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ROOT_ELEMENT_FLAG(0, AllowInputAssemblerInputLayout, "The app is opting in to using the Input Assembler")
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ROOT_ELEMENT_FLAG(1, DenyVertexShaderRootAccess, "Denies the vertex shader access to the root signature.")
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ROOT_ELEMENT_FLAG(2, DenyHullShaderRootAccess, "Denies the hull shader access to the root signature.")
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ROOT_ELEMENT_FLAG(3, DenyDomainShaderRootAccess, "Denies the domain shader access to the root signature.")
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ROOT_ELEMENT_FLAG(4, DenyGeometryShaderRootAccess, "Denies the geometry shader access to the root signature.")
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ROOT_ELEMENT_FLAG(5, DenyPixelShaderRootAccess, "Denies the pixel shader access to the root signature.")
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ROOT_ELEMENT_FLAG(6, AllowStreamOutput, "The app is opting in to using Stream Output.")
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ROOT_ELEMENT_FLAG(7, LocalRootSignature, "The root signature is to be used with raytracing shaders to define resource bindings sourced from shader records in shader tables.")
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ROOT_ELEMENT_FLAG(8, DenyAmplificationShaderRootAccess, "Denies the amplification shader access to the root signature.")
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ROOT_ELEMENT_FLAG(9, DenyMeshShaderRootAccess, "Denies the mesh shader access to the root signature.")
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ROOT_ELEMENT_FLAG(10, CBVSRVUAVHeapDirectlyIndexed, "The shaders are allowed to index the CBV/SRV/UAV descriptor heap directly, using the ResourceDescriptorHeap built-in variable.")
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ROOT_ELEMENT_FLAG(11, SamplerHeapDirectlyIndexed, "The shaders are allowed to index the sampler descriptor heap directly, using the SamplerDescriptorHeap built-in variable.")
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