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Gets rich info about the size and alignment of memory required for a collection of resources on this adapter. Also see ID3D12Device4::GetResourceAllocationInfo1.
This version also returns an array of D3D12_RESOURCE_DESC1 structures.
Syntax
D3D12_RESOURCE_ALLOCATION_INFO GetResourceAllocationInfo2(
UINT visibleMask,
UINT numResourceDescs,
const D3D12_RESOURCE_DESC1 *pResourceDescs,
D3D12_RESOURCE_ALLOCATION_INFO1 *pResourceAllocationInfo1
);
Parameters
visibleMask
Type: UINT
For single-GPU operation, set this to zero. If there are multiple GPU nodes, then set bits to identify the nodes (the device's physical adapters). Each bit in the mask corresponds to a single node. Also see Multi-adapter systems.
numResourceDescs
Type: UINT
The number of resource descriptors in the pResourceDescs array. This is also the size (the number of elements in) pResourceAllocationInfo1.
pResourceDescs
Type: const D3D12_RESOURCE_DESC1*
An array of D3D12_RESOURCE_DESC1 structures that described the resources to get info about.
pResourceAllocationInfo1
Type: D3D12_RESOURCE_ALLOCATION_INFO1*
An array of D3D12_RESOURCE_ALLOCATION_INFO1 structures, containing additional details for each resource description passed as input. This makes it simpler for your application to allocate a heap for multiple resources, and without manually computing offsets for where each resource should be placed.
Return value
Type: D3D12_RESOURCE_ALLOCATION_INFO
A D3D12_RESOURCE_ALLOCATION_INFO structure that provides info about video memory allocated for the specified array of resources.
Remarks
For remarks, see ID3D12Device4::GetResourceAllocationInfo1.
Requirements
| Requirement | Value |
|---|---|
| Minimum supported client | Windows 10 Build 20348 |
| Minimum supported server | Windows 10 Build 20348 |
| Header | d3d12.h |
| Library | d3d12.lib |
| DLL | d3d12.dll |