> ## Documentation Index
> Fetch the complete documentation index at: https://docs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# NDA topic directory - live Microsoft Learn links

> Directory of NDA-protected XBOX GDK console development pages, each linking to its live Microsoft Learn article during the platform transition.

> [!NOTE]
>
> Every page linked here requires an active XBOX GDK for Console Development NDA. These pages are not yet published on this site; each link points to the equivalent live article on Microsoft Learn, which is gated behind the same NDA. This directory is a temporary bridge during the platform transition and will be removed once the pages are published here.

## Home

| Page | Description |
| - | - |
| [Granting permissions to products](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/activating-dev-kit-permissions-sandbox) | Grant users, groups, and XBOX dev kits access to a product by configuring Partner Center product permissions and sandbox IDs on the console. |
| [Deploying your title to a dev kit](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/deployment) | Deployment types (Push, Run from PC, Streaming Install), tools (XBOX Manager, xbapp, Visual Studio), and iteration-speed tips (Debug NIC, XTD, data caching). |
| [Emergency Offline System Updates for XBOX dev kits](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-eou) | Perform an emergency offline system update (EOU) factory reset from a USB flash drive when an XBOX dev kit won't boot or clear a bad console state. |
| [Diagnosing unexpected reboots and shutdowns](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-rebootreason) | Diagnose why an XBOX dev kit rebooted or shut down unexpectedly using DevHome notifications, xbconfig reboot reason, and other console diagnostic sources. |
| [Universal Error Messages on XBOX dev kits](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/gc-console-uems) | Reference table of Universal Error Messages (UEMs) shown on XBOX dev kits at boot or during system updates, with each error code, message ID, and fix. |
| [Remove Gold Sharing from an XBOX dev kit](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/remove-gold-sharing) | Step-by-step reset of console privileges to remove XBOX Game Pass Sharing from an XBOX dev kit through Console info and the Reset home console option. |
| [Tips for the XBOX One X Dev Kit (Scorpio)](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/scorpio-devkit-tips) | DevHome, XBOX Manager, XBOX Device Portal, front-panel shortcuts, and scripting tips to get the most out of the XBOX One X Dev Kit and other XBOX kits. |
| [Using console modes to test your game](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/concepts/using-console-modes) | Switch XBOX One X and XBOX Series X Dev Kits between console modes to approximate other XBOX SKUs when validating title performance across the family. |
| [XBOX dev kit and test kit overview](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/devkit-contents) | Overview of XBOX Series X Dev Kits, Series S Test Kits, and XBOX One X Dev Kits, including hardware features and how they differ from retail consoles. |
| [Activating your dev kit (IP range)](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/activating-dev-kit) | Activate multiple XBOX dev kits at once by registering an IP range in Partner Center, so consoles boot into developer mode when they connect to your network. |
| [Activating your dev kit with a QR code](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/activating-dev-kit-qr-code) | Activate a single XBOX Series X Dev Kit by scanning the QR code on its shipping box, which opens Partner Center pre-populated with the console's serial number. |
| [Dev kit setup FAQ](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/devkit-faq) | Answers to common questions about XBOX Series X Dev Kit unboxing, Partner Center activation, first-boot developer mode, and troubleshooting setup issues. |
| [Activation overview for XBOX dev kits](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/provisioning-role) | How XBOX dev kits are activated for developer mode, when your studio's asset manager handles activation, and when individual developers do it themselves. |
| [Set up your XBOX Series X Dev Kit](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/setting-up-your-devkit) | Quickstart to unbox, cable, and boot an XBOX Series X Dev Kit into developer mode, then confirm it is registered with Partner Center and ready for deployment. |
| [Troubleshooting dev kit setup](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/setup/troubleshooting-setup) | Fixes for common XBOX dev kit setup issues, including Partner Center activation errors, unexpected retail-mode boots, and display and cabling problems. |
| [Change an XBOX dev kit between Retail and Dev Mode](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/change-dev-kit-mode) | Switch an XBOX One or XBOX Series X dev kit between Retail Mode and Developer Mode from DevHome so it can run retail games or GDK development builds. |
| [Configuring dev kit settings](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/config-dev-kit-settings) | Configure Profiling Mode, sandbox ID, Dim Timeout, and other XBOX dev kit settings from DevHome, XBOX Manager, or xbconfig before starting development. |
| [Flash the OS recovery image onto an XBOX dev kit](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/dev-kit-os) | Enroll an XBOX dev kit in an OS flight group for automatic recovery updates, or manually flash a recovery image downloaded from Partner Center. |
| [Set a friendly host name for an XBOX dev kit](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/dev-kits/settings/setting-a-hostname) | Give an XBOX dev kit a friendly host name in XBOX Manager or DevHome so tools keep working when the console's IP address changes on the network. |
| [Recovering multiple dev consoles from a single PC](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/recovering-multiple-consoles) | Use the /X switch on xboxoneupdate.bat to run OS recoveries in parallel against many XBOX dev kits from a single PC in a test lab or shared environment. |
| [Automatic recovery update settings](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/recovery-update-settings) | Choose whether an XBOX dev kit installs OS recovery updates automatically or manually, and change the update policy from Developer Home or XBOX Manager. |
| [Configure a dev kit with an unattended setup script](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/xbox-config-across-studio/unattended-setup-script) | Author an unattended-setup script in XBOX Device Portal and use it for OOBE, per-boot configuration, or ad-hoc runs from a USB drive. |

## Build

| Page | Description |
| - | - |
| [ATG engagement](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-graphics-engagement) | How to engage Microsoft's Advanced Technology Group (ATG) for deep-dive help on XBOX graphics, systems, and performance issues on GDK titles. |
| [ATG graphics engagement checklist](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-graphics-engagement) | Checklist for engaging the XBOX Advanced Technology Group on GPU performance: gather PIX captures, symbols, DXR settings, and repro steps before contact. |
| [ATG systems engagement checklist](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/atg-engagement/atg-systems-engagement) | Checklist for engaging the XBOX Advanced Technology Group on CPU, memory, and load-time issues: gather profiler captures, symbols, and repro steps first. |
| [Overview of XAudio2](https://learn.microsoft.com/gaming/gdk/docs/features/console/audio/overviews/xaudio2-overview) | XAudio2 low-level audio API for XBOX games, providing a signal-processing and mixing graph with low latency, dynamic buffers, and sample-accurate playback. |
| [Configure the build environment without installing the GDK](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/build-environment-withoutinstall) | Describes the process of configuring the build environment without installing Microsoft Game Development Kit (GDK). |
| [Configure GDK projects without installing the GDK](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/project-configuration-withoutinstall) | Describes the process of configuring projects without installing the Microsoft Game Development Kit. |
| [Building without installing the GDK: overview](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/usingwithoutinstall/withoutinstall-overview) | Build GDK projects from an extracted copy of the Microsoft Game Development Kit without running the installer, for build servers and source control workflows. |
| [Upgrade an XBOX One XDK title for XBOX Series consoles](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/upgrading-xbox-one-xdk-titles-on-scarlett) | Describes how an XBOX One Software Development Kit title can detect that it's running on XBOX Series X\|S. |
| [Using the GDK Remotely](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/using-gdk-remotely) | Describes tips and best practices for using the GDK while working remotely. |
| [XBOX Game Life Cycle](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/xbox-game-life-cycle) | Provides details about the states, transitions, and handling of game life-cycle events, and the tools that are available to debug them. |
| [Debugging with Overlay Folders](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/debugging-with-overlay-folders) | How to use Overlay Folders to locally debug and iterate on title changes without modifying files in the underlying on-disk folder structure. |
| [Using the XBOX Development Kit second NIC](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/devkit-second-nic) | Describes how to enable the XBOX Development Kit Debug NIC, and then use it with tools. |
| [Analyze and diagnose errors with GDK tools](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/inspecting-errors) | Describes how to use the Microsoft Game Development Kit (GDK) tools to analyze and diagnose errors. |
| [Profiling Mode](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/profiling-mode) | Describes enabling, disabling, and the purpose of Profiling Mode. |
| [Retrieving crash dumps](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/retrieving-crash-dumps) | Request crash dumps that XBOX telemetry automatically collects from retail consoles and Development Kits to help diagnose title crashes and issues. |
| [Troubleshoot common GDK issues](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/troubleshooting-common-issues) | This topic lists common issues in the Microsoft Game Development Kit (GDK) and offers possible resolutions. |
| [Simulating gamepad input](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/debug/overviews/xtf-gamepad-input-testing) | Describes how to simulate gamepad input to an XBOX One development console for use in an automated test harness or standalone tool. |
| [Kernel memory usage](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/kernel_memory_usage) | Kernel memory usage |
| [GDK memory manager technical details](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-details) | Microsoft Game Development Kit memory manager technical details |
| [Diagnostics and memory tracking](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-diagnostics) | Diagnostics and memory tracking |
| [Memory](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-overview) | How the GDK memory manager gives XBOX console games deterministic, high-performance physical memory access with predictable resource guarantees. |
| [Port a title to the GDK memory manager](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-porting) | Porting your title to use the Microsoft Game Development Kit memory manager |
| [Configuring memory for your title and dev kit](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/system-memory-tooling) | Configuring memory for your title and dev kit |
| [Virtual Memory Allocator](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/virtual-memory-allocator) | Virtual Memory Allocator |
| [Contents](https://learn.microsoft.com/gaming/gdk/docs/features/console/memory/writeable-file-mappings) | Contents |
| [Microsoft Game Development Kit porting guide for XBOX One](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/porting/era/porting-guide-for-existing-ERA) | Overview of porting an existing XBOX One game title or engine to the GDK. |
| [Optimize compressed content with DirectStorage and XBTC](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-compression) | Optimizing compressed content by using DirectStorage and XBTC |
| [DirectStorage Shuffle Formats](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-shuffles) | DirectStorage Shuffle Formats |
| [DirectStorage Usage and Internal Details](https://learn.microsoft.com/gaming/gdk/docs/features/console/storage/directstorage/directstorage-white-paper) | DirectStorage Usage and Internal Details |
| [Direct3D 12 on XBOX](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/atoc-d3d12x) | Direct3D 12 on XBOX |
| [Direct3D 12 differences: Windows PC vs GDK Game OS](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-differences-from-pc) | Differences between Direct3D 12 on a Windows PC and the Microsoft GDK Game OS |
| [Direct3D 12.x overview for the Microsoft GDK](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-overview) | Direct3D 12.x is a low-level, high-performance graphics API in the GDK tailored for XBOX console CPU and GPU performance, with XBOX-specific extensions. |
| [Direct3D 12 XMemAlloc object types](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/d3d12x-xmemalloc-objecttypes) | Direct3D 12 XMemAlloc object types |
| [Overview of XG Memory](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/d3d12x/xg-memory-overview) | XG Memory is the GDK's auxiliary runtime library for specialized memory mappings, including ESRAM access, for Direct3D 12.x titles on XBOX One. |
| [Color and depth compression](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/color-and-depth-compression) | Color and depth compression |
| [Direct3D creation and usage on XBOX One](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/creation-flags) | Direct3D creation and usage on XBOX One |
| [Frame scheduling and presentation on XBOX One](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/frame-scheduling-and-presentation) | Frame scheduling and presentation on XBOX One |
| [Hardware overlays and swap resources](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/hardware-overlays) | Hardware overlays and swap resources |
| [Native resource management for XBOX One](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/native-resource-management) | Native resource management for XBOX One |
| [Tessellation](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/offchip-tesselation) | Tessellation |
| [Direct3D support for suspend and resume](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/directx/suspend-and-resume) | Direct3D support for suspend and resume |
| [Dolby Vision for Gen9 XBOX Gaming](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/dolby-vision-for-gaming) | Dolby Vision for Gen9 XBOX Gaming |
| [XBOX Series X\|S graphics memory overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-memory-overview) | XBOX Series X\|S graphics virtual memory: unified CPU/GPU address space, 64 KB and 2 MB pages, XMemAlloc heap, and tiled-resource extensions. |
| [XBOX Series X\|S graphics feature overviews](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-newfeatures-toc) | XBOX Series X\|S graphics feature overviews |
| [Serialized & Derived Pipeline State Objects In-Depth](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/graphics-pso-overview) | In-depth guide to serialized and derived Direct3D 12 Pipeline State Objects (PSOs), including runtime compilation and DXIL bytecode on XBOX. |
| [Windows Imaging Component (WIC) On XBOX](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/image-processing-overview) | Available Windows Imaging Component (WIC) features in the XBOX GDK for encoding, decoding, and manipulating BMP, JPG, PNG, GIF, TIFF, ICO, and DDS. |
| [Mesh Shaders on XBOX Series X\|S](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/ms/ms-scarlett) | Mesh Shaders on XBOX Series X\|S |
| [Mesh Shader pipeline usage](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/ms/ms-usage) | Mesh Shader pipeline usage |
| [BVH Builders](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-bvhbuilders) | BVH Builders |
| [BVH Compression](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-compression) | BVH Compression |
| [Raytracing hardware design](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-hardware-design) | Raytracing hardware design |
| [XDXR k-DOP Support for Tighter Instance AABBs](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-kdop) | XDXR k-DOP Support for Tighter Instance AABBs |
| [XDXR Offline RTPSO](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-offlinertpso) | XDXR Offline RTPSO |
| [Raytracing and DXR](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-overview) | DirectX Raytracing (DXR) and XBOX DXR (XDXR) extensions give XBOX Series X\|S titles low-level access to custom raytracing hardware and BVH builders. |
| [XDXRStandaloneTraverse](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-standalone) | XDXRStandaloneTraverse |
| [XDXR (XBOX DXR)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-xdxr) | XDXR (XBOX DXR) |
| [XDXR best practices and recommendations](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/raytracing/rt-xdxrbestpractices) | XDXR best practices and recommendations |
| [Sampler Feedback Direct3D 12 API overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-api-design) | Sampler Feedback Direct3D 12 API overview |
| [Sampler Feedback GPU hardware design](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-gpu-design) | Sampler Feedback GPU hardware design |
| [Sampler Feedback overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sf-overview) | Sampler Feedback exposes GPU texture-sampling patterns to XBOX Series X\|S titles for tiled texture streaming and texture-space shading. |
| [Sampler Feedback for Streaming (SFS) usage example](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/sfs/sfs-usage) | Sampler Feedback for Streaming (SFS) usage example |
| [Variable Rate Shading Direct3D 12 API](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-api) | Variable Rate Shading Direct3D 12 API |
| [Variable Rate Shading (VRS) feature design](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-feature) | Variable Rate Shading (VRS) feature design |
| [Variable Rate Shading overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/vrs-overview) | Variable Rate Shading (VRS) Tier 2 on XBOX Series X\|S lets titles vary shading rate across the frame to trade quality for rendering performance. |
| [Why Variable Rate Shading?](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/vrs/why-vrs) | Why Variable Rate Shading? |
| [XBOX Texture Compressor overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbox-texture-compressor) | XBOX Texture Compressor overview |
| [XBOX Texture Compressor tool (XBTC.exe)](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc) | XBOX Texture Compressor tool (XBTC.exe) |
| [XBOX Texture Compressor (XBTC) archive file specification](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc-archive-format) | XBOX Texture Compressor (XBTC) archive file specification |
| [JSON batch configuration](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/newfeatures/xbtc/xbtc-json-batch-configuration) | JSON batch configuration |
| [Cmask decoding](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/cmask-decoding) | Cmask decoding |
| [D3D12 Enhanced Barriers](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/enhanced-barriers) | D3D12 Enhanced Barriers |
| [XBOX Series X\|S GPU Overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/gpu-overview) | Architecture and feature overview of the XBOX Series X\|S GPU for game developers targeting the console with Direct3D 12.x and the GDK. |
| [GPU Synchronization on XBOX Series X\|S](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/gpu-synchronization-scarlett) | GPU Synchronization on XBOX Series X\|S |
| [XBOX One overview of graphics](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/graphics) | XBOX One overview of graphics |
| [High dynamic range (HDR) output](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/hdr-support) | High dynamic range (HDR) output |
| [120Hz Support](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/one-twenty-hz-support) | 120Hz Support |
| [Microsoft graphics presentations](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/gc-graphics-presentations) | Microsoft graphics presentations |
| [Fine-tuned loadout: optimizing Call of Duty rendering](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr01) | Fine-tuned loadout: Optimizing Call of Duty<sub>®</sub> rendering for XBOX |
| [Getting the most out of the XBOX shader compiler](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr02) | Getting the most out of the XBOX shader compiler |
| [What’s new in PIX](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr03) | What’s new in PIX |
| [GPU debugging tips and tricks](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr04) | GPU debugging tips and tricks |
| [Mesh shaders: Tales from the trenches](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr05) | Mesh shaders: Tales from the trenches |
