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Removing various nodes from the XML documentation to reduce size #354

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Original file line number Diff line number Diff line change
Expand Up @@ -7,57 +7,35 @@
<para>Represents Device Removed Extended Data (DRED) auto-breadcrumb data as a node in a linked list. Each <b>D3D12_AUTO_BREADCRUMB_NODE</b> object is singly linked to the next via its <code>pNext</code> member; except for the last node in the list, which has its <code>pNext</code> set to <code>nullptr</code>.</para>
<para>The Direct3D 12 runtime creates one of these for each graphics command list, and tracks them in the command allocator associated with the list. When a command list is executed, the command queue information is set. After device removal is detected, the Direct3D 12 runtime links together the auto-breadcrumb nodes for any GPU work that is still outstanding.</para>
</summary>
<seealso href="https://docs.microsoft.com//windows/desktop/direct3d12/direct3d-12-structures">Core structures</seealso>
<seealso href="https://docs.microsoft.com//windows/desktop/direct3d12/use-dred">Use DRED to diagnose GPU faults</seealso>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandListDebugNameA">
<summary>
<para>A pointer to the ANSI debug name of the outstanding command list (if any).</para>
</summary>
<summary>A pointer to the ANSI debug name of the outstanding command list (if any).</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandListDebugNameW">
<summary>
<para>A pointer to the wide debug name of the outstanding command list (if any).</para>
</summary>
<summary>A pointer to the wide debug name of the outstanding command list (if any).</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandQueueDebugNameA">
<summary>
<para>A pointer to the ANSI debug name of the outstanding command queue (if any).</para>
</summary>
<summary>A pointer to the ANSI debug name of the outstanding command queue (if any).</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandQueueDebugNameW">
<summary>
<para>A pointer to the wide debug name of the outstanding command queue (if any).</para>
</summary>
<summary>A pointer to the wide debug name of the outstanding command queue (if any).</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandList">
<summary>
<para>A pointer to the <see cref="ID3D12GraphicsCommandList interface" /> representing the outstanding command list at the time of execution.</para>
</summary>
<summary>A pointer to the <see cref="ID3D12GraphicsCommandList interface" /> representing the outstanding command list at the time of execution.</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandQueue">
<summary>
<para>A pointer to the <see cref="ID3D12CommandQueue interface" /> representing the outstanding command queue.</para>
</summary>
<summary>A pointer to the <see cref="ID3D12CommandQueue interface" /> representing the outstanding command queue.</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.BreadcrumbCount">
<summary>
<para>A <b>UINT32</b> containing the count of <see cref="D3D12_AUTO_BREADCRUMB_OP" /> values in the array pointed to by <code>pCommandHistory</code>.</para>
</summary>
<summary>A <b>UINT32</b> containing the count of <see cref="D3D12_AUTO_BREADCRUMB_OP" /> values in the array pointed to by <code>pCommandHistory</code>.</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pLastBreadcrumbValue">
<summary>
<para>A pointer to a constant <b>UINT32</b> containing the index (within the array pointed to by <code>pCommandHistory</code>) of the last render/compute operation that was completed by the GPU while executing the associated command list.</para>
</summary>
<summary>A pointer to a constant <b>UINT32</b> containing the index (within the array pointed to by <code>pCommandHistory</code>) of the last render/compute operation that was completed by the GPU while executing the associated command list.</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pCommandHistory">
<summary>
<para>A pointer to a constant array of <see cref="D3D12_AUTO_BREADCRUMB_OP" /> values representing all of the render/compute operations recorded into the associated command list.</para>
</summary>
<summary>A pointer to a constant array of <see cref="D3D12_AUTO_BREADCRUMB_OP" /> values representing all of the render/compute operations recorded into the associated command list.</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_NODE.pNext">
<summary>
<para>A pointer to a constant <b>D3D12_AUTO_BREADCRUMB_NODE</b> representing the next auto-breadcrumb node in the list, or <code>nullptr</code> if this is the last node.</para>
</summary>
<summary>A pointer to a constant <b>D3D12_AUTO_BREADCRUMB_NODE</b> representing the next auto-breadcrumb node in the list, or <code>nullptr</code> if this is the last node.</summary>
</member>
</doc>
Original file line number Diff line number Diff line change
Expand Up @@ -3,136 +3,48 @@
<!-- Ported from https://github.com/MicrosoftDocs/sdk-api/ -->
<doc>
<member name="D3D12_AUTO_BREADCRUMB_OP">
<summary>
<para>Defines constants that specify render/compute GPU operations.</para>
</summary>
<seealso href="https://docs.microsoft.com//windows/desktop/direct3d12/direct3d-12-enumerations">Core enumerations</seealso>
