Struct mltg_bindings::Windows::Win32::Graphics::Direct3D11::D3D11_TRACE_STATS[][src]

#[repr(C)]
pub struct D3D11_TRACE_STATS {
Show fields pub TraceDesc: D3D11_SHADER_TRACE_DESC, pub NumInvocationsInStamp: u8, pub TargetStampIndex: u8, pub NumTraceSteps: u32, pub InputMask: [u8; 32], pub OutputMask: [u8; 32], pub NumTemps: u16, pub MaxIndexableTempIndex: u16, pub IndexableTempSize: [u16; 4096], pub ImmediateConstantBufferSize: u16, pub PixelPosition: [u32; 8], pub PixelCoverageMask: [u64; 4], pub PixelDiscardedMask: [u64; 4], pub PixelCoverageMaskAfterShader: [u64; 4], pub PixelCoverageMaskAfterA2CSampleMask: [u64; 4], pub PixelCoverageMaskAfterA2CSampleMaskDepth: [u64; 4], pub PixelCoverageMaskAfterA2CSampleMaskDepthStencil: [u64; 4], pub PSOutputsDepth: BOOL, pub PSOutputsMask: BOOL, pub GSInputPrimitive: D3D11_TRACE_GS_INPUT_PRIMITIVE, pub GSInputsPrimitiveID: BOOL, pub HSOutputPatchConstantMask: [u8; 32], pub DSInputPatchConstantMask: [u8; 32],
}

Fields

TraceDesc: D3D11_SHADER_TRACE_DESCNumInvocationsInStamp: u8TargetStampIndex: u8NumTraceSteps: u32InputMask: [u8; 32]OutputMask: [u8; 32]NumTemps: u16MaxIndexableTempIndex: u16IndexableTempSize: [u16; 4096]ImmediateConstantBufferSize: u16PixelPosition: [u32; 8]PixelCoverageMask: [u64; 4]PixelDiscardedMask: [u64; 4]PixelCoverageMaskAfterShader: [u64; 4]PixelCoverageMaskAfterA2CSampleMask: [u64; 4]PixelCoverageMaskAfterA2CSampleMaskDepth: [u64; 4]PixelCoverageMaskAfterA2CSampleMaskDepthStencil: [u64; 4]PSOutputsDepth: BOOLPSOutputsMask: BOOLGSInputPrimitive: D3D11_TRACE_GS_INPUT_PRIMITIVEGSInputsPrimitiveID: BOOLHSOutputPatchConstantMask: [u8; 32]DSInputPatchConstantMask: [u8; 32]

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