擴充方法。                                                                                                                              |
| [DriverHintX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_driverhintx)                                                                                                                           | 設定驅動程式提示。                                                                                                                                          |
| [SetDeferredPrimitiveBatchBinningX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_setdeferredprimitivebatchbinningx)                                                                               | 設定延遲基元批次分格 (DPBB) 狀態。                                                                                                                              |
| [SetGraphicsShaderLimitsX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_setgraphicsshaderlimitsx_xs)                                                                                              | SetGraphicsShaderLimitsX (XBOX Series 主機) — 設定頂點、網域、幾何與像素著色器的圖形著色器限制。                                                                              |
| [ID3D12GraphicsCommandList4 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/id3d12graphicscommandlist4)                                                                                                                              | 封裝用於轉譯的圖形命令清單。此介面擴充 ID3D12GraphicsCommandList3。                                                                                                    |
| [BuildRaytracingAccelerationStructureFromCanonicalBVH](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/methods/id3d12graphicscommandlist4_buildraytracingaccelerationstructurefromcanonicalbvh)                                                        | 允許使用者預先建置 BVH,並允許驅動程式將其與輔助資料一起配置在記憶體中。                                                                                                             |
| [CpuValidateResultX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/methods/id3d12graphicscommandlist4_cpuvalidateresultx)                                                                                                           | XDXR 用來在 CPU 端驗證 BVH 建置。                                                                                                                           |
| [ID3D12GraphicsCommandList5 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList5/id3d12graphicscommandlist5)                                                                                                                              | 封裝用於轉譯的圖形命令清單。此介面擴充 ID3D12GraphicsCommandList4。                                                                                                    |
| [RSSetShadingRateX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList5/methods/id3d12graphicscommandlist5_rssetshadingratex)                                                                                                             | 允許完全掌控 VRS 硬體的擴充方法。                                                                                                                                |
| [ID3D12GraphicsCommandList6 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/id3d12graphicscommandlist6)                                                                                                                              | 封裝用於轉譯的圖形命令清單。此介面擴充 ID3D12GraphicsCommandList5。                                                                                                    |
| [BuildRaytracingAccelerationStructureBatched2X](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_buildraytracingaccelerationstructurebatched2x)                                                                      | 在批次建置中為每個建置個別指定額外選項。                                                                                                                               |
| [DispatchMesh (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_dispatchmesh)                                                                                                                       | 啟動網格著色器,或在放大著色器存在時啟動放大著色器。                                                                                                                         |
| [DispatchRaysX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_dispatchraysx)                                                                                                                     | DispatchRays 的可擴充版本。工作記憶體集可由使用者提供。                                                                                                                 |
| [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 主機) — 以程式設計方式在 XBOX Series 主機上啟用即時 GPU 偵錯。                                           |
| [OMSetSampleMaskX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_omsetsamplemaskx)                                                                                                               | 為 2 x 2 像素方格中的每個樣本設定樣本啟用遮罩。                                                                                                                        |
| [PrefetchMemoryX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_prefetchmemoryx)                                                                                                                 | PrefetchMemoryX (XBOX Series 主機) — 預先擷取指定位址的記憶體。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                              |
| [PrefetchPipelineStateX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_prefetchpipelinestatex)                                                                                                   | PrefetchPipelineStateX (XBOX Series 主機) — 預先擷取指定的管線狀態。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                        |
| [ResetX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_resetx)                                                                                                                                   | ResetX (XBOX Series 主機) — 將命令清單重設回初始狀態,如同剛建立新的命令清單一般。適用於 XBOX 的 Direct3D 12 圖形參考。                                                                  |
| [ResourceBarrierX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_resourcebarrierx)                                                                                                               | 通知驅動程式同步處理對資源的多次存取。                                                                                                                                |
| [SetComputeShaderLaunchParametersX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_setcomputeshaderlaunchparametersx)                                                                             | 選擇性覆寫計算管線狀態物件的啟動參數。                                                                                                                                |
| [SetShaderScratchSpaceX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_setshaderscratchspacex)                                                                                                   | 允許直接控制 SPI\_TMPRING\_SIZE 與 COMPUTE\_TMPRING\_SIZE 暫存器,分別對應圖形與計算環形緩衝區。                                                                             |
| [SyncBottomOfPipeX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_syncbottomofpipex)                                                                                                             | 在圖形管線底端執行一組同步處理作業。                                                                                                                                 |
| [SyncTopOfPipeX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_synctopofpipex)                                                                                                                   | 在圖形管線頂端執行一組同步處理作業。                                                                                                                                 |
| [Write32BitValueBottomOfPipe2X (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_write32bitvaluebottomofpipe2x)                                                                                     | 從管線底端將 32 位元值寫入記憶體中的指定目的地。                                                                                                                         |
| [Write64BitValueBottomOfPipe2X (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_write64bitvaluebottomofpipe2x)                                                                                     | 從管線底端將 64 位元值寫入記憶體中的指定目的地。                                                                                                                         |
| [WritePRTLODStatisticsX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_writeprtlodstatisticsx)                                                                                                   | 將 PRT LOD 統計資料報告寫入記憶體緩衝區。                                                                                                                          |
| [ID3D12GraphicsCommandList8](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList8/id3d12graphicscommandlist8)                                                                                                                                               | ID3D12GraphicsCommandList8 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的介面。在 XBOX 上保留或未使用;詳見備註。                                                      |
| [AllocateFromCommandAllocatorX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList8/methods/id3d12graphicscommandlist8_allocatefromcommandallocatorx)                                                                                                      | AllocateFromCommandAllocatorX 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳見備註。                                                   |
| [ID3D12Heap1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Heap1/id3d12heap1)                                                                                                                                                                           | 堆積是連續記憶體配置的抽象概念,用於管理實體記憶體。此介面擴充 ID3D12Heap。                                                                                                        |
| [GetGpuAddressX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Heap1/methods/id3d12heap1_getgpuaddressx)                                                                                                                                                 | 傳回與堆積物件相關聯之記憶體配置的基底 GPU 虛擬位址。                                                                                                                      |
| [ID3D12Object (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Object/id3d12object)                                                                                                                                                                        | ID3D12Object (XBOX Series 主機) — ID3D12Device 與 ID3D12DeviceChild 繼承自此介面。提供用於建立私用資料關聯的方法。                                                           |
| [GetNameX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Object/methods/id3d12object_getnamex)                                                                                                                                                           | 傳回先前透過 ID3D12Object::SetName 提供給此物件的名稱(如果有)。                                                                                                       |
| [ID3D12PipelineState (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/id3d12pipelinestate_xs)                                                                                                                                                | ID3D12PipelineState (XBOX Series 主機) — 表示所有目前設定之著色器的狀態,以及某些固定功能狀態物件。                                                                               |
| [GetDescriptorX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_getdescriptorx_xs)                                                                                                                              | GetDescriptorX (XBOX Series 主機) — 取得此 ID3D12PipelineState 的描述元,以便使用 ID3D12GraphicsCommandList::ExecuteIndirect。                                    |
| [ID3D12PipelineState::GetInformationX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_getinformationx_xs)                                                                                                       | 傳回著色器的額外資訊。                                                                                                                                        |
| [IsWave32](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_iswave32_xs)                                                                                                                                                           | IsWave32 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳見備註。                                                                        |
| [SetOptionX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_setoptionx_xs)                                                                                                                                      | 變更著色器設定。                                                                                                                                           |
| [UsesHardwareGSorHS()](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_useshardwaregsorhs_2_xs)                                                                                                                                   | UsesHardwareGSorHS() 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳見備註。                                                            |
| [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\*) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用。                         |
| [ID3D12Resource (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs)                                                                                                                                                               | 封裝 CPU 與 GPU 讀寫實體記憶體或堆積的一般化能力。                                                                                                                     |
| [GetValidationFlagsX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/methods/id3d12resource_getvalidationflagsx)                                                                                                                                 | 擷取此資源目前的驗證旗標集合。                                                                                                                                    |
| [SetValidationFlagsX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/methods/id3d12resource_setvalidationflagsx)                                                                                                                                 | 為此資源設定新的驗證旗標。                                                                                                                                      |
| [ID3D12RootSignature (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12RootSignature/id3d12rootsignature)                                                                                                                                                   | ID3D12RootSignature (XBOX Series 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的介面。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 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳見備註。                                                           |
| [ID3D12StateObject (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObject/id3d12stateobject)                                                                                                                                                         | 表示數量不定的組態狀態(包括著色器),應用程式將其視為單一單位管理,並提供給驅動程式。                                                                                                        |
| [GetPipelineStateX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObject/methods/id3d12stateobject_getpipelinestatex)                                                                                                                               | 擷取父系狀態物件。                                                                                                                                          |
| [ID3D12StateObjectProperties (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObjectProperties/id3d12stateobjectproperties)                                                                                                                           | 提供用於取得與設定 ID3D12StateObject 屬性的方法。                                                                                                                 |
| [ID3D12StateObjectProperties::GetInformationX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObjectProperties/methods/id3d12stateobjectproperties_getinformationx)                                                                                                   | XDXR 專屬擴充功能,可查詢 DXR RTPSO 的一些連結後參數。                                                                                                                |
| [ID3DInclude (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/id3dinclude)                                                                                                                                                                           | ID3DInclude 是由使用者實作的 include 介面,可讓應用程式呼叫使用者可覆寫的方法,以開啟及關閉著色器 #include 檔案。                                                                           |
| [ID3DInclude::Close (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/methods/id3dinclude_close)                                                                                                                                                      | 由使用者實作的方法,用於關閉著色器 #include 檔案。                                                                                                                     |
| [Open (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/methods/id3dinclude_open)                                                                                                                                                                     | 由使用者實作的方法,用於開啟及讀取著色器的內容。                                                                                                                           |
| [IDXGIAdapter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/idxgiadapter)                                                                                                                                                                        | IDXGIAdapter (XBOX Series 主機) — IDXGIAdapter 介面表示顯示子系統(包括一個或多個 GPU、DAC 與視訊記憶體)。                                                                    |
| [CheckInterfaceSupport (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_checkinterfacesupport)                                                                                                                                 | 檢查系統是否支援圖形元件的裝置介面。                                                                                                                                 |
| [EnumOutputs (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_enumoutputs)                                                                                                                                                     | 列舉介面卡(視訊卡)輸出。                                                                                                                                      |
| [IDXGIAdapter::GetDesc (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_getdesc)                                                                                                                                               | 取得介面卡的 DXGI 描述。                                                                                                                                    |
| [IDXGIAdapter1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter1/idxgiadapter1)                                                                                                                                                                     | IDXGIAdapter1 (XBOX Series 主機) — IDXGIAdapter 介面表示顯示子系統(包括一個或多個 GPU、DAC 與視訊記憶體)。                                                                   |
| [GetDesc1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter1/methods/idxgiadapter1_getdesc1)                                                                                                                                                         | 取得介面卡的 DXGI 1.1 描述。                                                                                                                                |
| [IDXGIAdapter2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter2/idxgiadapter2)                                                                                                                                                                     | IDXGIAdapter2 (XBOX Series 主機) — IDXGIAdapter 介面表示顯示子系統(包括一個或多個 GPU、DAC 與視訊記憶體)。                                                                   |
| [GetDesc2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter2/methods/idxgiadapter2_getdesc2)                                                                                                                                                         | 取得介面卡的 DXGI 1.2 描述。                                                                                                                                |
| [IDXGIDevice (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/idxgidevice)                                                                                                                                                                           | IDXGIDevice (XBOX Series 主機) — IDXGIDevice 介面為產生影像資料的 DXGI 物件實作衍生類別。                                                                               |
| [CreateSurface (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_createsurface)                                                                                                                                                   | 傳回表面。                                                                                                                                              |
| [GetAdapter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_getadapter)                                                                                                                                                         | 傳回指定裝置的介面卡。                                                                                                                                        |
| [GetGPUThreadPriority (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_getgputhreadpriority)                                                                                                                                     | 取得 GPU 執行緒優先順序。                                                                                                                                    |
| [QueryResourceResidency (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_queryresourceresidency)                                                                                                                                 | 取得資源陣列的常駐狀態。                                                                                                                                       |
| [SetGPUThreadPriority (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_setgputhreadpriority)                                                                                                                                     | 設定 GPU 執行緒優先順序。                                                                                                                                    |