<seealso href="https://docs.microsoft.com//windows/desktop/direct3d12/use-dred">Use DRED to diagnose GPU faults</seealso>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_SETMARKER (0)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_BEGINEVENT (1)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ENDEVENT (2)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DRAWINSTANCED (3)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DRAWINDEXEDINSTANCED (4)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEINDIRECT (5)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DISPATCH (6)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYBUFFERREGION (7)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYTEXTUREREGION (8)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYRESOURCE (9)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYTILES (10)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVESUBRESOURCE (11)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_CLEARRENDERTARGETVIEW (12)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_CLEARUNORDEREDACCESSVIEW (13)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_CLEARDEPTHSTENCILVIEW (14)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOURCEBARRIER (15)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEBUNDLE (16)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_PRESENT (17)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVEQUERYDATA (18)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_BEGINSUBMISSION (19)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ENDSUBMISSION (20)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DECODEFRAME (21)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_PROCESSFRAMES (22)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ATOMICCOPYBUFFERUINT (23)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ATOMICCOPYBUFFERUINT64 (24)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVESUBRESOURCEREGION (25)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_WRITEBUFFERIMMEDIATE (26)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DECODEFRAME1 (27)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_SETPROTECTEDRESOURCESESSION (28)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DECODEFRAME2 (29)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_PROCESSFRAMES1 (30)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_BUILDRAYTRACINGACCELERATIONSTRUCTURE (31)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EMITRAYTRACINGACCELERATIONSTRUCTUREPOSTBUILDINFO (32)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYRAYTRACINGACCELERATIONSTRUCTURE (33)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DISPATCHRAYS (34)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_INITIALIZEMETACOMMAND (35)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEMETACOMMAND (36)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ESTIMATEMOTION (37)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVEMOTIONVECTORHEAP (38)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_SETPIPELINESTATE1 (39)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_INITIALIZEEXTENSIONCOMMAND (40)">
<summary></summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEEXTENSIONCOMMAND (41)">
<summary></summary>
</member>
<summary>Defines constants that specify render/compute GPU operations.</summary>
</member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_SETMARKER"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_BEGINEVENT"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ENDEVENT"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DRAWINSTANCED"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DRAWINDEXEDINSTANCED"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEINDIRECT"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DISPATCH"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYBUFFERREGION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYTEXTUREREGION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYRESOURCE"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYTILES"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVESUBRESOURCE"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_CLEARRENDERTARGETVIEW"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_CLEARUNORDEREDACCESSVIEW"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_CLEARDEPTHSTENCILVIEW"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOURCEBARRIER"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEBUNDLE"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_PRESENT"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVEQUERYDATA"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_BEGINSUBMISSION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ENDSUBMISSION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DECODEFRAME"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_PROCESSFRAMES"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ATOMICCOPYBUFFERUINT"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ATOMICCOPYBUFFERUINT64"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVESUBRESOURCEREGION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_WRITEBUFFERIMMEDIATE"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DECODEFRAME1"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_SETPROTECTEDRESOURCESESSION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DECODEFRAME2"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_PROCESSFRAMES1"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_BUILDRAYTRACINGACCELERATIONSTRUCTURE"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EMITRAYTRACINGACCELERATIONSTRUCTUREPOSTBUILDINFO"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_COPYRAYTRACINGACCELERATIONSTRUCTURE"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_DISPATCHRAYS"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_INITIALIZEMETACOMMAND"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEMETACOMMAND"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_ESTIMATEMOTION"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_RESOLVEMOTIONVECTORHEAP"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_SETPIPELINESTATE1"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_INITIALIZEEXTENSIONCOMMAND"></member>