| [Optimizing shader performance with PIX’s Shader Explorer](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr06) | Optimizing shader performance with PIX’s Shader Explorer |
| [XBOX raytracing: Performance and optimization](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr07) | XBOX raytracing: Performance and optimization |
| [GPU performance tips and tricks](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr08) | GPU performance tips and tricks |
| [Rapid performance investigation with GPU Trace](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr09) | Rapid performance investigation with GPU Trace |
| [XBOX raytracing: 2024 update](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr10) | XBOX raytracing: 2024 update |
| [Mesh and Texture Viewer extensibility](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr11) | Mesh and Texture Viewer extensibility |
| [GPU-driven rendering with mesh shaders in Alan Wake 2®](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gc-graphics-xdd-2024-gr13) | GPU-driven rendering with mesh shaders in Alan Wake 2® |
| [Getting the most from the XBOX shader compiler](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/getting-the-most-from-xbox-shader-compiler) | Getting the most from the XBOX shader compiler |
| [GPU debugging tips and tricks for XBOX](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gpu-debugging-tips-and-tricks) | GPU debugging tips and tricks for XBOX |
| [GPU performance tips and tricks 2024 overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/gpu-performance-tips-and-tricks) | GPU performance tips and tricks 2024 overview |
| [Optimize shader performance with the PIX Shader Explorer](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/optimizing-shader-performance-with-pix-shader-explorer) | Optimize shader performance with the PIX Shader Explorer |
| [What’s new in PIX in 2024](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xdd2024/whats-new-in-pix-2024) | What’s new in PIX in 2024 |
| [XBOX Series X\|S GPU overview presentation](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr01) | XBOX Series X\|S GPU overview presentation |
| [Responsive gaming](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr04) | Responsive gaming |
| [Variable-rate shading and sparse lighting](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2019/gc-graphics-xfest-2019-gr08) | Variable-rate shading and sparse lighting |
| [A tour of the new PIX Checklist: GPU performance made easy](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr01) | A tour of the new PIX Checklist: GPU performance made easy |
| [Using XBOX Series X\|S HDR and display hardware](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr02) | Harnessing the power of the XBOX Series X\|S HDR and display hardware |
| [Frame pacing and latency with the GDKX presentation APIs](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr03) | Understanding frame pacing and latency with the GDKX presentation APIs |
| [XBOX Series X\|S common graphics problems and solutions](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr06) | XBOX Series X\|S common graphics problems and solutions |
| [Improvements to PIX for XBOX](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr07) | Improvements to PIX for XBOX |
| [Best practices for raytracing on XBOX Series X\|S](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/overviews/presentations/xfest2022/gc-graphics-xfest-2022-gr09) | Best practices for raytracing on XBOX Series X\|S |
| [Texture layouts and tiling for XBOX Series X\|S](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/scarlett-tex-layouts) | Texture layouts and tiling for XBOX Series X\|S |
| [Automatic Shader Modification for Checkerboard Rendering](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/automatic-shader-modification-for-checkerboard-rendering) | Automatic Shader Modification for Checkerboard Rendering |
| [Caches and Coherency on the XBOX One GPU](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/caches-and-coherency-on-xbox-one-gpu) | Caches and Coherency on the XBOX One GPU |
| [Checkerboard Rendering on XBOX One](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/checkerboard-rendering-on-xbox-one) | Checkerboard Rendering on XBOX One |
| [How Do VMEM Instructions Work?](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/how-do-vmem-instructions-work) | How Do VMEM Instructions Work? |
| [XBOX Series S optimization recommendations](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/series-s-optimizations) | XBOX Series S optimization recommendations |
| [XBOX One Dynamic Resolution](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-dynamic-resolution) | XBOX One Dynamic Resolution |
| [Implementing an ESRAM Memory Manager](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-esram-manager) | Implementing an ESRAM Memory Manager |
| [XBOX One GPU Compute Units](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-compute-units) | XBOX One GPU Compute Units |
| [XBOX One GPU Memory Access: ONION, GARLIC, and more](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-memory-access) | XBOX One GPU Memory Access: ONION, GARLIC, and more |
| [XBOX One GPU Overview](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-gpu-overview) | XBOX One GPU white paper: block diagram, compute units, waves, and Direct3D 11 capabilities that graphics developers need to target the console. |
| [XBOX One Occupancy Quick Reference](https://learn.microsoft.com/gaming/gdk/docs/features/graphics/whitepapers/xbox-one-occupancy-quick-reference) | XBOX One Occupancy Quick Reference |
| [Communication security best practices](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-overview) | Confidentiality, integrity, and authentication requirements for securing all game network communication, with guidance on encryption, hashing, and IP privacy. |
| [Game security concepts](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/game-security-overview) | Overview of game security concepts, common attack categories, and how to help mitigate them. |
| [Game development tool security best practices](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/general-security/game-tool-security) | Security guidance for custom game development tools — secure tool communication and isolating tools from release environments. |
| [Game security best practices](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/general-security/general-game-security) | Overall game design and development security practices — PII protection and security testing guidance. |
| [Secure game communication for GDK titles](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/secure-communication-impl) | Summary of the recommended secure communication approach per traffic type in GDK titles. |
| [Secure game mesh communication](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-game-mesh-impl) | Peer-to-peer and client/server secure communication guidance for GDK titles. |
| [Secure communication samples](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-samples) | GDK and XBOX services samples demonstrating secure communication best practices. |
| [Secure web requests and WebSockets](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/game-principles/security/communication-security/communication-security-impl/gc-secure-webrequest-impl) | Recommended APIs, authentication, and TLS configuration for HTTPS and WebSocket communication in GDK titles. |

## Tools

| Page | Description |
| - | - |
| [Configuration (xbconfig.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbconfig) | Configuration (xbconfig.exe) |
| [CPU performance (xbperf.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbperf) | CPU performance (xbperf.exe) |
| [TimeTravelDebugging for XBOX tool (xbttd.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/commandlinetools/xbttd) | TimeTravelDebugging for XBOX tool (xbttd.exe) |
| [Manage user accounts (wdconfig.exe)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/console_commandlinetools/wdconfig) | Manage user accounts (wdconfig.exe) |
| [Performance page (Dev Home)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/devhome/devhome-performance) | Performance page (Dev Home) |
| [Hang Investigation for XBOX (HIX)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/hix/hix) | Hang Investigation for XBOX (HIX) |
| [Live Shader Debugging for Hang Investigation](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/hix/live-debugging) | Live Shader Debugging for Hang Investigation |
| [Analyzing title performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/analyzing-system-performance) | Analyzing title performance |
| [Configuring the PIX UI](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/configuring-pix) | Configuring the PIX UI |
| [Analyzing CPU performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/cpu-performance) | Analyzing CPU performance |
| [Extensibility](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility) | Extensibility |
| [PIX Extensibility HLSL API](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-hlsl) | PIX Extensibility HLSL API |
| [Mesh Viewer Extensibility](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-mesh-viewer) | Mesh Viewer Extensibility |
| [PIX Extensibility Settings](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-settings) | PIX Extensibility Settings |
| [Texture Viewer Extensibility](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/extensibility/pix-extensibility-texture-viewer) | Texture Viewer Extensibility |
| [Analyzing DirectStorage and Win32 file IO performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/fileio-performance) | Analyzing DirectStorage and Win32 file IO performance |
| [Analyzing GPU performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/gpu-performance) | Analyzing GPU performance |
| [PIX API Objects](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-api-objects) | PIX API Objects |
| [PIX GPU Bottlenecks](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-bottlenecks) | PIX GPU Bottlenecks |
| [PIX BVH viewer](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-bvh-viewer) | PIX BVH viewer |
| [PIX counters](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-counters) | PIX counters |
| [Dr. PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-drpix) | Dr. PIX |
| [PIX Edit and Continue](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-edit-and-continue) | PIX Edit and Continue |
| [PIX Edits](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-edits) | PIX Edits |
| [PIX Event Details](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-event-details) | PIX Event Details |
| [PIX GPU Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-capture) | PIX GPU Captures |
| [PIX ExecuteIndirect Analysis Support](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-executeindirect) | PIX ExecuteIndirect Analysis Support |
| [Input assembly](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-input-assembly) | Input assembly |
| [GPU Capture Overview](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-overview-page) | GPU Capture Overview |
| [Pipeline view](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-pipeline-view) | Pipeline view |
| [PIX resources](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-resources) | PIX resources |
| [PIX GPU Timeline](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-timeline-tab) | PIX GPU Timeline |
| [PIX GPU Timing](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-gpu-timing) | PIX GPU Timing |
| [Memory Viewer](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-memory-viewer) | Memory Viewer |
| [PIX Mesh viewer](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-mesh-viewer) | PIX Mesh viewer |
| [PIX Pipeline States](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-pipeline-states) | PIX Pipeline States |
| [PIX Resources view](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-resources-tab) | PIX Resources view |
| [PIX Shader Debugging](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-debugging) | PIX Shader Debugging |
| [Shader PDBs in PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-pdbs) | Shader PDBs in PIX |
| [PIX Shader Trace (XBOX One)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-trace-durpio) | PIX Shader Trace (XBOX One) |
| [PIX Shader Trace (XBOX Series X\|S)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-shader-trace-scarlett) | PIX Shader Trace (XBOX Series X\|S) |
| [State View](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-state) | State View |
| [PIX table of hardware counters](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-table-of-hardware-counters) | PIX table of hardware counters |
| [PIX Texture Mip Statistics](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-texture-mip-stats) | PIX Texture Mip Statistics |
| [PIX Texture viewer](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-texture-viewer) | PIX Texture viewer |
| [PIX Variable Rate Shading (VRS)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-vrs) | PIX Variable Rate Shading (VRS) |
| [Using PIX with shaders](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu/pix-with-shaders) | Using PIX with shaders |
| [PIX GPU Trace Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-capture) | PIX GPU Trace Captures |
| [PIX GPU Trace captures for XBOX Series X\|S profiling](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-overview) | How PIX GPU Trace captures record SQTT and SPM profiling data across frames on XBOX Series X\|S, including occupancy, context rolls, and offline analysis. |
| [PIX GPU Trace UI](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/gpu-trace/pix-gpu-trace-ui) | PIX GPU Trace UI |
| [Launching PIX, connecting to consoles, and taking captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/launching-and-connecting) | Launching PIX, connecting to consoles, and taking captures |
| [Analyzing memory usage and performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/memory-performance) | Analyzing memory usage and performance |
| [PIX Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/new-timing-captures) | PIX Timing Captures |
| [Opening programmatic Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/open-offline-timing-captures) | Opening programmatic Timing Captures |
| [PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix) | PIX |
| [PIX API Reference](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-api-reference) | PIX API Reference |
| [Profiling a title's initialization and startup code](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-capture-from-launch) | Profiling a title's initialization and startup code |
| [Analyzing stalls and context switches in Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-context-switches) | Analyzing stalls and context switches in Timing Captures |
| [Converting an etl file to a Timing Capture](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-convert-etl-files) | Converting an etl file to a Timing Capture |
| [Converting previous versions of Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-convert-timing-captures) | Converting previous versions of Timing Captures |
| [Configuring PIX to access PDBs for CPU captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-cpu-pdb-config) | Configuring PIX to access PDBs for CPU captures |
| [Analyze a PIX event critical path with Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-critical-path) | Analyzing the critical path for a PIX event using Timing Captures |
| [PIX custom memory allocators](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-custom-memory-allocators) | PIX custom memory allocators |
| [Analyzing DirectStorage performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-directstorage) | Analyzing DirectStorage performance |
| [GPU Debugging Guidelines](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-gpu-debugging) | GPU Debugging Guidelines |
| [Analyzing Dynamic Latency Input performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-input-sync) | Analyzing Dynamic Latency Input performance |
| [Instruction Trace Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-instruction-trace-captures) | Instruction Trace Captures |
| [PIX Live](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-live) | PIX Live |
| [Memory Pies](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-live-memory-pies) | Memory Pies |
| [Analyzing file accesses that occur within archive files](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-mappingfiles) | Analyzing file accesses that occur within archive files |
| [The Metrics View in PIX Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-metrics-view) | The Metrics View in PIX Timing Captures |
| [Detecting violations of write limitations for local storage](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-nvme-write-monitor) | Detecting violations of write limitations for local storage |
| [PIX On-demand Live Debugging](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-on-demand-live-debugging) | PIX On-demand Live Debugging |
| [Analyzing CPU samples in Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-sampling-profiler) | Analyzing CPU samples in Timing Captures |
| [Saving and Loading PIX Settings](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-save-load-settings) | Saving and Loading PIX Settings |
| [Shader Exception Detection in GPU Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-shader-exception-detection) | Shader Exception Detection in GPU Captures |
| [PIX Live Debugging on Shader Exceptions](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-shader-exceptions-live-debugging) | PIX Live Debugging on Shader Exceptions |
| [System Monitor](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-system-monitor) | System Monitor |
| [Timing Capture bookmarks](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-bookmarks) | Timing Capture bookmarks |
| [Timing Capture Comparison Features](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-compare) | Timing Capture Comparison Features |
| [Analyzing D3D API object usage in Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-captures-d3d-objects) | Analyzing D3D API object usage in Timing Captures |
| [Analyzing memory usage and performance in Timing Captures](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-captures-memory) | Analyzing memory usage and performance in Timing Captures |
| [Querying the Timing Capture file format](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-sqlite-queries) | Querying the Timing Capture file format |
| [The Timing Capture Summary Layout](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-timing-capture-summary-layout) | The Timing Capture Summary Layout |
| [Analyzing Win32 file IO performance](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/pix-win32-fileio) | Analyzing Win32 file IO performance |
| [Configuring a console for use with PIX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/required-xconfig-settings) | Configuring a console for use with PIX |
| [Setting up and getting started](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/setup-getting-started) | Setting up and getting started |
| [PIX Shader Explorer for XBOX Series X\|S shader tuning](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/pix/shader-explorer/pix-shader-explorer-overview) | Use PIX Shader Explorer on XBOX Series X\|S to inspect GPR pressure, register lifetimes, and instruction costs, then iterate on shader source or PDB projects. |
| [Porting shaders from FXC to DXC](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-port-from-fxc) | Porting shaders from FXC to DXC |
| [Using DXC.exe and the dxcompiler .dll interface](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-usage) | Using DXC.exe and the dxcompiler .dll interface |
| [Using defines on XBOX](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-defines) | Using defines on XBOX |
| [DXC HLSL Extensions](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-extensions) | DXC HLSL Extensions |
| [DXC compiler intrinsics](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/dxc-xbox-intrinsics) | DXC compiler intrinsics |
| [Shader Compiler](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/shadercompiler/shader-compiler) | Shader Compiler |
| [Title Performance Overlay](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/titleperfoverlay/titleperfoverlay) | Title Performance Overlay |
| [XBOX Hang Investigation Tool (XHIT)](https://learn.microsoft.com/gaming/gdk/docs/tools/tools-console/xhit/xhit-tool) | XBOX Hang Investigation Tool (XHIT) |

## API References

| Page | Description |
| - | - |
| [D3D12\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BUILD\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/enums/d3d12_raytracing_acceleration_structure_build_flags_public) | Specifies flags for the build of a raytracing acceleration structure. Use a value from this enumeration with the. |
| [D3D12\_RAYTRACING\_ACCELERATION\_STRUCTURE\_COPY\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/enums/d3d12_raytracing_acceleration_structure_copy_mode_public) | Specifies the type of copy operation performed when calling CopyRaytracingAccelerationStructure. |
| [D3D12\_RAYTRACING\_ACCELERATION\_STRUCTURE\_POSTBUILD\_INFO\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/enums/d3d12_raytracing_acceleration_structure_postbuild_info_type_public) | Specifies the type of acceleration structure post-build info that can be retrieved with calls to EmitRaytracingAccelerationStructurePostbuildInfo and. |