| [IDXGIDevice1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/idxgidevice1)                                                                                                                                                                        | IDXGIDevice1 (XBOX Series 主機) — IDXGIDevice 介面為產生影像資料的 DXGI 物件實作衍生類別。                                                                              |
| [GetMaximumFrameLatency (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/methods/idxgidevice1_getmaximumframelatency)                                                                                                                               | 取得系統允許為轉譯排入佇列的影格數目。                                                                                                                                |
| [SetMaximumFrameLatency (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/methods/idxgidevice1_setmaximumframelatency)                                                                                                                               | 設定系統允許為轉譯排入佇列的影格數目。                                                                                                                                |
| [IDXGIDevice2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/idxgidevice2)                                                                                                                                                                        | IDXGIDevice2 (XBOX Series 主機) — IDXGIDevice 介面為產生影像資料的 DXGI 物件實作衍生類別。                                                                              |
| [EnqueueSetEvent (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_enqueuesetevent)                                                                                                                                             | 排清任何未完成的轉譯命令,並在所有先前提交的轉譯命令完成後,將指定的事件物件設定為已收到訊號狀態。                                                                                                  |
| [OfferResources (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_offerresources)                                                                                                                                               | 允許作業系統捨棄資源內容,藉此釋放其視訊記憶體。                                                                                                                           |
| [ReclaimResources (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_reclaimresources)                                                                                                                                           | 還原對先前透過呼叫 IDXGIDevice2::OfferResources 提供之資源的存取。                                                                                                   |
| [IDXGIDeviceSubObject (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDeviceSubObject/idxgidevicesubobject)                                                                                                                                                | 由繫結至裝置的物件繼承,使其能夠擷取裝置的指標。                                                                                                                           |
| [GetDevice (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDeviceSubObject/methods/idxgidevicesubobject_getdevice)                                                                                                                                         | 擷取裝置。                                                                                                                                              |
| [IDXGIFactory (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/idxgifactory)                                                                                                                                                                        | IDXGIFactory (XBOX Series 主機) — IDXGIFactory 介面實作用於產生 DXGI 物件(處理全螢幕轉換)的方法。                                                                         |
| [CreateSoftwareAdapter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_createsoftwareadapter)                                                                                                                                 | 建立表示軟體介面卡的介面卡介面。                                                                                                                                   |
| [EnumAdapters (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_enumadapters)                                                                                                                                                   | 列舉介面卡。                                                                                                                                             |
| [GetWindowAssociation (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_getwindowassociation)                                                                                                                                   | 取得使用者用來控制進出全螢幕轉換的視窗。                                                                                                                               |
| [MakeWindowAssociation (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_makewindowassociation)                                                                                                                                 | 允許 DXGI 監視應用程式的訊息佇列以偵測 **Alt+Enter** 按鍵序列(這會使應用程式從視窗模式切換為全螢幕模式)。                                                                                   |
| [IDXGIFactory1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/idxgifactory1)                                                                                                                                                                     | IDXGIFactory1 (XBOX Series 主機) — IDXGIFactory 介面實作用於產生 DXGI 物件(處理全螢幕轉換)的方法。                                                                        |
| [EnumAdapters1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/methods/idxgifactory1_enumadapters1)                                                                                                                                               | 列舉具有或不具有輸出的介面卡。                                                                                                                                    |
| [IsCurrent (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/methods/idxgifactory1_iscurrent)                                                                                                                                                       | 通知應用程式可能需要重新列舉介面卡。                                                                                                                                 |
| [IDXGIFactory2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/idxgifactory2)                                                                                                                                                                     | IDXGIFactory2 (XBOX Series 主機) — IDXGIFactory 介面實作用於產生 DXGI 物件(處理全螢幕轉換)的方法。                                                                        |
| [GetSharedResourceAdapterLuid (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_getsharedresourceadapterluid)                                                                                                                 | 識別建立共用資源物件的介面卡。                                                                                                                                    |
| [IsWindowedStereoEnabled (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_iswindowedstereoenabled)                                                                                                                           | 判斷是否使用立體模式。                                                                                                                                        |
| [RegisterOcclusionStatusEvent (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerocclusionstatusevent)                                                                                                                 | 註冊以透過事件訊號接收遮蔽狀態變更的通知。                                                                                                                              |
| [RegisterOcclusionStatusWindow (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerocclusionstatuswindow)                                                                                                               | 註冊應用程式視窗,以接收遮蔽狀態變更的通知訊息。                                                                                                                           |
| [RegisterStereoStatusEvent (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerstereostatusevent)                                                                                                                       | 註冊以透過事件訊號接收立體狀態變更的通知。                                                                                                                              |
| [RegisterStereoStatusWindow (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerstereostatuswindow)                                                                                                                     | 註冊應用程式視窗,以接收立體狀態變更的通知訊息。                                                                                                                           |
| [UnregisterOcclusionStatus (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_unregisterocclusionstatus)                                                                                                                       | 取消註冊視窗或事件,使其在遮蔽狀態變更時不再接收通知。                                                                                                                        |
| [UnregisterStereoStatus (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_unregisterstereostatus)                                                                                                                             | 取消註冊視窗或事件,使其在立體狀態變更時不再接收通知。                                                                                                                        |
| [IDXGIInfoQueue (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/idxgiinfoqueue)                                                                                                                                                                  | 此介面控制偵錯資訊佇列,且只能在啟用偵錯層時使用。                                                                                                                          |
| [AddApplicationMessage (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addapplicationmessage)                                                                                                                             | 將使用者定義的訊息加入訊息佇列,並將該訊息傳送至偵錯輸出。                                                                                                                      |
| [AddMessage (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addmessage)                                                                                                                                                   | 將偵錯訊息加入訊息佇列,並將該訊息傳送至偵錯輸出。                                                                                                                          |
| [AddRetrievalFilterEntries (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addretrievalfilterentries)                                                                                                                     | 將擷取篩選器加入擷取篩選器堆疊的頂端。                                                                                                                                |
| [AddStorageFilterEntries (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addstoragefilterentries)                                                                                                                         | 將儲存篩選器加入儲存篩選器堆疊的頂端。                                                                                                                                |
| [ClearRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearretrievalfilter)                                                                                                                               | 從擷取篩選器堆疊的頂端移除擷取篩選器。                                                                                                                                |
| [ClearStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearstoragefilter)                                                                                                                                   | 從儲存篩選器堆疊的頂端移除儲存篩選器。                                                                                                                                |
| [ClearStoredMessages (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearstoredmessages)                                                                                                                                 | 清除訊息佇列中的所有訊息。                                                                                                                                      |
| [GetBreakOnCategory (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakoncategory)                                                                                                                                   | 判斷訊息類別中斷是否已開啟。                                                                                                                                     |
| [GetBreakOnID (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakonid)                                                                                                                                               | 判斷訊息識別碼中斷是否已開啟。                                                                                                                                    |
| [GetBreakOnSeverity (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakonseverity)                                                                                                                                   | 判斷訊息嚴重性層級中斷是否已開啟。                                                                                                                                  |
| [GetMessage (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmessage)                                                                                                                                                   | 從訊息佇列取得訊息。                                                                                                                                         |
| [GetMessageCountLimit (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmessagecountlimit)                                                                                                                               | 取得可加入訊息佇列的訊息數目上限。                                                                                                                                  |
| [GetMuteDebugOutput (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmutedebugoutput)                                                                                                                                   | 判斷偵錯輸出是否已開啟。                                                                                                                                       |
| [GetNumMessagesAllowedByStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesallowedbystoragefilter)                                                                                               | 取得儲存篩選器允許通過的訊息數目。                                                                                                                                  |
| [GetNumMessagesDeniedByStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesdeniedbystoragefilter)                                                                                                 | 取得遭儲存篩選器拒絕通過的訊息數目。                                                                                                                                 |
| [GetNumMessagesDiscardedByMessageCountLimit](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesdiscardedbymessagecountlimit)                                                                                                    | 取得因訊息計數限制而遭捨棄的訊息數目。                                                                                                                                |
| [GetNumStoredMessages (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnumstoredmessages)                                                                                                                               | 取得目前儲存在訊息佇列中的訊息數目。                                                                                                                                 |
| [GetNumStoredMessagesAllowedByRetrievalFilters](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnumstoredmessagesallowedbyretrievalfilters)                                                                                              | 取得可通過擷取篩選器的訊息數目。                                                                                                                                   |
| [GetRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getretrievalfilter)                                                                                                                                   | 取得擷取篩選器堆疊頂端的擷取篩選器。                                                                                                                                 |
| [GetRetrievalFilterStackSize (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getretrievalfilterstacksize)                                                                                                                 | 取得擷取篩選器堆疊的大小(位元組)。                                                                                                                                 |
| [GetStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getstoragefilter)                                                                                                                                       | 取得儲存篩選器堆疊頂端的儲存篩選器。                                                                                                                                 |
| [GetStorageFilterStackSize (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getstoragefilterstacksize)                                                                                                                     | 取得儲存篩選器堆疊的大小(位元組)。                                                                                                                                 |
| [PopRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_popretrievalfilter)                                                                                                                                   | 從擷取篩選器堆疊的頂端取出擷取篩選器。                                                                                                                                |
| [PopStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_popstoragefilter)                                                                                                                                       | 從儲存篩選器堆疊的頂端取出儲存篩選器。                                                                                                                                |
| [PushCopyOfRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushcopyofretrievalfilter)                                                                                                                     | 將目前位於擷取篩選器堆疊頂端之擷取篩選器的複本推入擷取篩選器堆疊。                                                                                                                  |
| [PushCopyOfStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushcopyofstoragefilter)                                                                                                                         | 將目前位於儲存篩選器堆疊頂端之儲存篩選器的複本推入儲存篩選器堆疊。                                                                                                                  |
| [PushDenyAllRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushdenyallretrievalfilter)                                                                                                                   | 將全部拒絕的擷取篩選器推入擷取篩選器堆疊。                                                                                                                              |
| [PushDenyAllStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushdenyallstoragefilter)                                                                                                                       | 將全部拒絕的儲存篩選器推入儲存篩選器堆疊。                                                                                                                              |
| [PushEmptyRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushemptyretrievalfilter)                                                                                                                       | 將空的擷取篩選器推入擷取篩選器堆疊。                                                                                                                                 |
| [PushEmptyStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushemptystoragefilter)                                                                                                                           | 將空的儲存篩選器推入儲存篩選器堆疊。                                                                                                                                 |
| [PushRetrievalFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushretrievalfilter)                                                                                                                                 | 將擷取篩選器推入擷取篩選器堆疊。                                                                                                                                   |
| [PushStorageFilter (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushstoragefilter)                                                                                                                                     | 將儲存篩選器推入儲存篩選器堆疊。                                                                                                                                   |
| [SetBreakOnCategory (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakoncategory)                                                                                                                                   | 設定要中斷的訊息類別,當具有該類別的訊息通過儲存篩選器時即中斷。                                                                                                                   |
| [SetBreakOnID (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakonid)                                                                                                                                               | 設定要中斷的訊息識別碼,當具有該識別碼的訊息通過儲存篩選器時即中斷。                                                                                                                 |
| [SetBreakOnSeverity (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakonseverity)                                                                                                                                   | 設定要中斷的訊息嚴重性層級,當具有該嚴重性層級的訊息通過儲存篩選器時即中斷。                                                                                                             |
| [SetMessageCountLimit (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setmessagecountlimit)                                                                                                                               | 設定可加入訊息佇列的訊息數目上限。                                                                                                                                  |
| [SetMuteDebugOutput (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setmutedebugoutput)                                                                                                                                   | 開啟或關閉偵錯輸出。                                                                                                                                         |
