Source position: DX12.D3D12.pas line 2194
type TD3D12_RESOURCE_STATES = ( |
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D3D12_RESOURCE_STATE_COMMON = 0, |
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER = $1, |
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D3D12_RESOURCE_STATE_INDEX_BUFFER = $2, |
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D3D12_RESOURCE_STATE_RENDER_TARGET = $4, |
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS = $8, |
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D3D12_RESOURCE_STATE_DEPTH_WRITE = $10, |
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D3D12_RESOURCE_STATE_DEPTH_READ = $20, |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE = $40, |
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE = $80, |
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D3D12_RESOURCE_STATE_STREAM_OUT = $100, |
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D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT = $200, |
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D3D12_RESOURCE_STATE_COPY_DEST = $400, |
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D3D12_RESOURCE_STATE_COPY_SOURCE = $800, |
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D3D12_RESOURCE_STATE_RESOLVE_DEST = $1000, |
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D3D12_RESOURCE_STATE_RESOLVE_SOURCE = $2000, |
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D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE = $400000, |
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D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE = $1000000, |
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D3D12_RESOURCE_STATE_GENERIC_READ = $1 or $2 or $40 or $80 or $200 or $800, |
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D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE = $40 or $80, |
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D3D12_RESOURCE_STATE_PRESENT = 0, |
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D3D12_RESOURCE_STATE_PREDICATION = $200, |
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D3D12_RESOURCE_STATE_VIDEO_DECODE_READ = $10000, |
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D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE = $20000, |
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D3D12_RESOURCE_STATE_VIDEO_PROCESS_READ = $40000, |
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D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE = $80000, |
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D3D12_RESOURCE_STATE_VIDEO_ENCODE_READ = $200000, |
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D3D12_RESOURCE_STATE_VIDEO_ENCODE_WRITE = $800000 |
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); |
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