| [D3D12SerializeVersionedRootSignature](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/functions/d3d12serializeversionedrootsignature_public) | Serializes a root signature of any version that can be passed to ID3D12Device::CreateRootSignature. |
| [ID3D12CommandQueue::BeginEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_beginevent_public) | Not intended to be called directly.  Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.BeginEvent) |
| [ID3D12CommandQueue::EndEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_endevent_public) | Not intended to be called directly.  Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.EndEvent) |
| [ID3D12CommandQueue::SetMarker](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_setmarker_public) | Not intended to be called directly.  Use the PIX event runtime to insert events into a command queue. (ID3D12CommandQueue.SetMarker) |
| [CreatePipelineState](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12device2/methods/id3d12device2_createpipelinestate_public) | Creates a pipeline state object from a pipeline state stream description. |
| [SetAutoBreadcrumbsEnablement](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12deviceremovedextendeddatasettings/methods/id3d12deviceremovedextendeddatasettings_setautobreadcrumbsenablement_public) | Configures whether Device Removed Extended Data (DRED) auto-breadcrumbs are enabled. |
| [ID3D12GraphicsCommandList::BeginEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_beginevent_public) | Not intended to be called directly.  Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.BeginEvent) |
| [ClearDepthStencilView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_cleardepthstencilview_public) | Clears the depth-stencil resource. (ID3D12GraphicsCommandList.ClearDepthStencilView) |
| [ID3D12GraphicsCommandList::EndEvent](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_endevent_public) | Not intended to be called directly.  Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.EndEvent) |
| [ID3D12GraphicsCommandList::SetMarker](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setmarker_public) | Not intended to be called directly.  Use the PIX event runtime to insert events into a command list. (ID3D12GraphicsCommandList.SetMarker) |
| [ExecuteMetaCommand (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_executemetacommand_public) | Records the execution (or invocation) of the specified meta command into a graphics command list. |
| [WriteToSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12resource/methods/id3d12resource_writetosubresource_public) | Uses the CPU to copy data into a subresource, enabling the CPU to modify the contents of most textures with undefined layouts. |
| [ID3D12Tools](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/id3d12tools_public) | This interface is used to configure the runtime for tools such as PIX. Its not intended or supported for any other scenario. |
| [EnableShaderInstrumentation](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/methods/id3d12tools_enableshaderinstrumentation_public) | This method enables tools such as PIX to instrument shaders. |
| [ShaderInstrumentationEnabled](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12tools/methods/id3d12tools_shaderinstrumentationenabled_public) | Determines whether shader instrumentation is enabled. |
| [ID3D12VirtualizationGuestDevice](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/id3d12virtualizationguestdevice_public) | Reference for ID3D12VirtualizationGuestDevice, a interface in the Direct3D 12 on XBOX Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| [CreateFenceFd](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/methods/id3d12virtualizationguestdevice_createfencefd_public) | Reference for CreateFenceFd, a method in the Direct3D 12 on XBOX Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [ShareWithHost](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/interfaces/id3d12virtualizationguestdevice/methods/id3d12virtualizationguestdevice_sharewithhost_public) | Reference for ShareWithHost, a method in the Direct3D 12 on XBOX Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [D3D12XBOX\_RAYTRACING\_ACCELERATION\_STRUCTURE\_POSTBUILD\_INFO\_OFFLINE\_STATISTICS\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12/structs/d3d12xbox_raytracing_acceleration_structure_postbuild_info_offline_statistics_desc_public) | Describes statistics related to an offline BLAS build. |
| [d3d12\_x (API contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/d3d12_x_members) | Reference topics for d3d12\_x.h. |
| [D3D12\_BUFFER\_SRV\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_buffer_srv_flags) | Identifies how to view a buffer resource. |
| [D3D12\_BUFFER\_UAV\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_buffer_uav_flags) | Identifies unordered-access view options for a buffer resource. |
| [D3D12\_COMMAND\_LIST\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_command_list_type) | Specifies the type of a command list. |
| [D3D12\_COMMAND\_QUEUE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_command_queue_flags) | Specifies the flags used to create a command queue. |
| [D3D12\_DESCRIPTOR\_HEAP\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_descriptor_heap_flags) | Specifies the options for a descriptor heap. |
| [D3D12\_HEAP\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_heap_flags) | Specifies heap options, such as whether the heap can contain textures, and whether resources are shared across adapters. |
| [D3D12\_INDEX\_BUFFER\_STRIP\_CUT\_VALUE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_index_buffer_strip_cut_value) | When the triangle strip primitive topology is used, vertex positions are interpreted as vertices of a continuous triangle strip. The special index value. |
| [D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_indirect_argument_type) | D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX One family consoles) — Argument types for indirect parameters, used for the D3D12\_INDIRECT\_ARGUMENT\_DESC structure. |
| [D3D12\_MESH\_SHADER\_TIER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_mesh_shader_tier) | Defines constants that specify mesh and amplification shader support. |
| [D3D12\_PIPELINE\_STATE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_pipeline_state_flags) | Specifies flags that control the placement of data produced by the geometry shader and tessellation, including whether geometry shader data is stored offchip. |
| [D3D12\_PIPELINE\_STATE\_SUBOBJECT\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_pipeline_state_subobject_type) | Specifies the type of a sub-object in a pipeline state stream description. |
| [D3D12\_PRIMITIVE\_TOPOLOGY\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_primitive_topology_type) | Specifies how the pipeline interprets geometry or hull shader input primitives. |
| [D3D12\_QUERY\_HEAP\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_query_heap_type) | Specifies the type of query heap to create. |
| [D3D12\_QUERY\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_query_type) | Specifies the type of a query. |
| [D3D12\_RESOURCE\_BARRIER\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_barrier_flags) | Flags for setting a resource barrier. |
| [D3D12\_RESOURCE\_DIMENSION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_dimension) | Identifies the type of the resource being used. |
| [D3D12\_RESOURCE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_flags) | D3D12\_RESOURCE\_FLAGS (XBOX One family consoles) — Identifies options for resources. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12\_RESOURCE\_STATES (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_resource_states) | Specifies the state of a resource in relation to how the resource is being used. |
| [D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_root_signature_flags) | D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX One family consoles) — Specifies options for root signature layout. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12\_SAMPLER\_FEEDBACK\_TIER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_sampler_feedback_tier) | Defines constants that specify sampler feedback support. |
| [D3D12\_SHARED\_RESOURCE\_COMPATIBILITY\_TIER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_shared_resource_compatibility_tier) | Defines constants that specify a cross-API sharing support tier. |
| [D3D12\_SRV\_DIMENSION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_srv_dimension) | Identifies the type of the resource that will be viewed as a shader resource. |
| [D3D12\_STENCIL\_OP (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_stencil_op) | Identifies the stencil operations that can be performed during depth-stencil testing. |
| [D3D12\_TEXTURE\_ADDRESS\_MODE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_texture_address_mode) | Specifies the technique for resolving texture coordinates that are outside the boundaries of a texture. |
| [D3D12\_TEXTURE\_LAYOUT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_texture_layout) | Specifies the options for texture layouts. On XBOX, this enumeration includes the D3D12XBOX\_ extension members. |
| [D3D12\_WAVE\_MMA\_TIER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12_wave_mma_tier) | D3D12\_WAVE\_MMA\_TIER (XBOX One family consoles) — Defines constants that specify a level of support for WaveMMA (wave\_matrix) operations. |
| [D3D12XBOX\_COMMAND\_ALLOCATOR\_CALLBACK\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_allocator_callback_flags) | Flags used in conjunction with the XBOX extension to override default Command Allocator functionality. |
| [D3D12XBOX\_COMMAND\_LIST\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_list_flags) | Flags for specifying the options for creating command lists. |
| [D3D12XBOX\_COMMAND\_LIST\_RESET\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_list_reset_flags_x) | Flags for use with the ID3D12GraphicsCommandList2::ResetX API. |
| [D3D12XBOX\_COMMAND\_QUEUE\_PRIORITY (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_command_queue_priority) | Specifies the values of the command queue priority. |
| [D3D12XBOX\_COMPRESSION\_STATE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_compression_state_flags) | Enable or disable color compression on render target resources, and depth and/or stencil on depth target resources. |
| [D3D12XBOX\_COPY\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_copy_flags) | D3D12XBOX\_COPY\_FLAGS (XBOX One family consoles) — Flags for controlling the copying into or filling of memory. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_create_device_flags) | D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX One family consoles) — Defines flags that are used to create a device. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_DATA\_FORMAT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_data_format) | Defines the names of various data formats. |
| [D3D12XBOX\_DCC\_COLOR\_TRANSFORM (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dcc_color_transform) | The color transformation to be performed before Delta Color Compression is applied. |
| [D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dcc_compression_level) | D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX One family consoles) — Establishes the maximum unit size for Delta Color Compression (DCC). |
| [D3D12XBOX\_DEBUG\_FILTER\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_debug_filter_flags) | A set of flags that specify the actions to be taken in response to a specified validation error. |
| [D3D12XBOX\_DEBUG\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_debug_flags) | Specifies the flags used to perform debugging on XBOX One. |
| [D3D12XBOX\_DERIVED\_COMPUTE\_STATE\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_derived_compute_state_type) | Specifies the type of a structure stored in a derived compute state object. |
| [D3D12XBOX\_DERIVED\_GRAPHICS\_STATE\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_derived_graphics_state_type) | The type of a derived graphics-pipeline state object. |
| [D3D12XBOX\_DISPATCH\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_dispatch_flags) | D3D12XBOX\_DISPATCH\_FLAGS (XBOX One family consoles) — Flags for controlling ID3D12GraphicsCommandList.DispatchX. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_execute_command_list_flags_x) | D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX One family consoles) — Flags to be used with the ExecuteCommandLists2X API. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_EXTENDED\_COMPUTE\_PIPELINE\_STATE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_extended_compute_pipeline_state_type) | Specifies the type of a structure stored in an extended compute state object. |
| [D3D12XBOX\_EXTENDED\_GRAPHICS\_PIPELINE\_STATE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_extended_graphics_pipeline_state_type) | Specifies the type of a structure stored in an extended graphics-pipeline state object. |
| [D3D12XBOX\_FLUSH (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_flush) | Specifies flags that control ID3D12GraphicsCommandList::FlushPipelineX and ID3D12CommandQueue::SignalX. |
| [D3D12XBOX\_FRAME\_EVENT\_STATISTICS\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_event_statistics_flags) | Specifies the status of a frame event statistics report. |
| [D3D12XBOX\_FRAME\_EVENT\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_event_type) | Specifies the type of an event, for the purposes of frame scheduling. |
| [D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_interval_flags) | D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX One family consoles) — Specifies the options for providing additional control over the established frame interval. |
| [D3D12XBOX\_FRAME\_PIPELINE\_TOKEN (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_pipeline_token) | Defines an identifier for a frame as it passes through the graphics pipeline: from origin and input sampling, to presentation. |
| [D3D12XBOX\_FRAME\_STATISTICS\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_frame_statistics_type) | Specifies the types of frame statistics to be returned when GetFrameStatisticsX is called. |
| [D3D12XBOX\_GDS\_OPERATION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_gds_operation) | Specifies the read and write operations for Global Data Share (GDS). |
| [D3D12XBOX\_HARDWARE\_VERSION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_hardware_version) | Represents the hardware versions in the XBOX One family of devices. |
| [D3D12XBOX\_HISTENCIL\_COMPARE\_FUNCTION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_histencil_compare_function) | Specifies how to interpret the result of the COMPARE function. |
| [D3D12XBOX\_NUMBER\_FORMAT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_number_format) | Defines the names of various number formats. Used by the `D3D12XBOX_SHADER_RESOURCE_VIEW_DESC` structure. |
| [D3D12XBOX\_OCCLUSION\_QUERY\_CONTROL\_COUNT\_FLAG](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_occlusion_query_control_count_flag) | Flags for controlling which samples to count, such as whether to count the samples that passed or failed the depth or stencil test. |
| [D3D12XBOX\_ORDERED\_APPEND\_SHADER\_STAGE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_ordered_append_shader_stage) | Associates an Ordered Append counter with a shader stage. Only Compute Shader is currently supported. |
| [D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_page_mapping_flags) | D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX One family consoles) — Flags that specify additional details about how pages are to be mapped by methods such as. |
| [D3D12XBOX\_PAGE\_MAPPING\_RANGE\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_page_mapping_range_type) | Specifies the purpose of a page mapping range. |
| [D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pix_capture_flags) | D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX One family consoles) — Flags for controlling the kind of information captured for analysis, such as whether information is. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_CONSERVATIVE\_Z\_EXPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_conservative_z_export) | Forces Z exports to be less than or greater than the source Z value, DB\_SHADER\_CONTROL.CONSERVATIVE\_Z\_EXPORT. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_DEPTH\_BEFORE\_SHADER](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_depth_before_shader) | Provides settings for the DB\_SHADER\_CONTROL.DEPTH\_BEFORE\_SHADER register, for controlling the timing of pixel shader depth testing. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_EXEC\_ON\_HIER\_FAIL](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_exec_on_hier_fail) | Provides settings for the DB\_SHADER\_CONTROL.EXEC\_ON\_HIER\_FAIL register, for controlling pixel shader depth testing. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_EXEC\_ON\_NOOP (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_exec_on_noop) | Setting that controls pixel shader depth testing (DB\_SHADER\_CONTROL. EXEC\_ON\_NOOP). |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_OUT\_OF\_ORDER\_RASTERIZATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_out_of_order_rasterization) | Establishes the level of Out-of-Order (OoO) rasterization. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_PER\_SAMPLE\_ITERATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_per_sample_iteration) | Provides settings for the PA\_SC\_MODE\_CNTL\_1.PS\_ITER\_SAMPLE register, for controlling per-sample execution of the pixel shader. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_TEXKILL (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_texkill) | Provides settings for DB\_SHADER\_CONTROL.KILL\_ENABLE, which controls a pixel shader's ability to kill pixels. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTION\_ZORDER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_pixel_shader_option_zorder) | Provides settings for the DB\_SHADER\_CONTROL.Z\_ORDER register  that controls pixel shader depth testing. |
| [D3D12XBOX\_PREFETCH\_MEMORY\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_prefetch_memory_flags) | Provides flags for controlling prefetch memory operations. |
| [D3D12XBOX\_PREFETCH\_PIPELINE\_STATE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_prefetch_pipeline_state_flags) | Provides flags that specify which shaders from the pipeline state object are to be retrieved for pipeline prefetch operations. |
| [D3D12XBOX\_PRESENT\_DESC\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_desc_type) | Provides identifiers for the type of an extended presentation description. |
| [D3D12XBOX\_PRESENT\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_flags) | Specifies the presentation options that PresentX uses to display resources. |
| [D3D12XBOX\_PRESENT\_PLANE\_DESC\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_desc_type) | Identifier of the type of an extended plane presentation description. |
| [D3D12XBOX\_PRESENT\_PLANE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_flags) | Provides composition options for the presentation plane. |
| [D3D12XBOX\_PRESENT\_PLANE\_SCALE\_FILTER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_present_plane_scale_filter) | Scale filter selection for upsampling from a source plane resource to a destination display. |
| [D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_process_debug_flags) | D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX One family consoles) — Defines the flags used to debug a process. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12XBOX\_REGISTER\_PAGE\_POOL\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_register_page_pool_flags) | Flags to be used with the RegisterPagePool2X API |
| [D3D12XBOX\_REPORT\_GPU\_HANG\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_report_gpu_hang_flags) | Defines options to use when reporting a GPU hang. |
| [D3D12XBOX\_RESOURCE\_BARRIER\_ACTIONS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_resource_barrier_actions) | Defines resource barrier actions. Each member is an action that will or might result from calling ID3D12XboxDmaCommandList::ResourceBarrier. |
| [D3D12XBOX\_SAMPLER\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_sampler_flags) | D3D12XBOX\_SAMPLER\_FLAGS (XBOX One family consoles) — Sampler flags for creating a sampler description. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12XBOX\_SCHEDULE\_FRAME\_EVENT\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_schedule_frame_event_flags) | Specifies the scheduling options for ID3D12Device::ScheduleFrameEventX. |
| [D3D12XBOX\_SERIALIZE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_serialize_flags) | Flags to control serializing Pipeline State objects. |
| [D3D12XBOX\_SHADER\_CS\_SIMD\_WALK\_ALGORITHM (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_cs_simd_walk_algorithm) | Specifies the algorithm the SIMD (Single Instruction Multiple Data) processes are to use for each Compute Unit (CU). |
| [D3D12XBOX\_SHADER\_STAGE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_stage) | Specifies a shader stage. |
| [D3D12XBOX\_SHADER\_UNIT\_DISABLE\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_shader_unit_disable_flags) | Disables compute units (CUs) from specific shaders. |
| [D3D12XBOX\_TEXTURE\_FILTER\_MODE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_filter_mode) | Specifies the texture filter mode to use in a sampler description. |
| [D3D12XBOX\_TEXTURE\_MIP\_FILTER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_mip_filter) | Specifies the texture MIP filtering that will be used in a sampler description. |