| [IDXGIObject (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/idxgiobject)                                                                                                                                                                           | 所有 DXGI 物件的基底介面;`IDXGIObject` 支援將呼叫端定義的資料(私用資料)與物件建立關聯,以及擷取父系物件的介面。                                                                                |
| [GetParent (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_getparent)                                                                                                                                                           | 取得物件的父系。                                                                                                                                           |
| [GetPrivateData (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_getprivatedata)                                                                                                                                                 | 取得物件資料的指標。                                                                                                                                         |
| [SetPrivateData (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_setprivatedata)                                                                                                                                                 | 將應用程式定義的資料設定至物件,並將該資料與 GUID 建立關聯。                                                                                                                  |
| [SetPrivateDataInterface (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_setprivatedatainterface)                                                                                                                               | 在物件的私用資料中設定介面。                                                                                                                                     |
| [IDXGIOutput (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/idxgioutput)                                                                                                                                                                           | `IDXGIOutput` 介面表示介面卡輸出(例如監視器)。                                                                                                                    |
| [FindClosestMatchingMode (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_findclosestmatchingmode)                                                                                                                               | 尋找最符合所要求顯示模式的顯示模式。                                                                                                                                 |
| [GetAspectRatio (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getaspectratio)                                                                                                                                                 | 取得顯示器的長寬比。                                                                                                                                         |
| [IDXGIOutput::GetDesc (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdesc)                                                                                                                                                  | 取得輸出的描述。                                                                                                                                           |
| [GetDisplayModeList (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaymodelist)                                                                                                                                         | GetDisplayModeList (XBOX Series 主機) — 取得符合要求格式與其他輸入選項的顯示模式。XBOX Direct3D 12 圖形參考。                                                                  |
| [GetDisplayModeListX (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaymodelistx)                                                                                                                                       | GetDisplayModeListX (XBOX Series 主機) — 取得符合要求格式與其他輸入選項的顯示模式。                                                                                       |
| [GetDisplaySurfaceData (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaysurfacedata)                                                                                                                                   | 取得目前顯示表面的複本。                                                                                                                                       |
| [GetFrameStatistics (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getframestatistics)                                                                                                                                         | 取得最近轉譯之畫面格的統計資料。                                                                                                                                   |
| [GetGammaControl (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getgammacontrol)                                                                                                                                               | 取得 Gamma 控制設定。                                                                                                                                     |
| [GetGammaControlCapabilities (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getgammacontrolcapabilities)                                                                                                                       | 取得 Gamma 控制功能的描述。                                                                                                                                  |
| [GetRefreshRate (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getrefreshrate)                                                                                                                                                 | 取得顯示器的重新整理頻率。                                                                                                                                      |
| [ReleaseOwnership (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_releaseownership)                                                                                                                                             | 釋放輸出的擁有權。                                                                                                                                          |
| [SetDisplaySurface (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_setdisplaysurface)                                                                                                                                           | 變更顯示模式。                                                                                                                                            |
| [SetGammaControl (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_setgammacontrol)                                                                                                                                               | 設定 Gamma 控制。                                                                                                                                       |
| [TakeOwnership (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_takeownership)                                                                                                                                                   | 取得輸出的擁有權。                                                                                                                                          |
| [WaitForVBlank (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_waitforvblank)                                                                                                                                                   | 使執行緒暫止,直到下一次垂直空白發生為止。                                                                                                                              |
| [IDXGISwapChain (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGISwapChain/idxgiswapchain)                                                                                                                                                                  | IDXGISwapChain (XBOX Series 主機) — 交換鏈已淘汰,改由交換資源 (D3D12\_HEAP\_FLAG\_ALLOW\_DISPLAY) 與呈現機制取代。                                                       |
| [IDXGISwapChain1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGISwapChain1/idxgiswapchain1)                                                                                                                                                               | IDXGISwapChain1 (XBOX Series 主機) — 交換鏈已淘汰,改由交換資源 (D3D12\_HEAP\_FLAG\_ALLOW\_DISPLAY) 與呈現機制取代。                                                      |
| [D3D12\_DISPATCH\_MESH\_ARGUMENTS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_dispatch_mesh_arguments)                                                                                                                                                   | 在 XBOX 上不支援。                                                                                                                                       |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX Series 主機)](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 主機) — 指出配接器對可變速率著色總和結合器的支援層級。                                                                  |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX Series 主機)](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 主機) — 指出配接器對描述元資源上不可部分完成 Int64 作業的支援層級。                                                        |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX Series 主機)](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 主機) — 指出配接器對網格著色器與取樣器意見反應的支援層級。                                                                 |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX Series 主機)](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 主機) — 指出配接器對未對齊區塊紋理的支援層級。                                                                       |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS9 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options9_xs)                                                                                                                                       | 指出是否支援各種選項。                                                                                                                                        |
| [D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX Series 主機)](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 主機) — 此功能目前為預覽版。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                               |
| [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 主機) — 指出受保護資源工作階段類型的計數。                                               |
| [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 主機) — 指出受保護資源工作階段類型的清單。                                                     |
| [D3D12\_MIP\_REGION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_mip_region)                                                                                                                                                                              | 定義意見反應資源中一個意見反應紋理元素所代表之維度的結構。                                                                                                                      |
| [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 主機) — 描述受保護資源工作階段的旗標(依配接器)。                                                                |
| [D3D12\_RESOURCE\_DESC1 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_resource_desc1)                                                                                                                                                                      | 描述資源,例如紋理。                                                                                                                                         |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BATCHED\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_batched_desc)                                                                              | 批次 BVH 建置的描述元。包裝一般建置呼叫的單一參數集。                                                                                                                      |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BATCHED\_DESC2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_batched_desc2)                                                                            | 擴充的批次建置描述元。                                                                                                                                        |
| [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 主機) — 批次建置的擴充參數集。                                                      |
| [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 主機) — 批次建置的擴充參數集。                                                      |
| [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 主機) — 批次建置的擴充參數集。                                                      |
| [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)                                                                                                                                             | 計算管線狀態物件啟動設定的覆寫參數。                                                                                                                                 |
| [D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_compute_shader_limits_desc_xs)                                                                                                                                 | 在計算管線狀態中設定暫存器,以程式化各種計算著色器執行階段參數。                                                                                                                   |
| [D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX Series 主機)](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 主機) — 指定在 XBOX 硬體上建立裝置期間所使用的參數。                                                                 |
| [D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX Series 主機)](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 主機) — 用於設定管線狀態物件的命令處理器封包描述元。                                                                   |
| [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 主機) — 包含用於還原序列化先前已序列化之圖形管線狀態的資訊。                                                    |
| [D3D12XBOX\_DISPATCH\_MESH\_X\_ARGUMENTS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dispatch_mesh_x_arguments)                                                                                                                                      | 在 XBOX 上用於網格著色器 ExecuteIndirect 呼叫的命令簽章類型。                                                                                                         |
| [D3D12XBOX\_DISPATCH\_RAYS\_DESC (XBOX Series 主機)](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 擴充功能。                                                                                                           |
| [D3D12XBOX\_DPBB\_BREAK\_BATCH\_ARGUMENTS (XBOX Series 主機)](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 XBOX Series 的 Execute Indirect 擴充功能,可觸發延遲基本圖形批次分箱 (Deferred Primitive Batch Binning) 的中斷批次事件。           |
| [D3D12XBOX\_DPBB\_STATE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dpbb_state)                                                                                                                                                                      | 延遲基本圖形批次分箱 (DPBB) 的設定。                                                                                                                             |
| [D3D12XBOX\_FLUSHPIPELINEX\_ARGUMENTS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_flushpipelinex_arguments)                                                                                                                                          | D3D12XBOX\_FLUSHPIPELINEX\_ARGUMENTS 是 XBOX Series 的 Execute Indirect 擴充功能,可如同 FlushPipelineX 命令清單 API 一般排清 GPU 快取並封鎖。                             |
| [D3D12XBOX\_GPU\_HARDWARE\_CONFIGURATION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_gpu_hardware_configuration_xs)                                                                                                                                  | 包含 GPU 時脈頻率與硬體組態。                                                                                                                                  |
| [D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX Series 主機)](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 主機) — 定義圖形著色器的限制。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                      |
| [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)                                                                                                            | 用於指定要即時偵錯之放大著色器的參數。                                                                                                                                |
| [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)                                                                                                                                | 用於指定要即時偵錯之任意著色器的參數。                                                                                                                                |
| [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)                                                                                                                        | 用於指定要即時偵錯之計算著色器的參數。                                                                                                                                |
| [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)                                                                                                                          | 用於指定要即時偵錯之網域著色器的參數。                                                                                                                                |
| [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)                                                                                                                      | 用於指定要即時偵錯之幾何著色器的參數。                                                                                                                                |
| [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 主機) — 允許設定即時偵錯的類型,以及該偵錯類型專屬的參數。                                                        |
| [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)                                                                                                                              | 用於指定要即時偵錯之外殼著色器的參數。                                                                                                                                |
| [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)                                                                                                                              | 用於指定要即時偵錯之網格著色器的參數。                                                                                                                                |
| [D3D12XBOX\_LIVE\_DEBUGGING\_PARAMETERS (XBOX Series 主機)](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 主機) — 允許設定即時偵錯的類型,以及該偵錯類型專屬的參數。                                                                |
| [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)                                                                                                                            | 用於指定要即時偵錯之像素著色器的參數。                                                                                                                                |
| [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)                                                                                                                          | 用於指定要即時偵錯之頂點著色器的參數。                                                                                                                                |
| [D3D12XBOX\_MSAA\_PARAMETERS (XBOX Series 主機)](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 主機上深度區塊的 MSAA 設定:取樣計數、PS 反覆運算、過度點陣化與距心控制。                                                                |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_DESC (XBOX Series 主機)](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 主機) — 指定由 GPU 寫入之 PRT LOD 報告的目的地記憶體位置與大小,以及其他相關設定。                                                  |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_HEADER (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_gpu_header)                                                                                                                                     | 定義由 GPU 作為 PRT LOD 報告一部分寫入之 8 位元組標頭的硬體配置。                                                                                                          |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_SAMPLE (XBOX Series 主機)](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 主機) — 指定由 GPU 寫入之 PRT LOD 報告的目的地記憶體位置與大小。                                                    |
| [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)                                                                                                        | 包含標準 (canonical) 節點資料的等位。                                                                                                                          |
| [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)                                                                                                                                  | 包含標準 FP16 方塊的資料。                                                                                                                                   |
| [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)                                                                                                                                  | 包含標準 FP32 方塊的資料。                                                                                                                                   |
| [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)                                                                                                                          | 標準三角形節點。                                                                                                                                           |
| [D3D12XBOX\_RAYTRACING\_FP16\_AABB (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_fp16_aabb)                                                                                                                                                 | 用於描述 FP16 方塊的協助程式結構。                                                                                                                               |
| [D3D12XBOX\_RAYTRACING\_INFORMATION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information)                                                                                                                                              | 可從已完成的 RTPSO 取得的額外資訊。                                                                                                                              |
| [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 主機) 的參考,這是 XBOX Series 主機 Direct3D 12 圖形 API 中的結構。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)                                                                                                                                   | 用於列舉 RTPSO 的匯出項目。                                                                                                                                  |