<member name="D3D12_AUTO_BREADCRUMB_OP.D3D12_AUTO_BREADCRUMB_OP_EXECUTEEXTENSIONCOMMAND"></member>
</doc>
Original file line number Diff line number Diff line change
Expand Up @@ -3,24 +3,15 @@
<!-- Ported from https://github.com/MicrosoftDocs/sdk-api/ -->
<doc>
<member name="D3D12_AXIS_SHADING_RATE">
<summary>
<para>Defines constants that specify the shading rate (for variable-rate shading, or VRS) along a horizontal or vertical axis. For more info, see <a href="https://docs.microsoft.com//windows/desktop/direct3d12/vrs">Variable-rate shading (VRS)</a>.</para>
</summary>
<seealso href="https://docs.microsoft.com//windows/desktop/direct3d12/vrs">Variable-rate shading (VRS)</seealso>
<summary>Defines constants that specify the shading rate (for variable-rate shading, or VRS) along a horizontal or vertical axis. For more info, see <a href="https://docs.microsoft.com//windows/desktop/direct3d12/vrs">Variable-rate shading (VRS)</a>.</summary>
</member>
<member name="D3D12_AXIS_SHADING_RATE.D3D12_AXIS_SHADING_RATE_1X">
<summary>
<para>Specifies a 1x shading rate for the axis.</para>
</summary>
<summary>Specifies a 1x shading rate for the axis.</summary>
</member>
<member name="D3D12_AXIS_SHADING_RATE.D3D12_AXIS_SHADING_RATE_2X">
<summary>
<para>Specifies a 2x shading rate for the axis.</para>
</summary>
<summary>Specifies a 2x shading rate for the axis.</summary>
</member>
<member name="D3D12_AXIS_SHADING_RATE.D3D12_AXIS_SHADING_RATE_4X">
<summary>
<para>Specifies a 4x shading rate for the axis.</para>
</summary>
<summary>Specifies a 4x shading rate for the axis.</summary>
</member>
</doc>
Original file line number Diff line number Diff line change
Expand Up @@ -3,29 +3,18 @@
<!-- Ported from https://github.com/MicrosoftDocs/sdk-api/ -->
<doc>
<member name="D3D12_BACKGROUND_PROCESSING_MODE">
<summary>
<para>Defines constants that specify a level of dynamic optimization to apply to GPU work that's subsequently submitted.</para>
</summary>
<seealso href="https://docs.microsoft.com//windows/win32/direct3d12/direct3d-12-enumerations">Core enumerations</seealso>
<summary>Defines constants that specify a level of dynamic optimization to apply to GPU work that's subsequently submitted.</summary>
</member>
<member name="D3D12_BACKGROUND_PROCESSING_MODE.D3D12_BACKGROUND_PROCESSING_MODE_ALLOWED">
<summary>
<para>The default setting. Specifies that the driver may instrument workloads, and dynamically recompile shaders, in a low overhead, non-intrusive manner that avoids glitching the foreground workload.</para>
</summary>
<summary>The default setting. Specifies that the driver may instrument workloads, and dynamically recompile shaders, in a low overhead, non-intrusive manner that avoids glitching the foreground workload.</summary>
</member>
<member name="D3D12_BACKGROUND_PROCESSING_MODE.D3D12_BACKGROUND_PROCESSING_MODE_ALLOW_INTRUSIVE_MEASUREMENTS">
<summary>
<para>Specifies that the driver may instrument as aggressively as possible. The understanding is that causing glitches is fine while in this mode, because the current work is being submitted specifically to train the system.</para>
</summary>
<summary>Specifies that the driver may instrument as aggressively as possible. The understanding is that causing glitches is fine while in this mode, because the current work is being submitted specifically to train the system.</summary>
</member>
<member name="D3D12_BACKGROUND_PROCESSING_MODE.D3D12_BACKGROUND_PROCESSING_MODE_DISABLE_BACKGROUND_WORK">
<summary>
<para>Specifies that background work should stop. This ensures that background shader recompilation won't consume CPU cycles. Available only in <b>Developer mode</b>.</para>
</summary>
<summary>Specifies that background work should stop. This ensures that background shader recompilation won't consume CPU cycles. Available only in <b>Developer mode</b>.</summary>
</member>
<member name="D3D12_BACKGROUND_PROCESSING_MODE.D3D12_BACKGROUND_PROCESSING_MODE_DISABLE_PROFILING_BY_SYSTEM">
<summary>
<para>Specifies that all dynamic optimization should be disabled. For example, if you're doing an A/B performance comparison, then using this constant ensures that the driver doesn't change anything that might interfere with your results. Available only in <b>Developer mode</b>.</para>
</summary>
<summary>Specifies that all dynamic optimization should be disabled. For example, if you're doing an A/B performance comparison, then using this constant ensures that the driver doesn't change anything that might interfere with your results. Available only in <b>Developer mode</b>.</summary>
</member>
</doc>
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