| [D3D12XBOX\_TEXTURE\_XY\_FILTER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_xy_filter) | Specifies the XY texture filtering to use in a sampler description. |
| [D3D12XBOX\_TEXTURE\_Z\_FILTER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_texture_z_filter) | Specifies the texture Z filter to be used in a sampler description. |
| [D3D12XBOX\_WAIT\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_wait_flags) | D3D12XBOX\_WAIT\_FLAGS (XBOX One family consoles) — Flags for selecting the engine used to perform a wait. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_WAIT\_FRAME\_EVENT\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_wait_frame_event_flags) | Specifies event-wait options. |
| [D3D12XBOX\_WRITE\_VALUE\_BOP\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_write_value_bop_flags) | Flags for controlling methods such as ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX. |
| [D3D12XBOX\_WRITE\_VALUE\_TOP\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/enums/d3d12xbox_write_value_top_flags) | Flags that control GPU timestamp writebacks to Top Of Pipe. |
| [D3D12CreateDevice (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12createdevice) | D3D12CreateDevice (XBOX One family consoles) — Creates a device that represents the display adapter. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12GetFlushFromResourceBarrierActionsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12getflushfromresourcebarrieractionsx) | Masks off compression-related activity from the specified resource barrier actions, and converts it to a set of flushes that can be passed to the. |
| [D3D12XboxCreateDevice (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxcreatedevice) | D3D12XboxCreateDevice (XBOX One family consoles) — Creates a device that represents the display adapter. Direct3D 12 graphics reference for XBOX. |
| [D3D12XboxEnableMemoryProfiling (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxenablememoryprofiling) | Enables memory profiling. |
| [D3D12XboxGetCachedReadPointer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetcachedreadpointer) | Gets a cached read pointer for the specified CPU descriptor handle. |
| [D3D12XboxGetProcessDebugFlags (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetprocessdebugflags) | Gets the current process debug flags. |
| [D3D12XboxGetWritePointer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxgetwritepointer) | Gets a write pointer for the specified CPU descriptor handle. |
| [D3D12XboxInitializeDefaultComputeShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaultcomputeshaderlimits) | Initializes a D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC structure with default limits. |
| [D3D12XboxInitializeDefaultGraphicsShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaultgraphicsshaderlimits) | Initializes a D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC structure with default limits. |
| [D3D12XboxInitializeDefaultTessellationParameters](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxinitializedefaulttessellationparameters) | Initializes a D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC structure with default limits. |
| [D3D12XboxSetProcessDebugFlags (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxsetprocessdebugflags) | Sets the options that will be used to debug a process. |
| [D3D12XboxUnloadDriverModule](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3d12xboxunloaddrivermodule) | Unloads the currently loaded user-mode graphics driver from the process. |
| [D3DConfigureVirtualMemory (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/functions/d3dconfigurevirtualmemory) | Initializes Graphics memory tracking |
| [CD3DX12\_PIPELINE\_STATE\_STREAM\_SUBOBJECT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12_pipeline_state_stream_subobject/cd3dx12_pipeline_state_stream_subobject) | A templated helper structure used to encapsulate a pair of subobject type and subobject data as a single object suitable for a stream description. |
| [CD3DX12XBOX\_PIPELINE\_STATE\_STREAM\_PARSE\_HELPER (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/cd3dx12xbox_pipeline_state_stream_parse_helper) | Builds an internal CD3DX12\_PIPELINE\_STATE\_STREAM object from subobject details passed into the corresponding member functions. This struct implements the. |
| [XboxSetComputeShaderLimits (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetcomputeshaderlimits) | Initializes the ComputeShaderLimitsX member of a PipelineStream object with the value of the desc parameter. |
| [XboxSetDepthStencilOptions (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetdepthstenciloptions) | Initializes the DepthStencilOptionsX member of a CD3DX12XBOX\_PIPELINE\_STATE\_STREAM object with the value of the desc parameter. |
| [XboxSetGraphicsShaderLimits (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetgraphicsshaderlimits) | Initializes the GraphicsShaderLimitsX member of a CD3DX12XBOX\_PIPELINE\_STATE\_STREAM object with the value of the desc parameter. |
| [XboxSetPixelShaderOptions (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsetpixelshaderoptions) | Initializes the PixelShaderOptionsX member of PipelineStream using the value of the desc parameter. |
| [XboxSetTessellationParameters (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/cd3dx12xbox_pipeline_state_stream_parse_helper/methods/cd3dx12xbox_pipeline_state_stream_parse_helper_xboxsettessellationparameters) | Initializes the TessellationParametersX member of PipelineStream using the value of the desc parameter. |
| [ID3D12CommandAllocator (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/id3d12commandallocator) | Represents the allocations of storage for GPU commands. |
| [SetAllocatorCallbackX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/methods/id3d12commandallocator_setallocatorcallbackx) | Sets an allocation callback function for the command allocator. |
| [ID3D12CommandQueue (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/id3d12commandqueue) | ID3D12CommandQueue (Interface contents) (XBOX One family consoles) — Submits command lists and synchronizes their execution. |
| [ClearPageMappingsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_clearpagemappingsx) | Clears page mappings. |
| [CopyPageMappingsBatchX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copypagemappingsbatchx) | Maps memory page ranges into the GPU virtual address space as one or more batches. |
| [CopyPageMappingsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copypagemappingsx) | Manipulates the GPU page tables on the GPU timeline. It can be called on graphics and DMA command queues, but not on compute queues. |
| [ExecuteCommandLists (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists) | Submits an array of command lists to be executed. |
| [ExecuteCommandLists2X (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists2x_x) | ExecuteCommandLists2X (XBOX One family consoles) — XBOX extension API for executing Command Lists. Direct3D 12 graphics API reference for XBOX game development. |
| [InvalidateGraphicsTLBX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_invalidategraphicstlbx) | Invalidates a graphics translation lookaside buffer. |
| [ID3D12CommandQueue::KickoffX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_kickoffx) | ID3D12CommandQueue::KickoffX (XBOX One family consoles) — Submits queued graphics or compute command list segments to the GPU, for processing. |
| [PIXGpuBeginCapture (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpubegincapture) | Starts the PIX GPU capture process. |
| [PIXGpuCaptureNextFrame (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpucapturenextframe) | Captures the next frame of data for the GPU. |
| [PIXGpuEndCapture (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_pixgpuendcapture) | Ends the PIX GPU capture process. |
| [PresentX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_presentx) | Presents a set of resources for display. |
| [ResumeX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_resumex) | Resumes from connected standby. |
| [SetHDRToneMapperX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_sethdrtonemapperx) | Sets a High Dynamic Range (HDR) tone mapper used to produce a Standard Dynamic Range (SDR) image at runtime when an HDR game enables automatic tone mapping. |
| [SignalX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_signalx) | SignalX (XBOX One family consoles) — Updates a fence to a specified value. Direct3D 12 graphics API reference for XBOX game development. |
| [SuspendX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_suspendx) | Suspends for connected standby. |
| [ID3D12Debug (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12debug/id3d12debug) | A debug interface controls the debug settings and validates pipeline state. It can only be used if the debug layer is turned on. |
| [SetProcessDebugFlags (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12debug/methods/id3d12debug_setprocessdebugflags) | Sets the options to be used to debug a process. |
| [ID3D12Device (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device) | The device interface represents a virtual adapter used to create resources. |
| [CreateCommandListX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommandlistx) | CreateCommandListX (XBOX One family consoles) — Creates a command list. Direct3D 12 graphics API reference for XBOX game development. |
| [CreateCommandQueueX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommandqueuex) | Creates a command queue on XBOX One. |
| [CreateCommittedResourceX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcommittedresourcex) | Creates both a resource and an implicit heap large enough to contain the entire resource. The resource is mapped to the heap. |
| [CreateComponentPlacedResourceX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomponentplacedresourcex) | CreateComponentPlacedResourceX (XBOX One family consoles) — Places a component of a resource (subresource). Direct3D 12 graphics reference for XBOX. |
| [CreateComponentPlacedResourceX1 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomponentplacedresourcex1) | Places a component of a resource (subresource) described by D3D12XBOX\_RESOURCE\_DESC. |
| [CreateComputePipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcomputepipelinestatex) | Creates a compute-pipeline state object with additional details, such as shader limits. |
| [CreateCounterSetX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createcountersetx) | Creates a set of GPU hardware counters which can be sampled. |
| [CreateDerivedComputePipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createderivedcomputepipelinestatex) | Efficiently creates a compute-pipeline state object derived from another pipeline state object. |
| [CreateDerivedGraphicsPipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createderivedgraphicspipelinestatex) | Efficiently creates a graphics-pipeline state object derived from another pipeline state object. |
| [CreateGraphicsPipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_creategraphicspipelinestatex) | Creates a graphics-pipeline state object with additional details, such as shader limits and depth, stencil, and pixel shader options. |
| [CreatePlacedRawShaderResourceViewX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedrawshaderresourceviewx) | Creates a shader resource view descriptor directly from a resource and a resource view description, without creating an intermediate ID3D12Resource API object. |
| [CreatePlacedRawUnorderedAccessViewX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedrawunorderedaccessviewx) | Creates an unordered access view descriptor directly from a resource and a resource view description, without creating an intermediate ID3D12Resource API. |
| [CreatePlacedResourceX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedresourcex) | CreatePlacedResourceX (XBOX One family consoles) — Places an entire resource. Direct3D 12 graphics API reference for XBOX game development. |
| [CreatePlacedShaderResourceViewX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedshaderresourceviewx) | Places a shader resource view (SRV). |
| [CreatePlacedUnorderedAccessViewX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createplacedunorderedaccessviewx) | Places an unordered access view (UAV). |
| [CreateSamplerX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_createsamplerx) | Creates a sampler object that encapsulates the sampling information for a texture on XBOX. |
| [DeserializeComputePipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_deserializecomputepipelinestatex) | Deserializes a previously serialized compute-pipeline state object to allow efficient loading of compute state objects at runtime. |
| [DeserializeGraphicsPipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_deserializegraphicspipelinestatex) | Deserializes a previously serialized graphics-pipeline state object to allow efficient loading of pipeline state objects at runtime. |
| [EnableManualGraphicsTLBInvalidationX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_enablemanualgraphicstlbinvalidationx) | Enables manual invalidation of the graphics translation lookaside buffer. This is a D3D12.x extension method. |
| [GetDebugFlagsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getdebugflagsx) | Gets the debugging options that are currently active. |
| [GetDefaultMSAAParametersX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getdefaultmsaaparametersx) | Gets the default multisampling antialiasing (MSAA) parameters. |
| [GetFrameStatisticsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getframestatisticsx) | Retrieves a set of statistics for a frame. |
| [GetGpuHardwareConfigurationX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_getgpuhardwareconfigurationx) | Gets the hardware configuration information: currently, just the GPU's clock frequency. |
| [RegisterCustomFenceLocationX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_registercustomfencelocationx) | Registers a memory location used for custom fence synchronization with the GPU hang reporting infrastructure. |
| [RegisterPagePoolX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_registerpagepoolx) | Registers a page pool so it can be used as a source for CopyPageMappingsX and similar functions. |
| [ReportGpuHangX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_reportgpuhangx) | Reports a hang in the GPU. |
| [ScheduleFrameEventX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_scheduleframeeventx) | Schedules an event to be signaled one or more times within a frame. |
| [SerializeComputePipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_serializecomputepipelinestatex) | Serializes a compute-pipeline state object to allow efficient loading at runtime. This method is called during offline creation of content, not at game runtime. |
| [SerializeGraphicsPipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_serializegraphicspipelinestatex) | Serializes a pipeline state object to allow efficient loading at runtime. This method is called during the offline content-creation process, not at game. |
| [SetDebugCallbackX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugcallbackx) | Sets the callback function to be invoked during debugging. |
| [SetDebugErrorFilterX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugerrorfilterx) | Applies validation error filtering targeted at the granularity of a DEBUG output message. |
| [SetDebugFlagsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdebugflagsx) | Sets the debugging options. |
| [SetDriverHintX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setdriverhintx) | Sets a driver hint for XBOX One. |
| [SetFrameIntervalX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setframeintervalx) | Establishes the interval duration and period for a frame. |
| [SetGpuMemoryPriorityX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_setgpumemorypriorityx) | Sets the priority of non-coherent GPU memory traffic against other traffic, such as CPU, audio, and IO device traffic. |
| [SetHangCallbacksX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_sethangcallbacksx) | Sets the callback functions to be invoked when the GPU hangs. |
| [UnregisterCustomFenceLocationX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_unregistercustomfencelocationx) | Unregisters a memory location previously registered with RegisterCustomFenceLocationX. |
| [UnregisterPagePoolX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_unregisterpagepoolx) | Unregisters a previously registered page pool. |
| [WaitFrameEventX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device/methods/id3d12device_waitframeeventx) | Waits on a scheduled frame event to be signalled. |
| [ID3D12Device3 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device3/id3d12device3) | Represents a virtual adapter. This interface extends ID3D12Device2 to create pipeline state objects from pipeline state stream descriptions. |
| [RegisterPagePool2X (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12device3/methods/id3d12device3_registerpagepool2x) | Extension to RegisterPagePoolX |
| [ID3D12GraphicsCommandList (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/id3d12graphicscommandlist) | ID3D12GraphicsCommandList (Interface contents) (XBOX One family consoles) — Encapsulates a list of graphics commands for rendering. |
| [AdvancePredicationX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_advancepredicationx) | Advances the predication process. |
| [ID3D12GraphicsCommandList::ClearRenderTargetView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearrendertargetview) | ID3D12GraphicsCommandList::ClearRenderTargetView (XBOX One family consoles) — Sets all the elements in a render target to one value. |
| [CloseBundleX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_closebundlex) | Closes a bundle command list while writing the recorded commands to the specified allocation. |
| [ID3D12GraphicsCommandList::CopyMemoryToMemoryX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copymemorytomemoryx) | ID3D12GraphicsCommandList::CopyMemoryToMemoryX (XBOX One family consoles) — Copies data from one GPU virtual address to another. |
| [CopyResourceX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copyresourcex) | Copies the entire contents of the source resource to the destination resource. |
| [CopyTextureRegionX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copytextureregionx) | Uses the GPU to copy texture data between two locations. Both the source and destination may reference the texture data located within a buffer resource or. |
| [DispatchX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_dispatchx) | Executes a command list from a thread group. |
| [DrawIndexedX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_drawindexedx) | Draws indexed primitives as a more efficient alternative to DrawIndexedInstanced. |
| [ExecuteCommandListsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_executecommandlistsx) | Not implemented at this time. |
| [ExecuteIndirectBundleX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_executeindirectbundlex) | Indirectly executes a bundle from a buffer, where a bundle is a GPU command buffer representation of GPU draws and state setting. This API allows for more. |
| [FillMemoryWith128BitValueX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith128bitvaluex) | Fills the specified range of GPU memory with the specified 128-bit value. |
| [ID3D12GraphicsCommandList::FillMemoryWith32BitValueX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith32bitvaluex) | Fills the specified range of GPU memory with the specified 32-bit value. |
| [FillMemoryWith64BitValueX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_fillmemorywith64bitvaluex) | Fills the specified range of GPU memory with the specified 64-bit value. |
| [FlushPipelineX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_flushpipelinex) | Flushes the specified segment of the pipeline. |
| [GetExecutionCommandSizeX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_getexecutioncommandsizex) | Queries a bundle command list for its required allocation size. |
| [ID3D12GraphicsCommandList::KickoffX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_kickoffx) | ID3D12GraphicsCommandList::KickoffX (XBOX One family consoles) — Submits queued graphics or compute command list segments to the GPU, for processing. |
| [NopX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_nopx) | Adds a specified number of bytes of no-operation padding to the current Command List. |
| [OMSetDepthBoundsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_omsetdepthboundsx) | Sets the depth bounds. |
| [PrefetchMemoryX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_prefetchmemoryx) | PrefetchMemoryX (XBOX One family consoles) — Prefetches memory at the specified address. Direct3D 12 graphics API reference for XBOX game development. |
| [PrefetchPipelineStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_prefetchpipelinestatex) | PrefetchPipelineStateX (XBOX One family consoles) — Prefetches the specified pipeline state. Direct3D 12 graphics API reference for XBOX game development. |
| [ReadGDSX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_readgdsx) | Reads data from GDS. |
| [RSSetDepthBiasX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetdepthbiasx) | Overrides the current PSO depth bias options, and sets new values. |
| [RSSetMSAAParametersX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetmsaaparametersx) | Sets the Render Stage multisampling antialiasing (MSAA) parameters. |