| [D3D12XBOX\_RAYTRACING\_OPTIONS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_options)                                                                                                                                                      | 描述可在 RTPSO 上設定的擴充選項。                                                                                                                               |
| [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)                                                                                                                                         | 提供代表資源屏障所執行動作的摘要。                                                                                                                                  |
| [D3D12XBOX\_SAMPLER\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_sampler_desc_xs)                                                                                                                                                               | D3D12XBOX\_SAMPLER\_DESC (XBOX Series 主機) — 描述取樣器狀態。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                          |
| [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 主機) — 用於序列化圖形管線狀態物件的資訊。                                                               |
| [D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC (XBOX Series 主機)](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 主機上定義 SRV,使用統一的 ImageFormat 以及 XBOX 專用的資源位置與記憶體欄位。                                           |
| [D3D12XBOX\_SHADER\_SYMBOL (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_symbol)                                                                                                                                                                | 計算著色器中的單一函式。                                                                                                                                       |
| [D3D12XBOX\_SHADER\_SYMBOL\_LIST (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_symbol_list)                                                                                                                                                     | 包含具有函式呼叫之計算管線狀態的函式符號(例如用於 DXR)。                                                                                                                    |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings)                                                                                                                                               | 擴充 VRS 設定的等位。                                                                                                                                      |
| [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 VRS-Hint 的每一 RTV 啟用位元。                                                                                                                          |
| [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)                                                                                                                                           | 允許接管 VRS 結合器設定。                                                                                                                                    |
| [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)                                                                                                                                        | 包含要程式化的 HTile 設定。                                                                                                                                  |
| [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)                                                                                                                   | 使用帶正負號的 4 位元值,以 1/16 為間隔程式化粗略像素中心位移。所有粗略像素形狀的中心都可以獨立設定。                                                                                            |
| [D3D12XBOX\_SYNC\_PARAMS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_sync_params)                                                                                                                                                                    | 在各種 API 中使用的 GPU 同步處理參數。                                                                                                                           |
| [D3D12XBOX\_VIRTUAL\_MEMORY\_CONFIGURATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_virtual_memory_configuration)                                                                                                                                                  | 用於初始化 Direct3D 圖形虛擬記憶體系統的參數。                                                                                                                       |
| [D3D12XBOX\_XDXR\_STREAM\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_xdxr_stream_desc)                                                                                                                                                         | 權杖化選項的資料流,可在不變更 API 的情況下新增及移除擴充功能。                                                                                                                 |
| [D3D12XBOX\_ZERO\_MEMORY\_BUFFERS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_zero_memory_buffers)                                                                                                                                                   | 由遊戲提供給 D3D12ZeroMemoryX API 的控制結構。                                                                                                                 |
| [D3D12XBOX\_ZERO\_MEMORY\_RANGE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_zero_memory_range)                                                                                                                                                       | 代表要以 D3D12ZeroMemoryX API 清除的 GPU 虛擬記憶體區域。                                                                                                         |
| [D3D12XboxPutBuffer (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xboxputbuffer_xs)                                                                                                                                                                         | D3D12XboxPutBuffer (XBOX Series 主機) — 用於管理將 GPU 命令寫入目前命令緩衝區區段的結構。                                                                                  |
| [DXGI\_MODE\_DESC (XBOX Series 主機)](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 主機上的顯示模式(寬度、高度、重新整理頻率、格式、掃描線順序、縮放)。在 XBOX 上已淘汰。                                                                    |
| [DXGIX\_FRAME\_STATISTICS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgix_frame_statistics)                                                                                                                                                                  | 包含 DXGI 畫面格統計資料。                                                                                                                                   |
| [DXGIX\_PRESENTARRAY\_PARAMETERS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgix_presentarray_parameters)                                                                                                                                                    | DXGI Present Array 參數。                                                                                                                             |
| [DXGIXBOX\_MODE\_DESC (XBOX Series 主機)](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 主機上供 IDXGIOutput::GetDisplayModeListX 使用的顯示模式,相較於 DXGI\_MODE\_DESC 新增了 Flags 成員。                               |
| [d3d12shader\_x/xs (XBOX Series 主機與 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 的參考主題。                                                                                                                         |
| [D3D\_INTERPOLATION\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/enums/d3d_interpolation_mode)                                                                                                                                                                                | 指定插補模式,這會影響點陣化期間值的計算方式。                                                                                                                            |
| [D3D\_PARAMETER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/enums/d3d_parameter_flags)                                                                                                                                                                                      | 指出函式參數的語意旗標。                                                                                                                                       |
| [d3d12video\_x/xs (XBOX Series 主機與 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 的參考主題。                                                                                                                          |
| [D3D12\_FEATURE\_VIDEO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_feature_video)                                                                                                                                                                                       | 指定要查詢的 Direct3D 12 視訊功能或功能集。                                                                                                                       |
| [D3D12\_VIDEO\_FIELD\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_field_type)                                                                                                                                                                                | 指定視訊畫面格的交錯方式。                                                                                                                                      |
| [D3D12\_VIDEO\_FRAME\_FORMAT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_frame_format)                                                                                                                                                                            | 指定視訊畫面格的格式。                                                                                                                                        |
| [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)                                                                                                                                        | 指定視訊處理器可支援的自動處理功能。                                                                                                                                 |
| [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)                                                                                                                                                         | 指定支援哪些視訊處理器功能。                                                                                                                                     |
| [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)                                                                                                                                                           | 指定視訊處理器支援的篩選選項。                                                                                                                                    |
| [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)                                                                                                                                              | 指定視訊處理輸入資料流的旗標。                                                                                                                                    |
| [D3D12\_VIDEO\_PROCESS\_ORIENTATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_orientation)                                                                                                                                                              | 指定視訊處理器要執行的方向作業。                                                                                                                                   |
| [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)                                                                                                                                                         | 指定是否支援使用視訊處理器進行的轉換。                                                                                                                                |
| [D3D12\_VIDEO\_USAGE (XBOX Series 主機與 XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_usage)                                                                                                                                                             | 描述視訊使用方式。                                                                                                                                          |
| [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)                                                                                              | 描述視訊解碼器支援的 DRM 加密配置。                                                                                                                               |
| [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)                                                                                                                                        | 用於查詢視訊處理器功能支援的結構。                                                                                                                                  |
| [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)                                                                                                                                                       | 用於描述視訊解碼引數的結構。                                                                                                                                     |
| [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)                                                                                                                                      | 描述解碼視訊畫面格所需的輸入引數。                                                                                                                                  |
| [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)                                                                                                                                                   | 描述視訊解碼作業所需的參考畫面格。                                                                                                                                  |
| [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)                                                                                                                                    | 描述視訊處理器輸入資料流的引數。                                                                                                                                   |
| [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)                                                                                                                                  | 描述視訊處理器輸出資料流的引數。                                                                                                                                   |
| [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 結構。                                                                                                               |
| [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 的參考主題。                                                                                                                                 |
| [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 的包裝結構。                                                                                                    |
| [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 的包裝結構。                                                                                                    |
| [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 的包裝結構。                                                                                                   |
| [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 的包裝結構。                                                                                                     |
| [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 的包裝結構。                                                                                                   |
| [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)                                                                                                                                                      | 可輕鬆初始化 D3D12\_CPU\_DESCRIPTOR\_HANDLE 結構的協助程式結構。                                                                                                   |
| [d3dx12\_xs (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/d3dx12_xs_members)                                                                                                                                                                                            | d3dx12\_xs.h 的參考主題。                                                                                                                                |
| [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 擴充功能。                                                                                                               |
| [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 主機) — 建立 CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT 的執行個體。                               |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT (CD3DX12\_STATE\_OBJECT\_DESC&) (XBOX Series 主機)](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 主機) — 建立 CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT 的執行個體。 |
| [Type (XBOX Series 主機)](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)                                                                                                            | 用於擷取 D3D12\_STATE\_SUBOBJECT\_TYPE 的取得方法。                                                                                                          |
| [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)                                                                                                | 樣板化的協助程式結構,用於將子物件類型與子物件資料配對封裝為適合資料流描述的單一物件。                                                                                                        |
| [const InnerStructType& GetX() (XBOX Series 主機)](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 主機) — 用於擷取內部類型的取得方法。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                               |
| [InnerStructType& GetX() (XBOX Series 主機)](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 主機) — 用於擷取內部類型的取得方法。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                     |
| [dxcapi](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/dxcapi_x_members)                                                                                                                                                                                                                   | dxcompiler\_x\*.dll 的 API 進入點與介面。                                                                                                                  |
| [DxcXboxShaderStatsClass](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/enums/dxcxboxshaderstatsclass)                                                                                                                                                                                     | 從 `IDxcXboxShaderStats::GetShaderStats` 查詢之 DxcXboxShaderStatistics\* 結構的版本號碼。                                                                     |
| [IDxcXboxBackendDebugInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/idxcxboxbackenddebuginfo)                                                                                                                                                     | 用於從 DXIL 查詢 XBOX 硬體專屬偵錯資訊的介面。                                                                                                                      |
| [GetDebugInfoForStage](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getdebuginfoforstage)                                                                                                                            | 查詢單一硬體著色器階段的 XBOX 硬體專屬偵錯資訊。                                                                                                                        |
| [GetNumStages](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getnumstages)                                                                                                                                            | 取得預先編譯之 DXIL/PDB 中的硬體階段數目。                                                                                                                         |
| [GetStage](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getstage)                                                                                                                                                    | 查詢特定索引處的硬體階段。                                                                                                                                      |
| [IDxcXboxBackendDebugInfo::Load](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_load)                                                                                                                                  | 將預先編譯的 DXIL 或 PDB 載入介面。                                                                                                                            |
| [IDxcXboxContainer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/idxcxboxcontainer)                                                                                                                                                                          | 用於從 DXIL 容器查詢硬體著色器的介面。                                                                                                                             |
| [GetNumShaders](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_getnumshaders)                                                                                                                                                        | 查詢預先編譯之 DXIL 中的硬體著色器數目。                                                                                                                            |
| [GetShader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_getshader)                                                                                                                                                                | 擷取指定索引處的硬體著色器。                                                                                                                                     |
| [IDxcXboxContainer::Load](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_load)                                                                                                                                                       | 將預先編譯的 DXIL 載入介面。                                                                                                                                  |
| [IDxcXboxHwShader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/idxcxboxhwshader)                                                                                                                                                                             | 用於從預先編譯之硬體著色器階段查詢資料的介面。                                                                                                                            |
| [GetCode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getcode)                                                                                                                                                                      | 擷取此著色器階段的已編碼硬體著色器指令。                                                                                                                               |
| [GetDebugInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getdebuginfo)                                                                                                                                                            | 擷取著色器階段的硬體專屬偵錯資訊。                                                                                                                                  |
