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Defines constants that specify what should be done with the results of earlier workload instrumentation.
Syntax
typedef enum D3D12_MEASUREMENTS_ACTION {
D3D12_MEASUREMENTS_ACTION_KEEP_ALL = 0,
D3D12_MEASUREMENTS_ACTION_COMMIT_RESULTS,
D3D12_MEASUREMENTS_ACTION_COMMIT_RESULTS_HIGH_PRIORITY,
D3D12_MEASUREMENTS_ACTION_DISCARD_PREVIOUS
} ;
Constants
D3D12_MEASUREMENTS_ACTION_KEEP_ALLValue: 0 The default setting. Specifies that all results should be kept. |
D3D12_MEASUREMENTS_ACTION_COMMIT_RESULTSSpecifies that the driver has seen all the data that it's ever going to, so it should stop waiting for more and go ahead compiling optimized shaders. |
D3D12_MEASUREMENTS_ACTION_COMMIT_RESULTS_HIGH_PRIORITYLike D3D12_MEASUREMENTS_ACTION_COMMIT_RESULTS, but also specifies that your application doesn't care about glitches, so the runtime should ignore the usual idle priority rules and go ahead using as many threads as possible to get shader recompiles done fast. Available only in Developer mode. |
D3D12_MEASUREMENTS_ACTION_DISCARD_PREVIOUSSpecifies that the optimization state should be reset; hinting that whatever has previously been measured no longer applies. |
Requirements
| Requirement | Value |
|---|---|
| Minimum supported client | Windows 10 Build 20348 |
| Minimum supported server | Windows 10 Build 20348 |
| Header | d3d12.h |