| [SampleCountersX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_samplecountersx) | Writes the values of GPU hardware counters to a user-supplied buffer at a user-supplied offset. |
| [SetComputeShaderLimitsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setcomputeshaderlimitsx) | Sets the compute shader limits, including active shader units, wave and thread group properties, and the SIMD-walking algorithm to be used. |
| [SetGraphicsShaderLimitsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setgraphicsshaderlimitsx) | SetGraphicsShaderLimitsX (XBOX One family consoles) — Sets the graphics shader limits for vertex, domain, geometry, and pixel shaders. Some of the limits are. |
| [SetHiStencilControlX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_sethistencilcontrolx) | Enables or disables the Hi-Stencil hardware. Provides a direct but temporary override until the next depth/stencil resource is bound to the pipeline. |
| [SetHiStencilStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_sethistencilstatex) | Sets hierarchical stencil-compare states that will persist on a specified resource. |
| [SetOcclusionQueryControlX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setocclusionquerycontrolx) | Configures the counters used in an occlusion query. |
| [SetPerfectOcclusionQueriesX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setperfectocclusionqueriesx) | Obtains the perfect sample counts, and overrides the HiStencil state. |
| [SetPixelShaderDepthForceZOrderX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setpixelshaderdepthforcezorderx) | Forces Z-order to be taken from shader directives. |
| [SetPredicationBufferX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setpredicationbufferx) | Sets a predication buffer for a graphics command list. |
| [SetResourceCompressionStateX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setresourcecompressionstatex) | Sets the compression state of a resource. |
| [SetupOrderedAppendCounterX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setuporderedappendcounterx) | Sets up an Ordered Append counter, enabling shader threads to append data in the order of their launch. |
| [StartCountersX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_startcountersx) | Selects a GPU counter set to take samples from. |
| [StopCountersX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_stopcountersx) | Ends a period of sampling GPU counters. |
| [Wait32BitValueX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_wait32bitvaluex) | Waits on the 32-bit value at a specified source location in memory, to satisfy a comparison condition. |
| [ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_wait64bitvaluex) | ID3D12GraphicsCommandList::Wait64BitValueX (XBOX One family consoles) — Waits on the 64-bit value at a specified source location in memory, to satisfy a. |
| [Write32BitValueBottomOfPipeX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluebottomofpipex) | Writes a 32-bit value at the bottom of the pipeline to a specified destination in memory. |
| [Write32BitValueBottomOfShaderX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluebottomofshaderx) | Writes a 32-bit value at the bottom of the shader, to a specified destination in memory. |
| [Write32BitValueTopOfPipeX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write32bitvaluetopofpipex) | Writes a 32-bit value at the top of the pipeline to a specified destination in memory. |
| [ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write64bitvaluebottomofpipex) | ID3D12GraphicsCommandList::Write64BitValueBottomOfPipeX (XBOX One family consoles) — Writes a 64-bit value at the bottom of the pipeline to a specified. |
| [Write64BitValueTopOfPipeX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_write64bitvaluetopofpipex) | Writes a 64-bit value at the top of the pipeline to a specified destination in memory. |
| [WriteGDSX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_writegdsx) | Writes data to the Global Data Share (GDS). |
| [ID3D12GraphicsCommandList2 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12GraphicsCommandList2/id3d12graphicscommandlist2) | Encapsulates a list of graphics commands for rendering, extending the interface to support writing immediate values directly to a buffer. |
| [ID3D12GraphicsCommandList2::ResetX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/ID3D12GraphicsCommandList2/methods/id3d12graphicscommandlist2_resetx) | ID3D12GraphicsCommandList2::ResetX (XBOX One family consoles) — Resets a command list back to its initial state as if a new command list was just created. |
| [ID3D12PipelineState (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12pipelinestate/id3d12pipelinestate) | ID3D12PipelineState (Interface contents) (XBOX One family consoles) — Represents the state of all currently set shaders as well as certain fixed function state. |
| [GetDescriptorX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12pipelinestate/methods/id3d12pipelinestate_getdescriptorx) | GetDescriptorX (XBOX One family consoles) — Gets the descriptor for this ID3D12PipelineState, for using ID3D12GraphicsCommandList::ExecuteIndirect. |
| [ID3D12Resource (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12resource/id3d12resource) | Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory or to heaps. Contains abstractions for organizing and manipulating. |
| [GetPlacementDescX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12resource/methods/id3d12resource_getplacementdescx) | Gets the placement description for this resource, as a D3D12\_RESOURCE\_DESC structure. |
| [ID3D12XboxCounterSet (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/id3d12xboxcounterset) | Interface for sampling GPU hardware counters. |
| [GetCounterDataSizeX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/methods/id3d12xboxcounterset_getcounterdatasizex) | Query the required size in bytes for a buffer which will receive counter values. |
| [RetrieveCounterDataX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxcounterset/methods/id3d12xboxcounterset_retrievecounterdatax) | Instruct the GPU to write previously sampled counter values to a C++ struct. |
| [ID3D12XboxDmaCommandList (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/id3d12xboxdmacommandlist) | A dedicated interface for D3D12\_COMMAND\_LIST\_TYPE\_COPY. |
| [ID3D12XboxDmaCommandList::BeginEvent (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_beginevent) | Reference for ID3D12XboxDmaCommandList::BeginEvent (XBOX One family), a method in the XBOX One family consoles Direct3D 12 graphics API. Reserved or unused on. |
| [BeginQuery (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_beginquery) | Starts a query running. |
| [ID3D12XboxDmaCommandList::Close (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_close) | Gracefully cleans up the running streams. |
| [CopyBufferRegion (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copybufferregion) | CopyBufferRegion (XBOX One family consoles) — Copies a region of a buffer from one resource to another. Direct3D 12 graphics API reference for XBOX development. |
| [CopyLastErrorCodeToMemoryX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copylasterrorcodetomemoryx) | Copies the last error code to memory. |
| [ID3D12XboxDmaCommandList::CopyMemoryToMemoryX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copymemorytomemoryx) | ID3D12XboxDmaCommandList::CopyMemoryToMemoryX (XBOX One family consoles) — Copies data from one GPU virtual address to another. |
| [CopyResource (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copyresource) | Copies a resource. |
| [CopyTextureRegion (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copytextureregion) | Copies a region of a source texture to a specified location in a destination texture. |
| [CopyTiles (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_copytiles) | Copies tiles from a buffer to a tiled resource, or vice versa. |
| [ID3D12XboxDmaCommandList::EndEvent (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_endevent) | Reference for ID3D12XboxDmaCommandList::EndEvent (XBOX One family), a method in the XBOX One family consoles Direct3D 12 graphics API. Reserved or unused on. |
| [EndQuery (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_endquery) | EndQuery (XBOX One family consoles) — Ends a running query. XBOX Direct3D 12 graphics reference. |
| [EnqueueDwordsX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_enqueuedwordsx) | Copies an array of SDMA command packet DWORD values into the command list. This method is for developer experimentation and is not functional on retail. |
| [ID3D12XboxDmaCommandList::FillMemoryWith32BitValueX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_fillmemorywith32bitvaluex) | Fills the specified range of GPU memory (a memory buffer) with the specified 32-bit value. |
| [JPEGDecodeMemoryX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_jpegdecodememoryx) | Decodes a JPEG resource. |
| [ID3D12XboxDmaCommandList::KickoffX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_kickoffx) | Submits queued DMA command list segments to the GPU, for processing. |
| [LZCompressMemoryX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_lzcompressmemoryx) | Compresses memory to the LZ format. |
| [LZDecompressMemoryX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_lzdecompressmemoryx) | Decompresses memory from the LZ format. |
| [ID3D12XboxDmaCommandList::Reset (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_reset) | Resets the DMA command list by using the specified allocator and, optionally, the specified initial state of the pipeline. |
| [ResolveQueryData (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_resolvequerydata) | Extracts data from a query. Works with all heap types: default, upload, and readback. |
| [ResourceBarrier (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_resourcebarrier) | Notifies the driver that it needs to synchronize multiple accesses to resources, for example, by synchronizing reading and writing to the same texture. |
| [ID3D12XboxDmaCommandList::SetMarker (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_setmarker) | Reference for ID3D12XboxDmaCommandList::SetMarker (XBOX One family), a method in the XBOX One family consoles Direct3D 12 graphics API. Reserved or unused on. |
| [ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_wait64bitvaluex) | ID3D12XboxDmaCommandList::Wait64BitValueX (XBOX One family consoles) — Waits on the 64-bit value at a specified source location in memory, to satisfy a. |
| [ID3D12XboxDmaCommandList::Write64BitValueBottomOfPipeX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3d12xboxdmacommandlist/methods/id3d12xboxdmacommandlist_write64bitvaluebottomofpipex) | ID3D12XboxDmaCommandList::Write64BitValueBottomOfPipeX (XBOX One family consoles) — Writes a 64-bit value at the bottom of the pipeline to a specified. |
| [ID3DX12PipelineParserCallbacks (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/id3dx12pipelineparsercallbacks) | An interface that represents a collection of parser and error callbacks used by the D3DX12parsePipelineStream helper function. |
| [ID3DX12PipelineParserCallbacks::XboxSetComputeShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetcomputeshaderlimits) | Sets the compute shader limits on XBOX. |
| [ID3DX12PipelineParserCallbacks::XboxSetDepthStencilOptions](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetdepthstenciloptions) | Sets depth stencil options on XBOX. |
| [ID3DX12PipelineParserCallbacks::XboxSetGraphicsShaderLimits](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetgraphicsshaderlimits) | Sets graphics shader limits on XBOX. |
| [ID3DX12PipelineParserCallbacks::XboxSetPixelShaderOptions](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsetpixelshaderoptions) | Sets pixel shader options on XBOX. |
| [ID3DX12PipelineParserCallbacks::XboxSetTessellationParameters (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/interfaces/id3dx12pipelineparsercallbacks/methods/id3dx12pipelineparsercallbacks_xboxsettessellationparameters) | Sets tessellation parameters on XBOX. |
| [CD3DX12XBOX\_PIPELINE\_STATE\_STREAM (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/cd3dx12xbox_pipeline_state_stream) | A helper structure for creating and working with graphics and compute pipeline states through a combined interface. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options10) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX One family consoles) — Indicates the level of support that the adapter provides for variable rate shading sum. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options11) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX One family consoles) — Indicates the level of support that the adapter provides for atomic Int64 on descriptor. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options7) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX One family consoles) — Indicates the level of support that the adapter provides for mesh shader and sampler feedback. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options8) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX One family consoles) — Indicates the level of support that the adapter provides for unaligned block textures. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS9 (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_d3d12_options9) | Indicates the level of support that the adapter provides for mesh shader pipeline stats, mesh shader full range render target array index, atomic Int64 on. |
| [D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_displayable) | D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX One family consoles) — This feature is currently in preview. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_SUPPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_protected_resource_session_support) | Indicates the level of support for protected resource sessions. |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_protected_resource_session_type_count) | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT (XBOX One family consoles) — Indicates a count of protected resource session types. |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_feature_data_protected_resource_session_types) | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES (XBOX One family consoles) — Indicates a list of protected resource session types. |
| [D3D12\_GRAPHICS\_PIPELINE\_STATE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_graphics_pipeline_state_desc) | Describes a graphics-pipeline state object. |
| [D3D12\_INDIRECT\_ARGUMENT\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12_indirect_argument_desc) | Describes an indirect argument (an indirect parameter) for use with a command signature. |
| [D3D12XBOX\_COMMAND\_LIST\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_command_list_desc) | Description of the command list, including XBOX-specific extensions. |
| [D3D12XBOX\_COMMAND\_QUEUE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_command_queue_desc) | XBOX-specific description of the command queue. |
| [D3D12XBOX\_COMPONENT\_PLACED\_ADDRESSES (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_component_placed_addresses) | A union used by ID3D12Device::CreateComponentPlacedResourceX. |
| [D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_compute_shader_limits_desc) | Describes limits for a compute shader. |
| [D3D12XBOX\_COUNTER\_DATA (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_counter_data) | Data returned by sampling a set of simultaneously active GPU hardware counters. |
| [D3D12XBOX\_COUNTER\_SET\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_counter_set_desc) | Describes a collection of GPU hardware counters which can be sampled at one time. |
| [D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_create_device_parameters) | D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX One family consoles) — Specifies the parameters used during the creation of a device on XBOX hardware. |
| [D3D12XBOX\_DCC\_OPTIONS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_dcc_options) | Establishes the DCC configuration options for a resource description. |
| [D3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_depth_stencil_options_desc) | Describes depth stencil settings in graphics pipeline state. |
| [D3D12XBOX\_DERIVED\_COMPUTE\_STATE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_derived_compute_state_desc) | Describes a derived compute-pipeline state object. The new pipeline state object is derived from an existing pipeline state object. |
| [D3D12XBOX\_DERIVED\_GRAPHICS\_STATE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_derived_graphics_state_desc) | Describes a derived graphics-pipeline state object, which can be a D3D12\_DEPTH\_STENCIL\_DESC, D3D12\_RASTERIZER\_DESC, D3D12\_BLEND\_DESC, or SampleMask. |
| [D3D12XBOX\_DESCRIPTOR\_BUFFER\_VIEW (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_buffer_view) | Don't use; internal use only. An opaque structure for the XBOX One–native GPU buffer descriptor. |
| [D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_pipeline_state) | D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX One family consoles) — The command processor packet descriptor for setting a pipeline state object. |
| [D3D12XBOX\_DESCRIPTOR\_SAMPLER\_STATE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_sampler_state) | Don't use; internal use only. An opaque structure for the XBOX One–native binding descriptor for sampler state. |
| [D3D12XBOX\_DESCRIPTOR\_TEXTURE\_VIEW (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_texture_view) | Don't use; internal use only. An opaque structure for the XBOX One–native texture view descriptor. |
| [D3D12XBOX\_DESCRIPTOR\_UNORDERED\_ACCESS\_VIEW (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_descriptor_unordered_access_view) | Don't use; internal use only. An opaque structure for the XBOX One–native UAV (unordered access view) descriptor. |
| [D3D12XBOX\_DESERIALIZE\_COMPUTE\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_compute_pipeline_state) | Defines how to deserialize compute-pipeline state objects. |
| [D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_graphics_pipeline_state) | D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX One family consoles) — Contains information for deserializing a previously serialized graphics-pipeline. |
| [D3D12XBOX\_DESERIALIZE\_SHADER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_deserialize_shader) | Contains information about deserializing a previously serialized shader, including GPU instructions and metadata. |
| [D3D12XBOX\_DISPATCH\_ARGUMENTS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_dispatch_arguments) | Arguments to a call to the compute pipeline. |
| [D3D12XBOX\_DISPLAY\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_display_statistics) | Defines the statistics related to frame display. |
| [D3D12XBOX\_EXTENDED\_COMPUTE\_PIPELINE\_STATE\_DESC](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_extended_compute_pipeline_state_desc) | Specifies the type of a structure stored in an extended compute-pipeline state object. |
| [D3D12XBOX\_EXTENDED\_GRAPHICS\_PIPELINE\_STATE\_DESC](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_extended_graphics_pipeline_state_desc) | Extended graphics pipeline state description. |
| [D3D12XBOX\_FRAME\_EVENT\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_event_statistics) | Defines statistics related to a scheduled frame event. |
| [D3D12XBOX\_FRAME\_INTERVAL\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_interval_statistics) | Defines the statistics related to the interval established for the frame. |
| [D3D12XBOX\_FRAME\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_frame_statistics) | Defines a group of frame statistics. |
| [D3D12XBOX\_GPU\_HARDWARE\_CONFIGURATION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_gpu_hardware_configuration) | Contains the GPU clock frequency. |
| [D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_graphics_shader_limits_desc) | D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One family consoles) — Defines a graphics shader's limits. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12XBOX\_HISTENCIL\_COMPARE\_STATE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_histencil_compare_state) | Stores the state of a comparison, to control how the comparison is done. |
| [D3D12XBOX\_HISTENCIL\_CONTROL (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_histencil_control) | Specifies the first and second comparisons to perform. |
| [D3D12XBOX\_INPUT\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_input_statistics) | Defines the statistics related to the input queries for a frame. |
| [D3D12XBOX\_MSAA\_CENTROID\_PRIORITIES (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_centroid_priorities) | Describes multisampling antialiasing centroid priorities. |
| [D3D12XBOX\_MSAA\_PARAMETERS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_parameters) | D3D12XBOX\_MSAA\_PARAMETERS depth-block MSAA settings on XBOX One family: sample counts, PS iteration, over-rasterization, and centroid mask behavior. |
| [D3D12XBOX\_MSAA\_SAMPLE\_LOCATIONS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_msaa_sample_locations) | Describes multisample antialias sample locations. |
| [D3D12XBOX\_OCCLUSION\_QUERY\_CONTROL (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_occlusion_query_control) | Settings for ID3D12GraphicsCommandList::SetOcclusionQueryControlX. |