| [IDxcXboxHwShader::GetShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getshaderstats)                                                                                                                                      | 擷取硬體著色器階段的著色器統計資料。                                                                                                                                 |
| [GetStageName](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getstagename)                                                                                                                                                            | 以字串形式擷取硬體著色器階段名稱。                                                                                                                                  |
| [IDxcXboxShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxShaderStats/idxcxboxshaderstats)                                                                                                                                                                    | (已淘汰) 用於從預先編譯著色器查詢著色器統計資料的介面。                                                                                                                      |
| [IDxcXboxShaderStats::GetShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxShaderStats/methods/idxcxboxshaderstats_getshaderstats)                                                                                                                             | (已淘汰) 擷取硬體著色器階段的著色器統計資料。                                                                                                                           |
| [IXdxrPdbRecompiler](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IXdxrPdbRecompiler/ixdxrpdbrecompiler)                                                                                                                                                                       | 用於重新編譯 XDXR PDB 的介面。                                                                                                                               |
| [Recompile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IXdxrPdbRecompiler/methods/ixdxrpdbrecompiler_recompile)                                                                                                                                                              | 重新編譯 XDXR PDB。                                                                                                                                     |
| [DxcXboxShaderStaticsV1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/dxcxboxshaderstaticsv1)                                                                                                                                                                                     | 代表預先編譯之硬體著色器階段之著色器統計資料的結構。                                                                                                                         |
| [DxcXboxShaderStaticsV2](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/dxcxboxshaderstaticsv2)                                                                                                                                                                                     | 代表 XBOX Series 上預先編譯之硬體著色器階段之擴充著色器統計資料的結構。                                                                                                         |
| [MemoryAccessStat](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/memoryaccessstat)                                                                                                                                                                                                 | 代表記憶體指令相關資訊的結構。                                                                                                                                    |
| [RawInstructionStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/rawinstructionstats)                                                                                                                                                                                           | 代表著色器中所有指令類型統計的結構。                                                                                                                                 |
| [RawInstuctionStat](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/rawinstuctionstat)                                                                                                                                                                                               | 代表某一指令類型統計的結構。                                                                                                                                     |
| [圖形 API 參考](https://learn.microsoft.com/gaming/gdk/docs/reference/graphics/gc-reference-graphics-toc)                                                                                                                                                                                                                                 | 適用於 Microsoft Game Development Kit (GDK) 的圖形 API 參考,涵蓋 d3d12\_x、d3d12\_xs、d3d12shader\_x 以及其他 Direct3D 12 XBOX 擴充功能。                               |
| [XBTC\_COMPRESSION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_compression_flags)                                                                                                                                                                                         | 代表可用的紋理壓縮選項。                                                                                                                                       |
| [XBTC\_STREAM\_GRANULARITY](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_stream_granularity)                                                                                                                                                                                       | 紋理串流選項。                                                                                                                                            |
| [XBTC\_TEX\_DIMENSION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_tex_dimension)                                                                                                                                                                                                 | 代表紋理的維度。                                                                                                                                           |
| [XBTC\_TILING\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_tiling_mode)                                                                                                                                                                                                     | 代表並排紋理的並排模式。                                                                                                                                       |
| [XBTCBlockCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcblockcompresstexture)                                                                                                                                                                                   | 為線性紋理建立並配置紋理容器,並對其進行區塊壓縮。                                                                                                                          |
| [XBTCCompressBuffer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressbuffer)                                                                                                                                                                                               | 壓縮含任意資料的緩衝區,並將其附加至封存檔。                                                                                                                             |
| [XBTCCompressStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressstream)                                                                                                                                                                                               | 壓縮單一紋理資料流。                                                                                                                                         |
| [XBTCCompressStreamAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressstreamalloc)                                                                                                                                                                                     | 從未壓縮的資料流建立並配置壓縮資料流的紋理容器。                                                                                                                           |
| [XBTCCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompresstexture)                                                                                                                                                                                             | 壓縮並排紋理並將其附加至封存檔。                                                                                                                                   |
| [XBTCCreateArchive](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatearchive)                                                                                                                                                                                                 | 建立 XBTC 封存檔。                                                                                                                                       |
| [XBTCCreateBuffer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatebuffer)                                                                                                                                                                                                   | 建立一般資料容器。                                                                                                                                          |
| [XBTCCreateLinearTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatelineartexture)                                                                                                                                                                                     | 為線性紋理建立並配置紋理容器。                                                                                                                                    |
| [XBTCDecompressAndDetileTextureAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompressanddetiletexturealloc)                                                                                                                                                             | 透過解壓縮並取消並排封存檔中的紋理,為線性紋理建立並配置紋理容器。                                                                                                                  |
| [XBTCDecompressStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompressstream)                                                                                                                                                                                           | 從壓縮資料流建立解壓縮資料流,並寫入預先配置的記憶體。                                                                                                                        |
| [XBTCDecompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompresstexture)                                                                                                                                                                                         | 將封存的紋理解壓縮至並排記憶體。                                                                                                                                   |
| [XBTCDecompressTextureAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompresstexturealloc)                                                                                                                                                                               | 透過解壓縮封存檔中的紋理,為並排紋理建立並配置紋理容器。                                                                                                                       |
| [XBTCDetileTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdetiletexture)                                                                                                                                                                                                 | 建立線性紋理容器,並將來源紋理取消並排至新容器。                                                                                                                           |
| [XBTCFreeCompressedStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcfreecompressedstream)                                                                                                                                                                                   | 釋放為保存壓縮資料流所配置的記憶體。                                                                                                                                 |
| [XBTCFreeResource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcfreeresource)                                                                                                                                                                                                   | 釋放與 XBTC 資源相關聯的記憶體。                                                                                                                                |
| [XBTCGetRelativeStreamIndex(ptrdiff\_t,uint32\_t,uint32\_t)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex)                                                                                                                                               | 取得分頁紋理之資料流相對於該紋理基底位址的索引。                                                                                                                           |
| [XBTCGetRelativeStreamIndex(unit32\_t,uint32\_t)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex_2)                                                                                                                                                        | 從 mip 層級取得 mip 串流紋理之資料流的索引。                                                                                                                        |
| [XBTCGetRelativeStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex-overloads)                                                                                                                                                                     | 取得資料流的相對索引。                                                                                                                                        |
| [XBTCTileAndCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtctileandcompresstexture)                                                                                                                                                                               | 將線性紋理並排、壓縮並寫入封存檔。                                                                                                                                  |
| [XBTCTileTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtctiletexture)                                                                                                                                                                                                     | 透過重排 (swizzle) 線性紋理容器的記憶體,為並排紋理建立並配置紋理容器。                                                                                                          |
| [XBTCArchive::GetBaseTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getbasetexturesize)                                                                                                                                                 | XBTCArchive::GetBaseTextureSize (xbtc) — 傳回與紋理相關聯之第一個資料流的未壓縮大小。適用於 XBOX 的 Direct3D 12 圖形參考。                                                        |
| [XBTCArchive::GetResourceBaseStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcebasestreamindex)                                                                                                                                 | 取得與紋理相關聯之第一個資料流的索引。                                                                                                                                |
| [XBTCArchive::GetResourceCompressedSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcecompressedsize)                                                                                                                                   | 取得紋理各資料流的總壓縮大小。                                                                                                                                    |
| [XBTCArchive::GetResourceCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcecount)                                                                                                                                                     | XBTCArchive::GetResourceCount (xbtc) — 取得封存檔中的紋理數目。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                           |
| [XBTCArchive::GetResourceStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcestreamcount)                                                                                                                                         | XBTCArchive::GetResourceStreamCount (xbtc) — 取得紋理的資料流數目。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                      |
| [XBTCArchive::GetResourceStreamDataStart](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcestreamdatastart)                                                                                                                                 | XBTCArchive::GetResourceStreamDataStart (xbtc) — 取得紋理資料流資料的起始位元組位址。適用於 XBOX 的 Direct3D 12 圖形參考。                                                    |
| [XBTCArchive::GetStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getstreamcount)                                                                                                                                                         | XBTCArchive::GetStreamCount (xbtc) — 取得封存檔中的資料流數目。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                            |
| [XBTCArchive::GetStreamInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getstreaminfo)                                                                                                                                                           | XBTCArchive::GetStreamInfo (xbtc) — 取得封存檔中資料流的相關資訊。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                           |
| [XBTCArchive::GetTextureInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_gettextureinfo)                                                                                                                                                         | XBTCArchive::GetTextureInfo (xbtc) — 取得封存檔中紋理的相關資訊。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                           |
| [XBTCArchive::GetTextureOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_gettextureoffset)                                                                                                                                                     | 取得封存檔中紋理之資料流資料的相關資訊。                                                                                                                               |
| [XBTCArchive (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/xbtcarchive)                                                                                                                                                                                         | 代表 XBOX Texture Compressor (XBTC) 封存檔。                                                                                                             |
| [XBTCArchiveReader::Close](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_close)                                                                                                                                                         | 關閉封存檔讀取器。                                                                                                                                          |
| [XBTCArchiveReader::GetBaseTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getbasetexturesize)                                                                                                                               | XBTCArchiveReader::GetBaseTextureSize (xbtc) — 傳回與紋理相關聯之第一個資料流的未壓縮大小。XBOX Direct3D 12 圖形參考。                                                        |
| [GetOpenFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getopenfile)                                                                                                                                                                | 傳回與開啟之封存檔相關聯的 C 樣式檔案指標 (FILE\*)。                                                                                                                   |
| [XBTCArchiveReader::GetResourceBaseStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcebasestreamindex)                                                                                                               | 取得與紋理相關聯的第一個資料流索引。                                                                                                                                 |
| [XBTCArchiveReader::GetResourceCompressedSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcecompressedsize)                                                                                                                 | 取得紋理之壓縮資料流的總大小。                                                                                                                                    |
| [XBTCArchiveReader::GetResourceCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcecount)                                                                                                                                   | XBTCArchiveReader::GetResourceCount (xbtc) — 取得封存檔中的紋理數目。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                     |
| [GetResourceSeekOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourceseekoffset)                                                                                                                                            | 取得紋理之資料流資料的搜尋位移。                                                                                                                                   |
| [XBTCArchiveReader::GetResourceStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcestreamcount)                                                                                                                       | XBTCArchiveReader::GetResourceStreamCount (xbtc) — 取得紋理的資料流數目。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                |
| [XBTCArchiveReader::GetResourceStreamDataStart](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcestreamdatastart)                                                                                                               | XBTCArchiveReader::GetResourceStreamDataStart (xbtc) — 取得紋理資料流資料的起始位元組位址。適用於 XBOX 的 Direct3D 12 圖形參考。                                              |
| [XBTCArchiveReader::GetStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getstreamcount)                                                                                                                                       | XBTCArchiveReader::GetStreamCount (xbtc) — 取得封存檔中的資料流數目。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                      |
| [XBTCArchiveReader::GetStreamInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getstreaminfo)                                                                                                                                         | XBTCArchiveReader::GetStreamInfo (xbtc) — 取得封存檔中資料流的相關資訊。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                     |
