以下是 D3D12_GRAPHICS_STATES 枚举的一些常见值:
typedef enum D3D12_GRAPHICS_STATES
{
D3D12_GRAPHICS_STATE_NON_PIXEL_SHADER_RESOURCE = 0,
D3D12_GRAPHICS_STATE_VERTEX_AND_CONSTANT_BUFFER = 0,
D3D12_GRAPHICS_STATE_INDEX_BUFFER = 1,
D3D12_GRAPHICS_STATE_RENDER_TARGET = 2,
D3D12_GRAPHICS_STATE_UNORDERED_ACCESS_VIEW = 3,
D3D12_GRAPHICS_STATE_DEPTH_WRITE = 4,
D3D12_GRAPHICS_STATE_DEPTH_READ = 5,
D3D12_GRAPHICS_STATE_STREAM_OUT = 6,
D3D12_GRAPHICS_STATE_INDIRECT_ARGUMENT = 7,
D3D12_GRAPHICS_STATE_COPY_DEST = 8,
D3D12_GRAPHICS_STATE_COPY_SOURCE = 9,
D3D12_GRAPHICS_STATE_RESOLVE_DEST = 10,
D3D12_GRAPHICS_STATE_RESOLVE_SOURCE = 11,
D3D12_GRAPHICS_STATE_PREDICATION = 12,
D3D12_GRAPHICS_STATE_RASTERIZER_AND_RENDER_TARGET = 13,
D3D12_GRAPHICS_STATE_RASTERIZER = 14,
D3D12_GRAPHICS_STATE_NON_PIXEL_SHADER_RESOURCE_COMPUTE = 15,
D3D12_GRAPHICS_STATE_COPY_DEST_COMPUTE = 16,
D3D12_GRAPHICS_STATE_COPY_SOURCE_COMPUTE = 17,
D3D12_GRAPHICS_STATE_RESOLVE_DEST_COMPUTE = 18,
D3D12_GRAPHICS_STATE_RESOLVE_SOURCE_COMPUTE = 19,
D3D12_GRAPHICS_STATE_RASTERIZER_AND_RENDER_TARGET_COMPUTE = 20,
D3D12_GRAPHICS_STATE_RASTERIZER_COMPUTE = 21,
D3D12_GRAPHICS_STATE_NON_PIXEL_SHADER_RESOURCE_RAYTRACING = 22,
D3D12_GRAPHICS_STATE_COPY_DEST_RAYTRACING = 23,
D3D12_GRAPHICS_STATE_COPY_SOURCE_RAYTRACING = 24,
D3D12_GRAPHICS_STATE_RESOLVE_DEST_RAYTRACING = 25,
D3D12_GRAPHICS_STATE_RESOLVE_SOURCE_RAYTRACING = 26,
D3D12_GRAPHICS_STATE_RASTERIZER_AND_RENDER_TARGET_RAYTRACING = 27,
D3D12_GRAPHICS_STATE_RASTERIZER_RAYTRACING = 28,
} D3D12_GRAPHICS_STATES;
这个枚举中的每个值都代表了不同的图形资源状态,可以根据需要设置相应的状态来进行图形渲染。例如,D3D12_GRAPHICS_STATE_RENDER_TARGET 表示渲染目标的状态,D3D12_GRAPHICS_STATE_DEPTH_WRITE 表示深度写入状态等。
请注意,具体的使用方式要根据你的应用场景和代码逻辑来确定。
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