| [D3D12XBOX\_PAGE\_MAPPING\_BATCH (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_page_mapping_batch) | Describes one or more memory page ranges to be mapped into the GPU virtual address space. |
| [D3D12XBOX\_PAGE\_MAPPING\_RANGE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_page_mapping_range) | Describes a page-mapping range. |
| [D3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_pixel_shader_options_desc) | Describes pixel shader options. |
| [D3D12XBOX\_PREDICATION\_BUFFER\_VIEW (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_predication_buffer_view) | Describes a predication-buffer view. |
| [D3D12XBOX\_PRESENT\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_desc) | Defines an extended configuration of the presentation to be performed by ID3D12CommandQueue::PresentX. |
| [D3D12XBOX\_PRESENT\_DESC\_TITLE\_PERFORMANCE\_OVERLAY](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_desc_title_performance_overlay) | Defines the extended present desc for title performance overlay. |
| [D3D12XBOX\_PRESENT\_PARAMETERS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_parameters) | Configures the presentation to be performed by ID3D12CommandQueue::PresentX. |
| [D3D12XBOX\_PRESENT\_PLANE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_plane_desc) | Defines an extended plane configuration for the presentation to be performed by ID3D12CommandQueue::PresentX. |
| [D3D12XBOX\_PRESENT\_PLANE\_PARAMETERS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_plane_parameters) | Configures a presentation plane for composition with ID3D12CommandQueue::PresentX. |
| [D3D12XBOX\_PRESENT\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_present_statistics) | Defines the statistics related to frame presentation. |
| [D3D12XBOX\_QUERY\_PREDICATION\_STATUS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_query_predication_status) | Do not use. Predication status queries are not supported. |
| [D3D12XBOX\_RENDER\_STATISTICS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_render_statistics) | Defines the statistics related to frame rendering. |
| [D3D12XBOX\_RESOURCE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_resource_desc) | Describes a resource such as a texture. |
| [D3D12XBOX\_SAMPLER\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_sampler_desc) | D3D12XBOX\_SAMPLER\_DESC (XBOX One family consoles) — Describes a sampler state. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12XBOX\_SCHEDULE\_FRAME\_OBJECT\_LIST (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_schedule_frame_object_list) | Defines an ancillary set of kernel synchronization events to be signalled with an event scheduled through ID3D12Device::ScheduleFrameEventX. |
| [D3D12XBOX\_SERIALIZE\_COMPUTE\_PIPELINE\_STATE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_compute_pipeline_state) | Contains information for deserializing a previously serialized compute-pipeline state object. |
| [D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_graphics_pipeline_state) | D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX One family consoles) — Information for serializing a graphics Pipeline State Object. |
| [D3D12XBOX\_SERIALIZE\_SHADER (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_serialize_shader) | Information for serializing a shader. This includes GPU instructions and metadata. |
| [D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_shader_resource_view_desc) | D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC defines an SRV on XBOX One family, including resource location, DataFormat, NumberFormat, and memory-type overrides. |
| [D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_tessellation_parameters_desc) | Describes tessellation parameters. |
| [D3D12XBOX\_UNORDERED\_ACCESS\_VIEW\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_unordered_access_view_desc) | Descriptor for an unordered access view (UAV). |
| [D3D12XBOX\_VIEW\_RECT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_view_rect) | Defines a view rectangle in normalized floating-point coordinates. |
| [D3D12XBOX\_WAIT\_FRAME\_OBJECT\_LIST (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xbox_wait_frame_object_list) | Defines an ancillary set of kernel synchronization objects to be included in a wait executed by ID3D12Device::WaitFrameEventX. |
| [D3D12XboxPutBuffer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_x/structs/d3d12xboxputbuffer) | D3D12XboxPutBuffer (XBOX One family consoles) — Structure for managing the writing of GPU commands to the current command buffer segment. |
| [d3d12\_xs (API contents) (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/d3d12_xs_members) | Reference topics for d3d12\_xs.h. |
| [D3D\_PRIMITIVE\_TOPOLOGY (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d_primitive_topology) | Values that indicate how the pipeline interprets vertex data that is bound to the input-assembler stage. |
| [D3D11\_CREATE\_DEFERRED\_CONTEXT\_FLAG (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d11_create_deferred_context_flag) | Specifies flags that identify the usage of a deferred context. |
| [D3D12\_BUFFER\_SRV\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_buffer_srv_flags_xs) | Values that identify view options for the buffer resource to use in a shader-resource view. |
| [D3D12\_BUFFER\_UAV\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_buffer_uav_flags_xs) | Values that identify view options for the buffer resource to use in an unordered-access view. |
| [D3D12\_FENCE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_fence_flags_xs) | Specifies fence options. |
| [D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_indirect_argument_type_xs) | D3D12\_INDIRECT\_ARGUMENT\_TYPE (XBOX Series consoles) — Argument types for indirect parameters, used for the D3D12\_INDIRECT\_ARGUMENT\_DESC structure. |
| [D3D12\_MEASUREMENTS\_ACTION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_measurements_action) | Reference for D3D12\_MEASUREMENTS\_ACTION (XBOX Series consoles), a enumeration in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX. |
| [D3D12\_MESSAGE\_ID (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_message_id) | Specifies debug message IDs for setting up an info-queue filter. |
| [D3D12\_PIPELINE\_STATE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_pipeline_state_flags_xs) | Specifies flags that control the placement of data produced by the geometry shader and tessellation. |
| [D3D12\_RAY\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_ray_flags) | Flags passed to the TraceRay function to override transparency, culling, and early-out behavior. |
| [D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_root_signature_flags_xs) | D3D12\_ROOT\_SIGNATURE\_FLAGS (XBOX Series consoles) — Specifies options for root signature layout. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12\_SAMPLER\_FEEDBACK\_TIER (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_sampler_feedback_tier_xs) | Hardware and driver support level for Sampler Feedback. |
| [D3D12\_STATE\_SUBOBJECT\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12_state_subobject_type_xs) | D3D12\_STATE\_SUBOBJECT\_TYPE (XBOX Series consoles) — The type of a state subobject. Use with D3D12\_STATE\_SUBOBJECT. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_BIN\_MAPPING\_MODE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_bin_mapping_mode) | Deferred Primitive Batch Binning mapping mode. |
| [D3D12XBOX\_BIN\_SIZE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_bin_size) | Deferred Primitive Batch Binning (DPBB) bin size. |
| [D3D12XBOX\_BINNING\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_binning_flags) | Reserved for future use. |
| [D3D12XBOX\_BINNING\_MODE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_binning_mode) | Defines the Deferred Primitive Batch Binning (DPBB) mode. |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_SUBOBJECT\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_build_raytracing_acceleration_structure_subobject_type) | A type of extension for a build in the tokenized descriptor stream. |
| [D3D12XBOX\_CMDLIST\_DRIVER\_HINT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_cmdlist_driver_hint) | Hints passed to a Command List in order to alter internal driver behaviour |
| [D3D12XBOX\_COMMAND\_LIST\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_command_list_flags_xs) | Flags for use with the CreateCommandListX API. |
| [D3D12XBOX\_COMMAND\_LIST\_RESET\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_command_list_reset_flags) | Flags for use with the ID3D12GraphicsCommandList6::ResetX API. |
| [D3D12XBOX\_COMPUTE\_SHADER\_LAUNCH\_PARAMETER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_compute_shader_launch_param_flags) | Control flags for override parameters for compute pipeline state object launch settings. |
| [D3D12XBOX\_COPY\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_copy_flags_xs) | D3D12XBOX\_COPY\_FLAGS (XBOX Series consoles) — Flags for controlling the copying into or filling of memory. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_create_device_flags_xs) | D3D12XBOX\_CREATE\_DEVICE\_FLAGS (XBOX Series consoles) — Defines flags that are used to create a device. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_dcc_compression_level_xs) | D3D12XBOX\_DCC\_COMPRESSION\_LEVEL (XBOX Series consoles) — Establishes the maximum unit size for Delta Color Compression (DCC). |
| [D3D12XBOX\_DISPATCH\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_dispatch_flags_xs) | D3D12XBOX\_DISPATCH\_FLAGS (XBOX Series consoles) — Flags for controlling ID3D12GraphicsCommandList.DispatchX. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_DRIVER\_HINT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_driver_hint) | Hints passed to the driver to enable specific functions. |
| [D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_execute_command_list_flags) | D3D12XBOX\_EXECUTE\_COMMAND\_LIST\_FLAGS (XBOX Series consoles) — Flags to be used with the ExecuteCommandLists2X API. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_frame_interval_flags_xs) | D3D12XBOX\_FRAME\_INTERVAL\_FLAGS (XBOX Series consoles) — Specifies the options for providing additional control over the established frame interval. |
| [D3D12XBOX\_HARDWARE\_VERSION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_hardware_version_xs) | Describes the hardware version of the XBOX console. |
| [D3D12XBOX\_IMAGE\_FORMAT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_image_format) | Defines the names of hardware-defined image formats. |
| [D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_shader_flags) | D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_FLAGS (XBOX Series consoles) — Flags used to specify which shader to debug live. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_GLOBAL\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_shader_global_flags) | D3D12XBOX\_LIVE\_DEBUGGING\_SHADER\_GLOBAL\_FLAGS (XBOX Series consoles) — Flags used to specify which shader to debug live. Direct3D 12 graphics reference for XBOX. |
| [D3D12XBOX\_LIVE\_DEBUGGING\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_live_debugging_type) | Desired type of live debugging |
| [D3D12XBOX\_MINMIP\_FILTER\_OFFSET (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_minmip_filter_offset) | Reference for D3D12XBOX\_MINMIP\_FILTER\_OFFSET (XBOX Series consoles), a enumeration in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| [D3D12XBOX\_MINMIP\_FILTER\_SLOPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_minmip_filter_slope) | Reference for D3D12XBOX\_MINMIP\_FILTER\_SLOPE (XBOX Series consoles), a enumeration in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| [D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_page_mapping_flags_xs) | D3D12XBOX\_PAGE\_MAPPING\_FLAGS (XBOX Series consoles) — Flags that specify additional details about how pages are to be mapped by methods such as. |
| [D3D12XBOX\_PIPELINE\_STATE\_INFORMATION\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pipeline_state_information_type) | Specifies which type of data to retrieve for the PSO. |
| [D3D12XBOX\_PIPELINE\_STATE\_OPTION\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pipeline_state_option_type) | Used to set PSO options. |
| [D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_pix_capture_flags_xs) | D3D12XBOX\_PIX\_CAPTURE\_FLAGS (XBOX Series consoles) — Flags for controlling the kind of information captured for analysis, such as whether information is. |
| [D3D12XBOX\_PRESENT\_DESC\_TITLE\_PERFORMANCE\_OVERLAY\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_present_desc_title_performance_overlay_flags) | Performance overlay flags to be used with PresentX |
| [D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_process_debug_flags_xs) | D3D12XBOX\_PROCESS\_DEBUG\_FLAGS (XBOX Series consoles) — Defines the flags used to debug a process. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_ACCELERATION\_STRUCTURE\_NODE\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_canonical_acceleration_structure_node_type) | Specifies what type of data the canonical node contains. |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_information_flags) | Used to retieve information from a State Object |
| [D3D12XBOX\_RAYTRACING\_OPTIONS\_TRAVERSE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_raytracing_options_traverse_type) | Debug overrides during RTPSO create. |
| [D3D12XBOX\_REGISTER\_PAGE\_POOL\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_register_page_pool_flags_xs) | Defines the flags used to register a page pool. |
| [D3D12XBOX\_REPORT\_GPU\_HALT\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_report_gpu_halt_flags) | Defines options to use when a GPU halt is reported |
| [D3D12XBOX\_RESOURCE\_BARRIER\_SHARED\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_barrier_shared_flags) | Flags used to control how ResourceBarrierX processing is performed. |
| [D3D12XBOX\_RESOURCE\_BARRIER\_SUPPLEMENTAL\_ACTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_barrier_supplemental_actions) | A summary union of all decompression and wait actions performed on behalf of the list of barriers provided to ResourceBarrierX |
| [D3D12XBOX\_RESOURCE\_VALIDATION\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_resource_validation_flags) | Flags that control validation behavior for individual resources. |
| [D3D12XBOX\_SAMPLER\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sampler_flags_xs) | D3D12XBOX\_SAMPLER\_FLAGS (XBOX Series consoles) — Sampler flags for creating a sampler description. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12XBOX\_SET\_SHADER\_SCRATCH\_SPACE\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_set_shader_scratch_space_flags_xs) | Defines the flags used to manage scratch space. |
| [D3D12XBOX\_SHADER\_STAGE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shader_stage_flags) | Enumeration of the different kinds of Shader stages. |
| [D3D12XBOX\_SHADER\_UNIT\_DISABLE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shader_unit_disable_flags_xs) | Defines constants which identify compute units (CUs) to disable from specific shaders. |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_HTILE\_MODE\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shading_rate_settings_htile_mode_type) | VRS HTile format programming. |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_shading_rate_settings_type) | VRS settings to program. |
| [D3D12XBOX\_SYNC\_CONTROL\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sync_control_flags) | Specifies flags that provide additional control of synchronization operations in several synchronization APIs. |
| [D3D12XBOX\_SYNC\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_sync_flags) | Specifies flags that direct synchronization operations in several synchronization APIs. |
| [D3D12XBOX\_VIRTUAL\_MEMORY\_CONFIGURATION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_virtual_memory_configuration_flags) | Configuration flags for the D3D12ConfigureVirtualMemoryX API. |
| [D3D12XBOX\_WAIT\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_wait_flags_xs) | D3D12XBOX\_WAIT\_FLAGS (XBOX Series consoles) — Flags for selecting the engine used to perform a wait. Direct3D 12 graphics API reference for XBOX development. |
| [D3D12XBOX\_ZERO\_MEMORY\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/d3d12xbox_zero_memory_flags) | Defines the flags used to zero memory. |
| [DXGI\_COLOR\_SPACE\_TYPE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_color_space_type) | Specifies color space types. |
| [DXGI\_FORMAT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_format) | Resource data formats, including fully-typed and typeless formats. A list of modifiers at the bottom of the page more fully describes each format type. |
| [DXGI\_MODE\_ROTATION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_mode_rotation) | Flags that indicate how the back buffers should be rotated to fit the physical rotation of a monitor. |
| [DXGI\_MODE\_SCANLINE\_ORDER (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_mode_scanline_order) | Flags indicating the method the raster uses to create an image on a surface. |
| [DXGI\_SCALING (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_scaling) | Identifies resize behavior when the back-buffer size does not match the size of the target output. |
| [DXGI\_SWAP\_CHAIN\_FLAG (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_swap_chain_flag) | Options for swap-chain behavior. |
| [DXGI\_SWAP\_EFFECT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgi_swap_effect) | Defines options for handling pixels in a display surface. |
| [DXGIX\_FRAME\_NOTIFICATION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgix_frame_notification) | DXGI Frame Notification Event. |
| [DXGIX\_VLINECOUNTER (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgix_vlinecounter) | DXGI VLINE Notification Event. |
| [DXGIXBOX\_MODE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/enums/dxgixbox_mode_flags) | Flags indicating xbox specific display information. |
| [D3D12ConfigureVirtualMemoryX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12configurevirtualmemoryx) | Reserves memory for and initializes the page tables for tracking graphics memory. |
| [D3D12XboxInitializeDefaultDpbbState (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxinitializedefaultdpbbstate) | Initializes the default Deferred Primitive Batch Binning (DPBB) state. |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params1) | Initializes a `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS1` structure with default values. |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params2) | Initializes a `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS2` structure with default values. |
| [D3D12XboxMakeDefault\_D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12xboxmakedefault_d3d12xbox_build_raytracing_acceleration_structure_params3) | Initializes a `D3D12XBOX_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_PARAMS3` structure with default values. |
| [D3D12ZeroMemoryX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/functions/d3d12zeromemoryx) | Zeroes the specified memory ranges. |
| [ID3D10Blob (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/id3d10blob) | This interface is used to return arbitrary-length data. |
| [GetBufferPointer (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/methods/id3d10blob_getbufferpointer) | Gets a pointer to the data. |
| [GetBufferSize (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D10Blob/methods/id3d10blob_getbuffersize) | Gets the size of the data. |
| [ID3D12CommandQueue (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/id3d12commandqueue_xs) | ID3D12CommandQueue (Interface contents) (XBOX Series consoles) — Submits command lists and synchronizes their execution. XBOX Direct3D 12 graphics reference. |
| [ID3D12Commandqueue::EnableLiveDebuggingX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_enablelivedebuggingx) | ID3D12Commandqueue::EnableLiveDebuggingX (XBOX Series consoles) — Programmatically enables live GPU debugging on XBOX Series consoles. |
| [ExecuteCommandLists2X (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_executecommandlists2x) | ExecuteCommandLists2X (XBOX Series consoles) — XBOX extension API for executing Command Lists. Direct3D 12 graphics API reference for XBOX game development. |
| [Signal2X (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_signal2x) | Signal2X (XBOX Series consoles) — Updates a fence to a specified value. Direct3D 12 graphics API reference for XBOX game development. |
| [WaitX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/methods/id3d12commandqueue_waitx) | Provides the same functionality as Wait() but with additional control over the wait and cache flushes. |
| [ID3D12DescriptorHeap (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12DescriptorHeap/id3d12descriptorheap) | Reference for ID3D12DescriptorHeap (XBOX Series consoles), a interface in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| [GetSamplerBorderColorTableX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12DescriptorHeap/methods/id3d12descriptorheap_getsamplerbordercolortablex) | Reference for GetSamplerBorderColorTableX, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [ID3D12Device11 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/id3d12device11) | Represents a virtual adapter. This interface extends `ID3D12Device10`. |
| [CreateComponentPlacedResourceX2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_createcomponentplacedresourcex2) | CreateComponentPlacedResourceX2 (XBOX Series consoles) — Places a component of a resource (subresource). Direct3D 12 graphics reference for XBOX. |