| [XBTCArchiveReader::GetTextureInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_gettextureinfo)                                                                                                                                       | XBTCArchiveReader::GetTextureInfo (xbtc) — 取得封存檔中紋理的相關資訊。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                     |
| [XBTCArchiveReader::GetTextureOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_gettextureoffset)                                                                                                                                   | 取得封存檔中紋理之資料流資料的相關資訊,包括資料流資料的基底位移,以及下一個紋理之第一個資料流的索引。                                                                                                |
| [IsValid](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_isvalid)                                                                                                                                                                        | 檢查封存檔是否已開啟且有效。                                                                                                                                     |
| [IsValidArchive](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_isvalidarchive)                                                                                                                                                          | 測試檔案路徑是否為有效的封存檔,傳回需要讀取的檔案量,並開啟封存檔。                                                                                                                 |
| [OpenFromFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_openfromfile)                                                                                                                                                              | 從檔案指標剖析封存檔標頭,並為標頭配置記憶體。                                                                                                                            |
| [OpenFromMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_openfrommemory)                                                                                                                                                          | 剖析記憶體中的封存檔標頭。                                                                                                                                      |
| [XBTCArchiveReader 建構函式](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_xbtcarchivereader)                                                                                                                                               | 建立 XBTCArchiveReader 的執行個體。                                                                                                                        |
| [XBTCArchiveReader (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/xbtcarchivereader)                                                                                                                                                                       | 讀取 XBOX Texture Compressor (XBTC) 封存檔。                                                                                                             |
| [WriteArchiveToFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveWriter/methods/xbtcarchivewriter_writearchivetofile)                                                                                                                                                  | 將封存檔內容儲存至檔案。                                                                                                                                       |
| [XBTCArchiveWriter (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveWriter/xbtcarchivewriter)                                                                                                                                                                       | 包含將封存檔寫入檔案的方法。                                                                                                                                     |
| [\~XBTCRefCountedResource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_~xbtcrefcountedresource)                                                                                                                             | \~XBTCRefCountedResource 的參考,這是 xbtc Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                               |
| [XBTCRefCountedResource AddRef](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_addref)                                                                                                                                         | 遞增參考計數並傳回新值。                                                                                                                                       |
| [XBTCRefCountedResource Release](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_release)                                                                                                                                       | 遞減參考計數並傳回新值。如果新值為 0,則會刪除物件。                                                                                                                        |
| [XBTCRefCountedResource 建構函式](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_xbtcrefcountedresource)                                                                                                                           | XBTCRefCountedResource 建構函式的參考,這是 xbtc Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                             |
| [XBTCRefCountedResource (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/xbtcrefcountedresource)                                                                                                                                                        | XBTCRefCountedResource (介面內容) 的參考,這是 xbtc Direct3D 12 圖形 API 中的介面。在 XBOX 上保留或未使用;詳情請參閱備註。                                                          |
| [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)                                                                     | 指定紋理的 mip 層級 (LOD) 以及從該 mip 層級開頭算起的記憶體位移,查詢其相關聯封存檔中的資料流索引。                                                                                         |
| [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)                                                                  | 指定紋理的 mip 層級 (LOD) 與圖格座標,查詢其相關聯封存檔中的資料流索引。                                                                                                         |
| [PrepareTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_preparetexture)                                                                                                                                        | 準備串流紋理讀取器,以計算指定紋理在其封存檔中的資料流索引。                                                                                                                     |
| [XBTCStreamingTextureReader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_xbtcstreamingtexturereader)                                                                                                                | 建立 XBTCStreamingTextureReader 的執行個體。                                                                                                               |
| [XBTCStreamingTextureReader (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/xbtcstreamingtexturereader)                                                                                                                                            | 用於查詢與 PRT 紋理區域相關聯之資料流索引的協助程式類別。                                                                                                                    |
| [GetSubresourceMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcememory)                                                                                                                                        | 取得指向子資源記憶體開頭的指標。                                                                                                                                   |
| [GetSubresourcePitch](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcepitch)                                                                                                                                          | 取得子資源的資料列間距。                                                                                                                                       |
| [GetSubresourceSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcesize)                                                                                                                                            | 取得子資源的記憶體大小。                                                                                                                                       |
| [GetTextureMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_gettexturememory)                                                                                                                                                | 取得紋理資料的基底指標。                                                                                                                                       |
| [GetTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_gettexturesize)                                                                                                                                                    | 取得紋理資料的總大小。                                                                                                                                        |
| [XBTCTextureContainer (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/xbtctexturecontainer)                                                                                                                                                              | 在整個壓縮管線中保存紋理資料的容器。                                                                                                                                 |
| [XBTC\_ARCHIVE\_HEADER](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_archive_header)                                                                                                                                                                                             | XBTC 封存檔的 16 位元組標頭。                                                                                                                                |
| [XBTC\_BUFFER\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_buffer_info)                                                                                                                                                                                                   | 封存檔中緩衝區的描述。                                                                                                                                        |
| [XBTC\_COMPRESSION\_STATS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_compression_stats)                                                                                                                                                                                       | 測量壓縮程序的統計資料。                                                                                                                                       |
| [XBTC\_ENCODING\_OPTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_encoding_options)                                                                                                                                                                                         | XBTCBlockCompressTexture 的編碼選項。                                                                                                                    |
| [XBTC\_ENCODING\_STATS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_encoding_stats)                                                                                                                                                                                             | 測量 BCn 編碼程序的統計資料。                                                                                                                                  |
| [XBTC\_OFFSET\_AND\_INDEX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_offset_and_index)                                                                                                                                                                                        | 封存檔中紋理之資料流資料的相關資訊。                                                                                                                                 |
| [XBTC\_STREAM\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_stream_info)                                                                                                                                                                                                   | 資源中壓縮資料流的相關資訊。                                                                                                                                     |
| [XBTC\_TEXTURE\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_texture_info)                                                                                                                                                                                                 | 封存檔中紋理的相關資訊。                                                                                                                                       |
| [XBTC (API 內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/xbtc_members)                                                                                                                                                                                                                    | 適用於 Microsoft Game Development Kit (GDK) 的 XBOX Texture Compressor (XBTC) API 參考資料。                                                                |
| [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)                                                                                                                                                                                             | 指定資源繫結至管線的方式。                                                                                                                                      |
| [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)                                                                                                                                                                                | 指定資源允許的 CPU 存取類型。                                                                                                                                  |
| [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)                                                                                                                                                                        | 設定在 Delta 色彩壓縮 (DCC) 之前執行的色彩轉換。                                                                                                                    |
| [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 主機) — 設定 Delta 色彩壓縮 (DCC) 單位大小上限。適用於 XBOX 的 Direct3D 12 圖形參考。                                             |
| [XG\_FORMAT (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_format)                                                                                                                                                                                                    | 資源資料格式,包含完整類型與無類型格式。                                                                                                                               |
| [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 主機) — 代表 XBOX One 裝置系列中的不同硬體版本。XBOX Direct3D 12 圖形參考。                                                           |
| [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)                                                                                                                                                                                         | 代表紋理資源中平面的預期用途。                                                                                                                                    |
| [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)                                                                                                                                                                           | 識別資源的類型。                                                                                                                                           |
| [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 主機) — 識別資源的選項。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                          |
| [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 主機) — 指定紋理配置的選項。在 XBOX 上,此列舉包含 XBOX 擴充成員。                                                                         |
| [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)                                                                                                                                                                                             | 代表 1D、2D 或 3D 紋理使用的並排模式。紋理的特殊用途(例如深度、樣板與可呈現的緩衝區)需要使用特定的並排模式。                                                                                       |
| [XG\_USAGE (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_usage)                                                                                                                                                                                                      | 識別轉譯期間資源的預期使用方式。使用方式直接反映資源是否可由 CPU 和/或 GPU 存取。                                                                                                     |
| [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 主機) — 識別資源的選項。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                                        |
| [XGComputeBankRotationAddress (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputebankrotationaddress)                                                                                                                                                           | 計算 2D 並排表面的記憶體庫旋轉位址。                                                                                                                               |
| [XGComputeBufferLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputebufferlayout)                                                                                                                                                                         | 計算緩衝區的硬體對齊方式。                                                                                                                                      |
| [XGComputeOptimalDepthStencilTileModes (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputeoptimaldepthstenciltilemodes)                                                                                                                                         | 計算指定深度樣板組態的正確並排模式。                                                                                                                                 |
| [XGComputeOptimalTileMode (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputeoptimaltilemode)                                                                                                                                                                   | 計算指定紋理組態的頻寬最佳化並排模式。                                                                                                                                |
| [XGComputeTexture1DLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture1dlayout)                                                                                                                                                                   | 計算 1D 紋理的硬體配置。                                                                                                                                     |
| [XGComputeTexture2DLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture2dlayout)                                                                                                                                                                   | 計算 2D 紋理的硬體配置。                                                                                                                                     |
| [XGComputeTexture3DLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture3dlayout)                                                                                                                                                                   | 計算 3D 紋理的硬體配置。                                                                                                                                     |
| [XGComputeTileShape (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetileshape)                                                                                                                                                                               | 傳回指定格式之單一並排資源圖格的形狀。                                                                                                                                |
| [XGCreateTexture1DComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture1dcomputer)                                                                                                                                                                 | 為指定的 1D 紋理描述建立紋理位址計算器物件。                                                                                                                           |
| [XGCreateTexture2DComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture2dcomputer)                                                                                                                                                                 | 為指定的 2D 紋理描述建立紋理位址計算器物件。                                                                                                                           |
| [XGCreateTexture3DComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture3dcomputer)                                                                                                                                                                 | 為指定的 3D 紋理描述建立紋理位址計算器物件。                                                                                                                           |
| [XGCreateTextureComputer (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputer)                                                                                                                                                                     | 為指定的 D3D12 樣式資源描述建立紋理位址計算器物件。                                                                                                                      |
| [XGCreateTextureComputerFromDescriptor (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputerfromdescriptor)                                                                                                                                         | 為指定的紋理描述元建立紋理位址計算器物件。                                                                                                                              |
| [XGCreateTextureComputerWithPitch (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputerwithpitch)                                                                                                                                                   | 為 Direct3D12 樣式資源描述建立紋理位址計算器物件。                                                                                                                    |
| [XGDecodeDCC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgdecodedcc)                                                                                                                                                                                             | 解碼(解壓縮)以 Delta 色彩壓縮的表面。                                                                                                                            |
| [XGEnableExclusiveLocking (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgenableexclusivelocking)                                                                                                                                                                   | 啟用或停用紋理位址計算 API 的獨佔鎖定。                                                                                                                             |
| [XGEncodeDCC (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgencodedcc)                                                                                                                                                                                             | XGEncodeDCC (XBOX Series 主機) — 使用 Delta 色彩壓縮 (DCC) 編碼(壓縮)表面。適用於 XBOX 的 Direct3D 12 圖形參考。                                                           |
| [XGEnterExclusiveLock (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgenterexclusivelock)                                                                                                                                                                           | 進入獨佔鎖定,用來同步處理 XGSetHardwareVersion 呼叫與 XG 紋理計算器的建立。                                                                                                |
| [XGLeaveExclusiveLock (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgleaveexclusivelock)                                                                                                                                                                           | 離開獨佔鎖定,該鎖定用來同步處理 XGSetHardwareVersion 呼叫與 XG 紋理計算器的建立。                                                                                             |
| [XGSetHardwareVersion (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgsethardwareversion)                                                                                                                                                                           | 為指定的硬體版本設定 XG。                                                                                                                                     |
| [XGValidateDepthStencilTileMode (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgvalidatedepthstenciltilemode)                                                                                                                                                       | 檢查指定的並排模式對深度樣板格式與取樣計數是否有效。                                                                                                                         |
| [XGValidateJpegFile (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgvalidatejpegfile)                                                                                                                                                                               | 驗證 JPEG 檔案以進行硬體解碼。                                                                                                                                 |
| [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)                                                                                                                  | 遞增參考計數並傳回新值。                                                                                                                                       |
| [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 主機) — 從指定的子資源複製 2D 或 3D 資料(請參閱 xgtextureaddresscomputer\_copyfromsubresource)。          |
| [XGTextureAddressComputer::CopyIntoSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyintosubresource)                                                                                                      | 使用 **pTiledResourceBaseAddress** 作為資源的基底位址,將 2D 或 3D 線性輸入資料複製到資源的指定子資源 (mip + 配量)。                                                                 |
| [XGTextureAddressComputer::GetMipLevelOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getmipleveloffsetbytes)                                                                                                | 計算指定平面上指定 mip 層級相對於資源基底位址的位移(以位元組為單位)。                                                                                                             |
| [XGTextureAddressComputer::GetResourceBaseAlignmentBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcebasealignmentbytes)                                                                                  | 取得資源的基底對齊方式(以位元組為單位)。                                                                                                                              |
| [XGTextureAddressComputer::GetResourceLayout](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcelayout)                                                                                                          | 傳回為此紋理資源計算的 XG\_RESOURCE\_LAYOUT 值。                                                                                                                |
| [XGTextureAddressComputer::GetResourceSizeBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcesizebytes)                                                                                                    | 取得資源大小(以位元組為單位)。                                                                                                                                   |
| [XGTextureAddressComputer::GetResourceSizePages](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcesizepages)                                                                                                    | 取得以分頁數目表示的資源大小。                                                                                                                                    |
| [XGTextureAddressComputer::GetResourceTiling](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcetiling)                                                                                                          | 如果資源是使用 XG\_RESOURCE\_MISC\_TILED 旗標建立為並排資源,則傳回資源的並排配置。                                                                                            |
| [XGTextureAddressComputer::GetTexelCoordinate](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelcoordinate)                                                                                                        | 計算指定位移相對於資源基底位址的紋理元素座標。                                                                                                                            |
| [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 主機) — 計算位移(以位元組為單位)(請參閱 xgtextureaddresscomputer\_gettexelelementoffsetbytes)。   |
| [XGTextureAddressComputer::GetTextureViewDescriptor](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettextureviewdescriptor)                                                                                            | 傳回指定平面的紋理檢視描述元。                                                                                                                                    |
| [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)                                                                                                                | 遞減參考計數並傳回新值。如果新值為零,則會刪除物件。                                                                                                                         |
| [XGTextureAddressComputer (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/xgtextureaddresscomputer)                                                                                                                                                | 保存為指定紋理資源計算的紋理配置。也保存可讓使用者執行紋理元素微並排 (microtiling) 的額外狀態。                                                                                            |
| [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)                                                                                                                                                                                       | 描述緩衝區資源。                                                                                                                                           |
| [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)                                                                                                                                                                                       | 設定 Delta 色彩壓縮 (DCC) 組態選項。                                                                                                                          |
| [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)                                                                                                                                                              | 代表紋理的原生繫結描述元。                                                                                                                                      |
| [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 主機) — 描述紋理硬體配置中的單一 mip 層級。適用於 XBOX 的 Direct3D 12 圖形參考。                                                           |
| [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)                                                                                                                                                                              | 描述具有 mipmap 之並排資源的圖格結構。                                                                                                                            |
| [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)                                                                                                                                                                                     | 描述紋理硬體配置中的 mip 鏈。                                                                                                                                  |
| [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 資源。                                                                                                                                          |
| [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)                                                                                                                                                                               | 描述單一資源的完整硬體配置。                                                                                                                                     |
| [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)                                                                                                                                                                                       | 描述資源的多重取樣參數。                                                                                                                                       |
| [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)                                                                                                                                                                         | 控制子資源的並排。                                                                                                                                          |
| [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 系列上供 XG 紋理配置 API 使用的 1D 紋理,包含 ESRAM 位移、ESRAM 使用方式與並排模式欄位。                                                          |
| [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 主機) — 描述供 XG 紋理配置 API 使用的 2D 紋理。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                             |
| [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 主機) — 描述供 XG 紋理配置 API 使用的 3D 紋理。適用於 XBOX 遊戲開發的 Direct3D 12 圖形 API 參考。                                             |
| [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)                                                                                                                                                                                         | 儲存圖格的寬度、高度與深度(以紋理元素為單位)。                                                                                                                           |
| [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)                                                                                                                                                                      | 儲存圖格的寬度、高度與深度(以元素為單位)。                                                                                                                             |
| [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 檔案資料流的驗證結果。                                                                                                                                |
| [XG 參考 (API 內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/xg_members)                                                                                                                                                                                                     | XG 是輔助圖形程式庫,用於準備資源,以及執行 Direct3D 執行階段範圍之外的其他圖形相關工作。                                                                                                |
| [XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series 主機)](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 主機) — 設定 Delta 色彩壓縮 (DCC) 單位大小上限。Direct3D(請參閱 xg\_dcc\_compression\_level\_xs)。                           |
| [XG\_HARDWARE\_VERSION (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_hardware_version_xs)                                                                                                                                                                          | XG\_HARDWARE\_VERSION (XBOX Series 主機) — 代表 XBOX One 裝置系列中的不同硬體版本。XBOX(請參閱 xg\_hardware\_version\_xs)。                                             |
| [XG\_SUGGEST\_SWIZZLE\_MODE\_FLAGS (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_suggest_swizzle_mode_flags)                                                                                                                                                       | 影響 swizzle 模式選擇的旗標。                                                                                                                                |
| [XG\_SWIZZLE\_MODE (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_swizzle_mode)                                                                                                                                                                                     | swizzle 模式的列舉,用於選取紋理的重排 (swizzle) 模式。                                                                                                              |
| [XG\_TEXTURE\_LAYOUT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_texture_layout_xs)                                                                                                                                                                              | XG\_TEXTURE\_LAYOUT (XBOX Series 主機) — 指定紋理配置的選項。在 XBOX 上,此列舉包含 XBOX(請參閱 xg\_texture\_layout\_xs)。                                                 |
| [XGComputeOptimalDepthStencilSwizzleMode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcomputeoptimaldepthstencilswizzlemode)                                                                                                                                                    | 計算指定深度樣板組態的正確 swizzle 模式。                                                                                                                          |
| [XGComputeOptimalSwizzleMode (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcomputeoptimalswizzlemode)                                                                                                                                                           | 計算指定紋理組態的頻寬最佳化 swizzle 模式。                                                                                                                         |
| [XGConvertExtensionTextureLayoutToSwizzleMode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgconvertextensiontexturelayouttoswizzlemode)                                                                                                                                          | 將 XBOX 擴充的 XG\_TEXTURE\_LAYOUT 值轉換為對等的 XG\_SWIZZLE\_MODE 值。                                                                                        |
| [XGConvertSwizzleModeToExtensionTextureLayout](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgconvertswizzlemodetoextensiontexturelayout)                                                                                                                                          | 將 XG\_SWIZZLE\_MODE 值轉換為對等的擴充 XG\_TEXTURE\_LAYOUT 值。                                                                                               |
| [XGCreateBVHComputer (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcreatebvhcomputer_xs)                                                                                                                                                                        | XGCreateBVHComputer (XBOX Series 主機) — 建立可用來解壓縮及還原序列化 BVH 的 BVH 計算器。適用於 XBOX 的 Direct3D 12 圖形參考。                                                   |
| [XGCreateBVHComputer2 (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcreatebvhcomputer2_xs)                                                                                                                                                                      | XGCreateBVHComputer2 (XBOX Series 主機) — 建立可用來解壓縮及還原序列化 BVH 的 BVH 計算器。適用於 XBOX 的 Direct3D 12 圖形參考。                                                  |
| [XGDecodeDCC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgdecodedcc_xs)                                                                                                                                                                                        | 解碼(解壓縮)以 Delta 色彩壓縮的表面。                                                                                                                            |
| [XGEncodeDCC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgencodedcc_xs)                                                                                                                                                                                        | XGEncodeDCC (XBOX Series 主機) — 使用 Delta 色彩壓縮 (DCC) 編碼(壓縮)表面。Direct3D 12 圖形參考(請參閱 xgencodedcc\_xs)。                                                 |
| [XGInitializeLibrary (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xginitializelibrary_xs)                                                                                                                                                                        | 對 XG\_XS 內的全域狀態執行一次性的配置與初始化。                                                                                                                       |
| [XGSuggestSwizzleMode (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgsuggestswizzlemode)                                                                                                                                                                         | 計算指定資源描述的正確 swizzle 模式。                                                                                                                            |
| [XGTerminateLibrary (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgterminatelibrary_xs)                                                                                                                                                                          | 解除配置 XG\_XS 內的全域狀態。                                                                                                                                |
| [XGValidateDepthStencilSwizzleMode (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgvalidatedepthstencilswizzlemode)                                                                                                                                               | 檢查指定的 swizzle 模式對深度樣板格式與取樣計數是否有效。                                                                                                                  |
| [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 解壓縮一或多個 BVH。                                                                                                                                |
| [XGBVHComputer::DecompressBVH (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_decompressbvh_xs)                                                                                                                                | XGBVHComputer::DecompressBVH (XBOX Series 主機) — 在 CPU 上就地解壓縮序列化的光線追蹤 BVH,避免多餘的記憶體複製。                                                               |
| [XGBVHComputer::DeserializeBVH (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_deserializebvh_xs)                                                                                                                              | XGBVHComputer::DeserializeBVH (XBOX Series 主機) — 從磁碟載入後,就地還原序列化光線追蹤加速結構。                                                                           |
| [XGBVHComputer::GetRequiredGpuScratchSizeInBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_getrequiredgpuscratchsizeinbytes_xs)                                                                                                           | 查詢使用 GPU 解壓縮 BVH 所需的 GPU 暫存記憶體數量。                                                                                                                  |
| [XGBVHComputer::ValidateDecompressedBVH](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_validatedecompressedbvh_xs)                                                                                                                             | 根據原始 BVH 驗證解壓縮後的 BVH(供偵錯使用)。                                                                                                                       |
| [XGBVHComputer (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/xgbvhcomputer_xs)                                                                                                                                                                     | 提供用於還原序列化及解壓縮光線追蹤加速結構(即 BVH)的介面。                                                                                                                   |
| [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 主機) — 從指定的子資源複製 2D 或 3D 資料(請參閱 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)                                                                                                | 取得硬體紋理配置的 swizzle 圖樣資訊。                                                                                                                            |
| [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 主機) — 計算位移(請參閱 xgtextureaddresscomputer\_gettexelelementoffsetbytes\_xs)。        |
| [XGTextureAddressComputer (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/xgtextureaddresscomputer_xs)                                                                                                                                    | 保存為指定紋理資源計算的紋理配置。也保存可讓使用者執行紋理元素重排 (swizzle) 的額外狀態。                                                                                                 |
| [XG\_BUFFER\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_buffer_desc_xs)                                                                                                                                                                                  | 使用 Direct3D 11 樣式結構描述緩衝區資源。                                                                                                                        |
| [XG\_MIPLEVEL\_LAYOUT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_miplevel_layout_xs)                                                                                                                                                                          | XG\_MIPLEVEL\_LAYOUT (XBOX Series 主機) — 描述紋理硬體配置中的單一 mip 層級。Direct3D 12 圖形(請參閱 xg\_miplevel\_layout\_xs)。                                          |
| [XG\_PLANE\_LAYOUT (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_plane_layout_xs)                                                                                                                                                                                | 描述紋理硬體配置中的 mip 鏈或中繼資料表面。                                                                                                                           |