| [CreatePlacedResourceX1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_createplacedresourcex1) | CreatePlacedResourceX1 (XBOX Series consoles) — Places an entire resource. Direct3D 12 graphics API reference for XBOX game development. |
| [ID3D12Device11::EnableLiveDebuggingX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_enablelivedebuggingx) | Programmatically enables live GPU debugging on exceptions on XBOX Series consoles. |
| [ReportGpuHaltX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device11/methods/id3d12device11_reportgpuhaltx) | Reports a halt during GPU execution. |
| [ID3D12Device6 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device6/id3d12device6) | Represents a virtual adapter. This interface extends `ID3D12Device5`. |
| [SetBackgroundProcessingMode (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device6/methods/id3d12device6_setbackgroundprocessingmode) | Reference for SetBackgroundProcessingMode (XBOX Series consoles), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX. |
| [ID3D12Device7 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/id3d12device7) | Represents a virtual adapter. This interface extends `ID3D12Device6`. |
| [AddToStateObject (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/methods/id3d12device7_addtostateobject) | Incrementally add to an existing state object. |
| [CreateProtectedResourceSession1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device7/methods/id3d12device7_createprotectedresourcesession1) | Reference for CreateProtectedResourceSession1 (XBOX Series consoles), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| [ID3D12Device8 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/id3d12device8) | Represents a virtual adapter. This interface extends `ID3D12Device7`. |
| [AddBlobToGpuHangDumpX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_addblobtogpuhangdumpx) | Adds a memory blob and metadata to the hang dump (.hix) file. Call this function only from the D3D12XBOX\_HANGBEGINCALLBACK function when the GPU is hung. |
| [CreateCommittedResource2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createcommittedresource2) | Creates both a resource and a heap, such that the heap is big enough to contain the entire resource, and the resource is mapped to the heap. |
| [CreateMinMipShaderResourceViewX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createminmipshaderresourceviewx) | Creates a MinMip map shader resource view given a targeted resource (or desc) combined with a MinMip resource. |
| [CreatePlacedResource1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createplacedresource1) | Creates a placed resource. |
| [CreateSamplerFeedbackUnorderedAccessView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createsamplerfeedbackunorderedaccessview) | CreateSamplerFeedbackUnorderedAccessView (XBOX Series consoles) — Creates a UAV descriptor for sampler feedback, given a targeted resource and feedback. |
| [CreateSamplerFeedbackUnorderedAccessViewX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_createsamplerfeedbackunorderedaccessviewx) | CreateSamplerFeedbackUnorderedAccessViewX (XBOX Series consoles) — Creates a UAV descriptor for sampler feedback, given a targeted resource and feedback. |
| [DeserializeStateObjectX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_deserializestateobjectx) | Deserializes a raytracing pipeline state object (RTPSO) from a serialized RTPSO created by `SerializeStateObjectX`. |
| [GetCopyableFootprints1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getcopyablefootprints1) | Gets a resource layout that can be copied. |
| [GetRaytracingAccelerationStructurePrebuildInfoX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getraytracingaccelerationstructureprebuildinfox) | Queries the driver for resource requirements to build an acceleration structure. |
| [GetResourceAllocationInfo2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getresourceallocationinfo2) | GetResourceAllocationInfo2 (XBOX Series consoles) — Gets the size and alignment of memory required for a collection of resources on this adapter. |
| [GetShaderResourceViewPRTLODIndexX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_getshaderresourceviewprtlodindexx) | Returns the PRT LOD counter ID associated with this shader resource view, if PRT LOD tracking is enabled. |
| [SerializeStateObjectX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_serializestateobjectx) | Creates a serialize RTPSO that can be saved to disk and reloaded with DeserializeStateObjectX. |
| [SetCompileTimeShaderPdbPathX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setcompiletimeshaderpdbpathx) | Used to specify the path where the driver saves the Raytracing PSO PDBs. |
| [SetShaderRecompileCallbackX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setshaderrecompilecallbackx) | Sets a callback to be invoked when the driver recompiles one or more shader stages for a pipeline state object. |
| [SetShaderResourceViewPRTLODIndexX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Device8/methods/id3d12device8_setshaderresourceviewprtlodindexx) | Sets and enables the PRT LOD counter ID associated with this shader resource view, or disables PRT LOD tracking for this shader resource view. |
| [ID3D12GraphicsCommandList (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs) | ID3D12GraphicsCommandList (XBOX Series consoles) — Encapsulates a list of graphics commands for rendering. Direct3D 12 graphics reference for XBOX. |
| [ID3D12GraphicsCommandList::ClearRenderTargetView](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_clearrendertargetview_xs) | ID3D12GraphicsCommandList::ClearRenderTargetView (XBOX Series consoles) — Sets all the elements in a render target to one value. |
| [DeferredPrimitiveBreakBatchX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_deferredprimitivebreakbatchx) | Deferred Primitive Batch Binning (DPBB) break batch event. |
| [DispatchMeshX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_dispatchmeshx) | An extension method to allow for a finer control of the Mesh Shader launches. |
| [DriverHintX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_driverhintx) | Sets a driver hint |
| [SetDeferredPrimitiveBatchBinningX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_setdeferredprimitivebatchbinningx) | Sets the Deferred Primitive Batch Binning (DPBB) state. |
| [SetGraphicsShaderLimitsX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/methods/id3d12graphicscommandlist_setgraphicsshaderlimitsx_xs) | SetGraphicsShaderLimitsX (XBOX Series consoles) — Sets the graphics shader limits for vertex, domain, geometry, and pixel shaders. Some of the limits are the. |
| [ID3D12GraphicsCommandList4 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/id3d12graphicscommandlist4) | Encapsulates a list of graphics commands for rendering. This interface extends ID3D12GraphicsCommandList3. |
| [BuildRaytracingAccelerationStructureFromCanonicalBVH](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/methods/id3d12graphicscommandlist4_buildraytracingaccelerationstructurefromcanonicalbvh) | Allows the user to pre-build the BVH and allows the driver to lay it out in memory along with the auxiliary data. |
| [CpuValidateResultX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/methods/id3d12graphicscommandlist4_cpuvalidateresultx) | This is used by XDXR to verify BVH builds on the CPU side. |
| [ID3D12GraphicsCommandList5 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList5/id3d12graphicscommandlist5) | Encapsulates a list of graphics commands for rendering. This interface extends ID3D12GraphicsCommandList4. |
| [RSSetShadingRateX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList5/methods/id3d12graphicscommandlist5_rssetshadingratex) | An extension method that allows fully taking control over VRS hardware. |
| [ID3D12GraphicsCommandList6 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/id3d12graphicscommandlist6) | Encapsulates a list of graphics commands for rendering. This interface extends ID3D12GraphicsCommandList5. |
| [BuildRaytracingAccelerationStructureBatched2X](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_buildraytracingaccelerationstructurebatched2x) | Specifies extra options individually per build on a batched build. |
| [DispatchMesh (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_dispatchmesh) | Launches either the Mesh Shader or the Amplification Shader if it is present. |
| [DispatchRaysX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_dispatchraysx) | Extensible version of DispatchRays. The working memory set can be supplied by the user. |
| [ID3D12GraphicsCommandlist6::EnableLiveDebuggingX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_enablelivedebuggingx) | ID3D12GraphicsCommandlist6::EnableLiveDebuggingX (XBOX Series consoles) — Programmatically enables live GPU debugging on XBOX Series consoles. |
| [OMSetSampleMaskX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_omsetsamplemaskx) | Sets the sample enable mask for each sample in a 2 x 2 pixel quad |
| [PrefetchMemoryX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_prefetchmemoryx) | PrefetchMemoryX (XBOX Series consoles) — Prefetches memory at the specified address. Direct3D 12 graphics API reference for XBOX game development. |
| [PrefetchPipelineStateX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_prefetchpipelinestatex) | PrefetchPipelineStateX (XBOX Series consoles) — Prefetches the specified pipeline state. Direct3D 12 graphics API reference for XBOX game development. |
| [ResetX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_resetx) | ResetX (XBOX Series consoles) — Resets a command list back to its initial state as if a new command list was just created. XBOX Direct3D 12 graphics reference. |
| [ResourceBarrierX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_resourcebarrierx) | Notifies the driver to synchronize multiple accesses to resources. |
| [SetComputeShaderLaunchParametersX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_setcomputeshaderlaunchparametersx) | Selective override of compute pipeline state object launch parameters. |
| [SetShaderScratchSpaceX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_setshaderscratchspacex) | Allows direct control of the SPI\_TMPRING\_SIZE and COMPUTE\_TMPRING\_SIZE registers and the graphics and compute rings, correspondingly. |
| [SyncBottomOfPipeX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_syncbottomofpipex) | Execute a set of synchronization operations at the bottom of the graphics pipeline. |
| [SyncTopOfPipeX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_synctopofpipex) | Execute a set of synchronization operations at the top of the graphics pipeline. |
| [Write32BitValueBottomOfPipe2X (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_write32bitvaluebottomofpipe2x) | Writes a 32-bit value from the bottom of the pipeline to a specified destination in memory. |
| [Write64BitValueBottomOfPipe2X (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_write64bitvaluebottomofpipe2x) | Writes a 64-bit value from the bottom of the pipeline to a specified destination in memory. |
| [WritePRTLODStatisticsX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList6/methods/id3d12graphicscommandlist6_writeprtlodstatisticsx) | Writes a PRT LOD statistics report to a memory buffer. |
| [ID3D12GraphicsCommandList8](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList8/id3d12graphicscommandlist8) | Reference for ID3D12GraphicsCommandList8, a interface in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [AllocateFromCommandAllocatorX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList8/methods/id3d12graphicscommandlist8_allocatefromcommandallocatorx) | Reference for AllocateFromCommandAllocatorX, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [ID3D12Heap1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Heap1/id3d12heap1) | A heap is an abstraction of contiguous memory allocation, used to manage physical memory. This interface extends ID3D12Heap. |
| [GetGpuAddressX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Heap1/methods/id3d12heap1_getgpuaddressx) | Returns the base GPU virtual address of the memory allocation associated with the heap object. |
| [ID3D12Object (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Object/id3d12object) | ID3D12Object (XBOX Series consoles) — An interface from which ID3D12Device and ID3D12DeviceChild inherit from. It provides methods to associate private data. |
| [GetNameX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Object/methods/id3d12object_getnamex) | Returns the name of this object, if any, that was provided earlier to ID3D12Object::SetName. |
| [ID3D12PipelineState (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/id3d12pipelinestate_xs) | ID3D12PipelineState (XBOX Series consoles) — Represents the state of all currently set shaders as well as certain fixed function state objects. |
| [GetDescriptorX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_getdescriptorx_xs) | GetDescriptorX (XBOX Series consoles) — Gets the descriptor for this ID3D12PipelineState, for using ID3D12GraphicsCommandList::ExecuteIndirect. |
| [ID3D12PipelineState::GetInformationX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_getinformationx_xs) | Returns extra information about shaders. |
| [IsWave32](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_iswave32_xs) | Reference for IsWave32, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [SetOptionX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_setoptionx_xs) | Changes shader settings. |
| [UsesHardwareGSorHS()](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_useshardwaregsorhs_2_xs) | Reference for UsesHardwareGSorHS(), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [UsesHardwareGSorHS(D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE\*)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12PipelineState/methods/id3d12pipelinestate_useshardwaregsorhs_xs) | Reference for UsesHardwareGSorHS(D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE\*), a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on. |
| [ID3D12Resource (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs) | Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory, or heaps. |
| [GetValidationFlagsX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/methods/id3d12resource_getvalidationflagsx) | Retrieves the current set of validation flags for this resource. |
| [SetValidationFlagsX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/methods/id3d12resource_setvalidationflagsx) | Sets new validation flags for this resource. |
| [ID3D12RootSignature (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12RootSignature/id3d12rootsignature) | Reference for ID3D12RootSignature (XBOX Series consoles), a interface in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| [GetComputeDescriptorX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12RootSignature/methods/id3d12rootsignature_getcomputedescriptorx) | Reference for GetComputeDescriptorX, a method in the XBOX Series consoles Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [ID3D12StateObject (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObject/id3d12stateobject) | Represents a variable amount of configuration state, including shaders, that an application manages as a single unit and which is given to a driver. |
| [GetPipelineStateX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObject/methods/id3d12stateobject_getpipelinestatex) | Retrieves the parent state object. |
| [ID3D12StateObjectProperties (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObjectProperties/id3d12stateobjectproperties) | Provides methods for getting and setting the properties of an ID3D12StateObject. |
| [ID3D12StateObjectProperties::GetInformationX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3D12StateObjectProperties/methods/id3d12stateobjectproperties_getinformationx) | XDXR specific extension that allows querying some post-link parameters of the DXR RTPSO. |
| [ID3DInclude (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/id3dinclude) | ID3DInclude is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader #include. |
| [ID3DInclude::Close (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/methods/id3dinclude_close) | A user-implemented method for closing a shader #include file. |
| [Open (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/ID3DInclude/methods/id3dinclude_open) | A user-implemented method for opening and reading the contents of a shader. |
| [IDXGIAdapter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/idxgiadapter) | IDXGIAdapter (XBOX Series consoles) — The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory). |
| [CheckInterfaceSupport (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_checkinterfacesupport) | Checks whether the system supports a device interface for a graphics component. |
| [EnumOutputs (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_enumoutputs) | Enumerate adapter (video card) outputs. |
| [IDXGIAdapter::GetDesc (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter/methods/idxgiadapter_getdesc) | Gets a DXGI description of an adapter. |
| [IDXGIAdapter1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter1/idxgiadapter1) | IDXGIAdapter1 (XBOX Series consoles) — The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory). |
| [GetDesc1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter1/methods/idxgiadapter1_getdesc1) | Gets a DXGI 1.1 description of an adapter. |
| [IDXGIAdapter2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter2/idxgiadapter2) | IDXGIAdapter2 (XBOX Series consoles) — The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory). |
| [GetDesc2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIAdapter2/methods/idxgiadapter2_getdesc2) | Gets a DXGI 1.2 description of an adapter. |
| [IDXGIDevice (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/idxgidevice) | IDXGIDevice (XBOX Series consoles) — An IDXGIDevice interface implements a derived class for DXGI objects that produce image data. |
| [CreateSurface (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_createsurface) | Returns a surface. |
| [GetAdapter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_getadapter) | Returns the adapter for the specified device. |
| [GetGPUThreadPriority (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_getgputhreadpriority) | Gets the GPU thread priority. |
| [QueryResourceResidency (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_queryresourceresidency) | Gets the residency status of an array of resources. |
| [SetGPUThreadPriority (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice/methods/idxgidevice_setgputhreadpriority) | Sets the GPU thread priority. |
| [IDXGIDevice1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/idxgidevice1) | IDXGIDevice1 (XBOX Series consoles) — An IDXGIDevice interface implements a derived class for DXGI objects that produce image data. |
| [GetMaximumFrameLatency (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/methods/idxgidevice1_getmaximumframelatency) | Gets the number of frames that the system is allowed to queue for rendering. |
| [SetMaximumFrameLatency (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice1/methods/idxgidevice1_setmaximumframelatency) | Sets the number of frames that the system is allowed to queue for rendering. |
| [IDXGIDevice2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/idxgidevice2) | IDXGIDevice2 (XBOX Series consoles) — An IDXGIDevice interface implements a derived class for DXGI objects that produce image data. |
| [EnqueueSetEvent (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_enqueuesetevent) | Flushes any outstanding rendering commands and sets the specified event object to the signaled state after all previously submitted rendering commands complete. |
| [OfferResources (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_offerresources) | Allows the operating system to free the video memory of resources by discarding their content. |
| [ReclaimResources (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDevice2/methods/idxgidevice2_reclaimresources) | Restores access to resources that were previously offered by calling IDXGIDevice2::OfferResources. |
| [IDXGIDeviceSubObject (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDeviceSubObject/idxgidevicesubobject) | Inherited from objects that are tied to the device so that they can retrieve a pointer to it. |
| [GetDevice (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIDeviceSubObject/methods/idxgidevicesubobject_getdevice) | Retrieves the device. |
| [IDXGIFactory (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/idxgifactory) | IDXGIFactory (XBOX Series consoles) — An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions). |
| [CreateSoftwareAdapter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_createsoftwareadapter) | Create an adapter interface that represents a software adapter. |
| [EnumAdapters (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_enumadapters) | Enumerates the adapters. |
| [GetWindowAssociation (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_getwindowassociation) | Get the window through which the user controls the transition to and from full screen. |
| [MakeWindowAssociation (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory/methods/idxgifactory_makewindowassociation) | Allows DXGI to monitor an application's message queue for the **Alt+Enter** key sequence (which causes the application to switch from windowed to full screen. |