| [XG\_SWIZZLE\_PATTERN\_INFO (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_swizzle_pattern_info)                                                                                                                                                                  | 描述紋理硬體配置的 swizzle 圖樣。                                                                                                                              |
| [XG\_TEXTURE1D\_DESC (XBOX Series 主機)](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 主機上供 XG 紋理配置 API 使用的 1D 紋理,使用具有 swizzle 模式欄位的 Direct3D 11 樣式配置。                                                 |
| [XG\_TEXTURE2D\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture2d_desc_xs)                                                                                                                                                                            | XG\_TEXTURE2D\_DESC (XBOX Series 主機) — 描述供 XG 紋理配置 API 使用的 2D 紋理。Direct3D 12 圖形 API 參考(請參閱 xg\_texture2d\_desc\_xs)。                               |
| [XG\_TEXTURE3D\_DESC (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture3d_desc_xs)                                                                                                                                                                            | XG\_TEXTURE3D\_DESC (XBOX Series 主機) — 描述供 XG 紋理配置 API 使用的 3D 紋理。Direct3D 12 圖形 API 參考(請參閱 xg\_texture3d\_desc\_xs)。                               |
| [xg\_xs (XBOX Series 主機)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/xg_xs_members)                                                                                                                                                                                                        | xg\_xs.h 的參考主題。                                                                                                                                    |
| [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)                                                                                                                                                                     | 控制 **XGMemoryLayout::CopyMapping** 的旗標,例如是否取代 ESRAM 分頁與系統記憶體分頁的對應。                                                                                 |
| [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)                                                                                                                                                                   | 從 PIX 資料接收編碼圖樣時的配置圖樣類型識別碼。                                                                                                                         |
| [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)                                                                                                                                                         | 控制 XGMemoryLayoutEngine::RelinquishMapping 的旗標,例如是否保留 ESRAM 分頁與系統記憶體分頁的對應。                                                                         |
| [XGFreeList 建構函式 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/constructors/xgfreelist_xgfreelist)                                                                                                                                                 | XGFreeList 建構函式 (XBOX One 系列) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的建構函式。在 XBOX 上保留或未使用;詳情請參閱備註。                                                |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                     |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                    |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                         |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                        |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                            |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                 |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                       |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                        |
| [XGFreeList 類別 (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/xgfreelist)                                                                                                                                                                    | XGFreeList 類別 (介面內容) (XBOX One 系列) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的介面。在 XBOX 上保留或未使用;詳情請參閱備註。                                             |
| [CopyMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_copymapping)                                                                                                                                                 | 將來源對應複製到目的地對應。可選擇以新配置的系統記憶體分頁取代來源對應中的 ESRAM 分頁對應。                                                                                                  |
| [CreateMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_createmapping)                                                                                                                                             | 建立具有指定名稱的新對應。                                                                                                                                      |
| [EnsureMappingSize (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_ensuremappingsize)                                                                                                                                     | 檢查配置是否還有足夠的虛擬位址空間,可容納指定大小(以分頁為單位)的對應。                                                                                                              |
| [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** 指標形式傳回此配置的基底 GPU 虛擬位址。                                                                                                                  |
| [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 指標形式傳回此配置在建構期間的目前虛擬位址。                                                                                                                      |
| [GetCurrentPageOffset (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getcurrentpageoffset)                                                                                                                               | 傳回此配置在建構期間的目前分頁位移。                                                                                                                                 |
| [GetEsramPageRanges (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getesrampageranges)                                                                                                                                   | 傳回對應中已對應至 ESRAM 分頁的一組分頁範圍。                                                                                                                         |
| [GetFreeEsramPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getfreeesrampagecount)                                                                                                                             | 傳回剩餘可用的 ESRAM 分頁數目。                                                                                                                                |
| [GetFreeSystemPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getfreesystempagecount)                                                                                                                           | 傳回剩餘可用的系統記憶體分頁數目。                                                                                                                                  |
| [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) 形式傳回此配置的基底 GPU 虛擬位址。                                                                                          |
| [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) 形式傳回此配置在建構期間的目前虛擬位址。                                                                                          |
| [GetMaxUsedEsramPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getmaxusedesrampagecount)                                                                                                                       | 傳回此配置中同時使用的 ESRAM 分頁數目上限。                                                                                                                          |
| [GetMaxUsedSystemPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getmaxusedsystempagecount)                                                                                                                     | 傳回此配置中同時使用的系統記憶體分頁數目上限。                                                                                                                            |
| [GetPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagecount)                                                                                                                                               | 傳回配置中的分頁數目。                                                                                                                                        |
| [GetPageCountRemaining (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagecountremaining)                                                                                                                             | 傳回此配置中剩餘未對應的分頁數目。                                                                                                                                  |
| [GetPageSizeBytes (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagesizebytes)                                                                                                                                       | 傳回此配置中一個分頁的大小(以位元組為單位)。                                                                                                                            |
| [IsValid (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_isvalid)                                                                                                                                                         | 如果目前的配置有效,則傳回 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)                                                                                                                                           | 使用以位元組陣列傳遞的預先定義圖樣對應分頁。                                                                                                                             |
| [MapPagePriorityArray (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mappagepriorityarray)                                                                                                                               | 使用分頁優先順序陣列對應分頁。                                                                                                                                    |
| [MapRunLengthArray (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_maprunlengtharray)                                                                                                                                     | 使用權杖的執行長度 (run-length) 陣列對應分頁。                                                                                                                     |
| [MapSimple (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mapsimple)                                                                                                                                                     | 使用簡單的排列方式對應分頁:先是 ESRAM 分頁,接著是系統記憶體分頁。                                                                                                              |
| [RelinquishMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_relinquishmapping)                                                                                                                                     | 放棄先前定義的對應,並將其 ESRAM 與系統分頁放回可用清單。                                                                                                                   |
| [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)                                                                                                                                             | 重設配置、從虛擬位址範圍取消認可所有分頁、將所有 ESRAM 與系統記憶體分頁歸還可用清單,並使所有對應失效。                                                                                            |
| [XGMemoryLayout 類別 (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/xgmemorylayout)                                                                                                                                                        | 代表虛擬位址範圍的單一配置,對應至儲存在 XGMemoryLayoutEngine 內的 ESRAM 和/或系統記憶體分頁。                                                                                     |
| [XGMemoryLayoutEngine 建構函式 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/constructors/xgmemorylayoutengine_xgmemorylayoutengine)                                                                                                         | 建構 **XGMemoryLayoutEngine** 的執行個體。                                                                                                                 |
| [CreateMemoryLayout (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_creatememorylayout)                                                                                                                       | 建立具有指定名稱與大小的新記憶體配置。                                                                                                                                |
| [GetEsramPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getesrampagecount)                                                                                                                         | 傳回此 **XGMemoryLayoutEngine** 追蹤的 ESRAM 分頁數目。                                                                                                       |
| [GetEsramPageNumber (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getesrampagenumber)                                                                                                                       | 依分頁索引傳回 ESRAM 分頁編號。                                                                                                                                |
| [GetSystemPageCount (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getsystempagecount)                                                                                                                       | 傳回此 **XGMemoryLayoutEngine** 追蹤的系統記憶體分頁數目。                                                                                                         |
| [GetSystemPageNumber (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getsystempagenumber)                                                                                                                     | 依分頁索引傳回系統記憶體分頁編號。                                                                                                                                  |
| [InitializeWithPageArrays (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_initializewithpagearrays)                                                                                                           | 使用預先配置的系統與 ESRAM 分頁編號陣列初始化 **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)                                                                                                           | 使用系統分頁計數與 ESRAM 分頁計數初始化 **XGMemoryLayoutEngine**。                                                                                                  |
| [XGMemoryLayoutEngine 類別 (介面內容)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/xgmemorylayoutengine)                                                                                                                                                    | ESRAM 與系統分頁的記憶體配置引擎。                                                                                                                               |
| [XGRefCount 建構函式 (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/constructors/xgrefcount_xgrefcount)                                                                                                                                                 | XGRefCount 建構函式 (XBOX One 系列) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的建構函式。在 XBOX 上保留或未使用;詳情請參閱備註。                                                |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                           |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                   |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                          |
| [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) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的方法。在 XBOX 上保留或未使用;詳情請參閱備註。                                                   |
| [XGRefCount 類別 (介面內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/xgrefcount)                                                                                                                                                                    | XGRefCount 類別 (介面內容) (XBOX One 系列) 的參考,這是 xgmemory\_NR Direct3D 12 圖形 API 中的介面。在 XBOX 上保留或未使用;詳情請參閱備註。                                             |
| [XGMemoryLayoutMapping (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/structs/xgmemorylayoutmapping)                                                                                                                                                                      | 代表記憶體配置內的單一對應。                                                                                                                                     |
| [XGMemoryPageRange (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/structs/xgmemorypagerange)                                                                                                                                                                              | 代表配置虛擬位址空間中 64KB 分頁的範圍。                                                                                                                            |
| [XGMemory 參考 (API 內容) (XBOX One 系列)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/xgmemory_members)                                                                                                                                                                                    | XGMemory 協助程式程式庫可管理資源記憶體的動態對應。它支援轉譯目標的 ESRAM 與系統記憶體混合配置。                                                                                           |
| [XMEM\_TRANSFER\_TYPE](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/enums/xmem_transfer_type)                                                                                                                                                                                                                    | XMEM\_TRANSFER\_TYPE 列舉值,供 XBOX GDK 上的 XMem API 使用,用來指出遊戲、工具與系統之間記憶體傳輸的來源與目的地。                                                                     |
| [XMemAlloc](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemalloc)                                                                                                                                                                                                                                    | XMemAlloc 是 XBOX GDK 上由應用程式定義的記憶體配置回呼,可取代 CRT 與系統堆積的預設配置器。                                                                                         |
| [XMemAllocatePhysicalPages](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemallocatephysicalpages)                                                                                                                                                                                                    | XMemAllocatePhysicalPages 在 XBOX GDK 上為主體處理序配置連續的實體分頁,並提供分頁大小與可快取性的旗標。                                                                             |
| [XMemAllocDefault](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemallocdefault)                                                                                                                                                                                                                      | XMemAllocDefault 是內建的 XBOX GDK 記憶體配置常式,在遊戲未提供自訂 XMemAlloc 回呼時使用。                                                                                   |
| [XMemFree](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemfree)                                                                                                                                                                                                                                      | XMemFree 是 XBOX GDK 上由應用程式定義的記憶體解除配置回呼,與 XMemAlloc 搭配使用,可取代預設的遊戲記憶體解除配置器。                                                                          |
| [XMemGetAllocationHysteresis](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetallocationhysteresis)                                                                                                                                                                                                | XMemGetAllocationHysteresis 傳回 XBOX GDK 遊戲堆積的遲滯量,無條件進位至下一個內部配置界限。                                                                                  |
| [XMemGetAllocationStatistics](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetallocationstatistics)                                                                                                                                                                                                | XMemGetAllocationStatistics 透過 XMEM\_HEAP\_STATISTICS 結構,擷取指定 XBOX GDK 遊戲堆積的配置計數與位元組總計。                                                            |
| [XMemGetPhysicalMemoryLayout](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetphysicalmemorylayout)                                                                                                                                                                                                | XMemGetPhysicalMemoryLayout 透過 XMEM\_PHYSICAL\_MEMORY\_LAYOUT 傳回目前 XBOX 主機上遊戲可存取記憶體的實體記憶體配置。                                                       |
| [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 可讀取 XBOX Series 主機上目前的 GPU 電源負載,讓遊戲在遊玩期間追蹤並調整整體耗電量。                                                                             |
| [PIX GPU 擷取 API](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/pix3_gpu_captures)                                                                                                                                                                                                                                  | PIX GPU 擷取 API。                                                                                                                                    |
| [PIXPowerMetrics](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/structs/pixpowermetrics)                                                                                                                                                                                                                           | PIXPowerMetrics 是由 PIXGetPowerMetrics 填入的 PIX3 輸出結構,可回報 XBOX Series 主機上的平均 GPU 電源負載百分比。                                                            |

## 發佈

| 頁面                                                                                                                                             | 說明                                                                                   |
| ---------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ |
| [權利金設定](https://learn.microsoft.com/gaming/game-publishing/concepts/discs-royalty-configuration)                                               | 在 Partner Center 中建立權利金方案,以設定好的批發價格與版本類型,將光碟版本銷售至不同的銷售地區。                            |
| [如何提交權利金層級](https://learn.microsoft.com/gaming/game-publishing/how-to/how-to-submit-royalty-tiers)                                             | 在 Partner Center 中,為實體 XBOX 遊戲發行計畫的每個版本與地區提交零售光碟權利金層級 (Retail Disc Royalty Tier) 聲明。 |
| [誰是您的 XBOX 連絡人?](https://learn.microsoft.com/gaming/game-publishing/resources/managed-support/overview-microsoft-representatives-and-contacts) | 根據您的 XBOX 支援模式,識別您的 XBOX 連絡人,包括 WAM 客戶團隊、策略合作夥伴經理與 ID\@XBOX 支援。                      |