| [IDXGIFactory1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/idxgifactory1) | IDXGIFactory1 (XBOX Series consoles) — An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions). |
| [EnumAdapters1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/methods/idxgifactory1_enumadapters1) | Enumerates both adapters with or without outputs. |
| [IsCurrent (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory1/methods/idxgifactory1_iscurrent) | Informs an application of the possible need to re-enumerate adapters. |
| [IDXGIFactory2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/idxgifactory2) | IDXGIFactory2 (XBOX Series consoles) — An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions). |
| [GetSharedResourceAdapterLuid (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_getsharedresourceadapterluid) | Identifies the adapter on which a shared resource object was created. |
| [IsWindowedStereoEnabled (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_iswindowedstereoenabled) | Determines whether to use stereo mode. |
| [RegisterOcclusionStatusEvent (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerocclusionstatusevent) | Registers to receive notification of changes in occlusion status by using event signaling. |
| [RegisterOcclusionStatusWindow (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerocclusionstatuswindow) | Registers an application window to receive notification messages of changes of occlusion status. |
| [RegisterStereoStatusEvent (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerstereostatusevent) | Registers to receive notification of changes in stereo status by using event signaling. |
| [RegisterStereoStatusWindow (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_registerstereostatuswindow) | Registers an application window to receive notification messages of changes of stereo status. |
| [UnregisterOcclusionStatus (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_unregisterocclusionstatus) | Unregisters a window or an event to stop it from receiving notification when occlusion status changes. |
| [UnregisterStereoStatus (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIFactory2/methods/idxgifactory2_unregisterstereostatus) | Unregisters a window or an event to stop it from receiving notification when stereo status changes. |
| [IDXGIInfoQueue (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/idxgiinfoqueue) | This interface controls the debug information queue, and can only be used if the debug layer is turned on. |
| [AddApplicationMessage (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addapplicationmessage) | Adds a user-defined message to the message queue and sends that message to the debug output. |
| [AddMessage (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addmessage) | Adds a debug message to the message queue and sends that message to the debug output. |
| [AddRetrievalFilterEntries (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addretrievalfilterentries) | Adds retrieval filters to the top of the retrieval-filter stack. |
| [AddStorageFilterEntries (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_addstoragefilterentries) | Adds storage filters to the top of the storage-filter stack. |
| [ClearRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearretrievalfilter) | Removes a retrieval filter from the top of the retrieval-filter stack. |
| [ClearStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearstoragefilter) | Removes a storage filter from the top of the storage-filter stack. |
| [ClearStoredMessages (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_clearstoredmessages) | Clears all messages from the message queue. |
| [GetBreakOnCategory (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakoncategory) | Determines whether the break on a message category is turned on or off. |
| [GetBreakOnID (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakonid) | Determines whether the break on a message identifier is turned on or off. |
| [GetBreakOnSeverity (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getbreakonseverity) | Determines whether the break on a message severity level is turned on or off. |
| [GetMessage (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmessage) | Gets a message from the message queue. |
| [GetMessageCountLimit (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmessagecountlimit) | Gets the maximum number of messages that can be added to the message queue. |
| [GetMuteDebugOutput (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getmutedebugoutput) | Determines whether the debug output is turned on or off. |
| [GetNumMessagesAllowedByStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesallowedbystoragefilter) | Gets the number of messages that a storage filter allowed to pass through. |
| [GetNumMessagesDeniedByStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesdeniedbystoragefilter) | Gets the number of messages that were denied passage through a storage filter. |
| [GetNumMessagesDiscardedByMessageCountLimit](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnummessagesdiscardedbymessagecountlimit) | Gets the number of messages that were discarded due to the message count limit. |
| [GetNumStoredMessages (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnumstoredmessages) | Gets the number of messages currently stored in the message queue. |
| [GetNumStoredMessagesAllowedByRetrievalFilters](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getnumstoredmessagesallowedbyretrievalfilters) | Gets the number of messages that can pass through a retrieval filter. |
| [GetRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getretrievalfilter) | Gets the retrieval filter at the top of the retrieval-filter stack. |
| [GetRetrievalFilterStackSize (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getretrievalfilterstacksize) | Gets the size of the retrieval-filter stack in bytes. |
| [GetStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getstoragefilter) | Gets the storage filter at the top of the storage-filter stack. |
| [GetStorageFilterStackSize (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_getstoragefilterstacksize) | Gets the size of the storage-filter stack in bytes. |
| [PopRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_popretrievalfilter) | Pops a retrieval filter from the top of the retrieval-filter stack. |
| [PopStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_popstoragefilter) | Pops a storage filter from the top of the storage-filter stack. |
| [PushCopyOfRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushcopyofretrievalfilter) | Pushes a copy of the retrieval filter that is currently on the top of the retrieval-filter stack onto the retrieval-filter stack. |
| [PushCopyOfStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushcopyofstoragefilter) | Pushes a copy of the storage filter that is currently on the top of the storage-filter stack onto the storage-filter stack. |
| [PushDenyAllRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushdenyallretrievalfilter) | Pushes a deny-all retrieval filter onto the retrieval-filter stack. |
| [PushDenyAllStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushdenyallstoragefilter) | Pushes a deny-all storage filter onto the storage-filter stack. |
| [PushEmptyRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushemptyretrievalfilter) | Pushes an empty retrieval filter onto the retrieval-filter stack. |
| [PushEmptyStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushemptystoragefilter) | Pushes an empty storage filter onto the storage-filter stack. |
| [PushRetrievalFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushretrievalfilter) | Pushes a retrieval filter onto the retrieval-filter stack. |
| [PushStorageFilter (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_pushstoragefilter) | Pushes a storage filter onto the storage-filter stack. |
| [SetBreakOnCategory (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakoncategory) | Sets a message category to break on when a message with that category passes through the storage filter. |
| [SetBreakOnID (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakonid) | Sets a message identifier to break on when a message with that identifier passes through the storage filter. |
| [SetBreakOnSeverity (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setbreakonseverity) | Sets a message severity level to break on when a message with that severity level passes through the storage filter. |
| [SetMessageCountLimit (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setmessagecountlimit) | Sets the maximum number of messages that can be added to the message queue. |
| [SetMuteDebugOutput (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIInfoQueue/methods/idxgiinfoqueue_setmutedebugoutput) | Turns the debug output on or off. |
| [IDXGIObject (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/idxgiobject) | A base interface for all DXGI objects; `IDXGIObject` supports associating caller-defined (private data) with an object and retrieval of an interface to the. |
| [GetParent (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_getparent) | Gets the parent of the object. |
| [GetPrivateData (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_getprivatedata) | Get a pointer to the object's data. |
| [SetPrivateData (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_setprivatedata) | Sets application-defined data to the object and associates that data with a GUID. |
| [SetPrivateDataInterface (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIObject/methods/idxgiobject_setprivatedatainterface) | Set an interface in the object's private data. |
| [IDXGIOutput (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/idxgioutput) | An `IDXGIOutput` interface represents an adapter output (such as a monitor). |
| [FindClosestMatchingMode (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_findclosestmatchingmode) | Finds the display mode that most closely matches the requested display mode. |
| [GetAspectRatio (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getaspectratio) | Gets the display aspect ratio. |
| [IDXGIOutput::GetDesc (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdesc) | Get a description of the output. |
| [GetDisplayModeList (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaymodelist) | GetDisplayModeList (XBOX Series consoles) — Gets the display modes that match the requested format and other input options. XBOX Direct3D 12 graphics reference. |
| [GetDisplayModeListX (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaymodelistx) | GetDisplayModeListX (XBOX Series consoles) — Gets the display modes that match the requested format and other input options. |
| [GetDisplaySurfaceData (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getdisplaysurfacedata) | Gets a copy of the current display surface. |
| [GetFrameStatistics (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getframestatistics) | Gets statistics about recently rendered frames. |
| [GetGammaControl (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getgammacontrol) | Gets the gamma control settings. |
| [GetGammaControlCapabilities (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getgammacontrolcapabilities) | Gets a description of the gamma-control capabilities. |
| [GetRefreshRate (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_getrefreshrate) | Gets the display refresh rate. |
| [ReleaseOwnership (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_releaseownership) | Releases ownership of the output. |
| [SetDisplaySurface (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_setdisplaysurface) | Changes the display mode. |
| [SetGammaControl (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_setgammacontrol) | Sets the gamma controls. |
| [TakeOwnership (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_takeownership) | Takes ownership of an output. |
| [WaitForVBlank (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGIOutput/methods/idxgioutput_waitforvblank) | Halt a thread until the next vertical blank occurs. |
| [IDXGISwapChain (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGISwapChain/idxgiswapchain) | IDXGISwapChain (XBOX Series consoles) — Swap chains have been deprecated and replaced by swap resources (D3D12\_HEAP\_FLAG\_ALLOW\_DISPLAY) and presentation. |
| [IDXGISwapChain1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/interfaces/IDXGISwapChain1/idxgiswapchain1) | IDXGISwapChain1 (XBOX Series consoles) — Swap chains have been deprecated and replaced by swap resources (D3D12\_HEAP\_FLAG\_ALLOW\_DISPLAY) and presentation. |
| [D3D12\_DISPATCH\_MESH\_ARGUMENTS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_dispatch_mesh_arguments) | Unsupported on XBOX. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options10_xs) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS10 (XBOX Series consoles) — Indicates the level of support that the adapter provides for variable rate shading sum combiner. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options11_xs) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS11 (XBOX Series consoles) — Indicates the level of support that the adapter provides for atomic Int64 on descriptor resource. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options7_xs) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS7 (XBOX Series consoles) — Indicates the level of support that the adapter provides for mesh shader and sampler feedback. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options8_xs) | D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS8 (XBOX Series consoles) — Indicates the level of support that the adapter provides for unaligned block textures. |
| [D3D12\_FEATURE\_DATA\_D3D12\_OPTIONS9 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_d3d12_options9_xs) | Indicates whether various options are supported. |
| [D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_displayable_xs) | D3D12\_FEATURE\_DATA\_DISPLAYABLE (XBOX Series consoles) — This feature is currently in preview. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_protected_resource_session_type_count_xs) | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPE\_COUNT (XBOX Series consoles) — Indicates a count of protected resource session types. |
| [D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_feature_data_protected_resource_session_types_xs) | D3D12\_FEATURE\_DATA\_PROTECTED\_RESOURCE\_SESSION\_TYPES (XBOX Series consoles) — Indicates a list of protected resource session types. |
| [D3D12\_MIP\_REGION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_mip_region) | A structure that defines the dimensions represented by one feedback texel in a feedback resource. |
| [D3D12\_PROTECTED\_RESOURCE\_SESSION\_DESC1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_protected_resource_session_desc1) | D3D12\_PROTECTED\_RESOURCE\_SESSION\_DESC1 (XBOX Series consoles) — Describes flags for a protected resource session, per adapter. |
| [D3D12\_RESOURCE\_DESC1 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12_resource_desc1) | Describes a resource, such as a texture. |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BATCHED\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_batched_desc) | A descriptor for batched BVH builds. Wraps a single set of parameters to the regular build call. |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_BATCHED\_DESC2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_batched_desc2) | Extended batch build descriptor. |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_params1) | D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS1 (XBOX Series consoles) — The extended set of parameters for batched builds. |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_params2) | D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS2 (XBOX Series consoles) — The extended set of parameters for batched builds. |
| [D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_build_raytracing_acceleration_structure_params3) | D3D12XBOX\_BUILD\_RAYTRACING\_ACCELERATION\_STRUCTURE\_PARAMS3 (XBOX Series consoles) — The extended set of parameters for batched builds. |
| [D3D12XBOX\_COMPUTE\_SHADER\_LAUNCH\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_compute_shader_launch_params) | Override parameters for compute pipeline state object launch settings. |
| [D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_compute_shader_limits_desc_xs) | Set registers in the compute pipeline state to program various compute shader runtime parameters. |
| [D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_create_device_parameters_xs) | D3D12XBOX\_CREATE\_DEVICE\_PARAMETERS (XBOX Series consoles) — Specifies the parameters used during the creation of a device on XBOX hardware. |
| [D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_descriptor_pipeline_state_xs) | D3D12XBOX\_DESCRIPTOR\_PIPELINE\_STATE (XBOX Series consoles) — The command processor packet descriptor for setting a pipeline state object. |
| [D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_deserialize_graphics_pipeline_state_xs) | D3D12XBOX\_DESERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX Series consoles) — Contains information for deserializing a previously serialized graphics-pipeline state. |
| [D3D12XBOX\_DISPATCH\_MESH\_X\_ARGUMENTS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dispatch_mesh_x_arguments) | A command signature type used in Mesh Shader execute indirect calls on XBOX. |
| [D3D12XBOX\_DISPATCH\_RAYS\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dispatch_rays_desc) | XBOX extension for D3D12\_DISPATCH\_RAYS\_DESC |
| [D3D12XBOX\_DPBB\_BREAK\_BATCH\_ARGUMENTS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dpbb_break_batch_arguments) | D3D12XBOX\_DPBB\_BREAK\_BATCH\_ARGUMENTS is an XBOX Series Execute Indirect extension that triggers Deferred Primitive Batch Binning break-batch events. |
| [D3D12XBOX\_DPBB\_STATE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_dpbb_state) | Settings for Deferred Primitive Batch Binning (DPBB). |
| [D3D12XBOX\_FLUSHPIPELINEX\_ARGUMENTS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_flushpipelinex_arguments) | D3D12XBOX\_FLUSHPIPELINEX\_ARGUMENTS is an XBOX Series Execute Indirect extension that flushes GPU caches and blocks like the FlushPipelineX command list API. |
| [D3D12XBOX\_GPU\_HARDWARE\_CONFIGURATION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_gpu_hardware_configuration_xs) | Contains the GPU clock frequency and hardware configuration. |
| [D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_graphics_shader_limits_desc_xs) | D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX Series consoles) — Defines a graphics shader's limits. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12XBOX\_LIVE\_DEBUGGING\_AMPLIFICATION\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_amplification_shader_parameters) | Parameters used to specify which amplification shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_ANY\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_any_shader_parameters) | Parameters used to specify any shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_COMPUTE\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_compute_shader_parameters) | Parameters used to specify which compute shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_DOMAIN\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_domain_shader_parameters) | Parameters used to specify which domain shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_GEOMETRY\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_geometry_shader_parameters) | Parameters used to specify which geometry shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_GLOBAL\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_global_parameters) | D3D12XBOX\_LIVE\_DEBUGGING\_GLOBAL\_PARAMETERS (XBOX Series consoles) — Allows setting the type of live debugging and parameters specific to that debug type. |
| [D3D12XBOX\_LIVE\_DEBUGGING\_HULL\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_hull_shader_parameters) | Parameters used to specify which hull shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_MESH\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_mesh_shader_parameters) | Parameters used to specify which mesh shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_PARAMETERS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_parameters) | D3D12XBOX\_LIVE\_DEBUGGING\_PARAMETERS (XBOX Series consoles) — Allows setting the type of live debugging and parameters specific to that debug type. |
| [D3D12XBOX\_LIVE\_DEBUGGING\_PIXEL\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_pixel_shader_parameters) | Parameters used to specify which pixel shader to debug live |
| [D3D12XBOX\_LIVE\_DEBUGGING\_VERTEX\_SHADER\_PARAMETERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_live_debugging_vertex_shader_parameters) | Parameters used to specify which vertex shader to debug live |
| [D3D12XBOX\_MSAA\_PARAMETERS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_msaa_parameters_xs) | D3D12XBOX\_MSAA\_PARAMETERS depth-block MSAA settings on XBOX Series consoles: sample counts, PS iteration, over-rasterization, and centroid controls. |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_desc) | D3D12XBOX\_PRT\_LOD\_REPORT\_DESC (XBOX Series consoles) — Specifies the destination memory location and size for a PRT LOD report written by the GPU, as well as. |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_HEADER (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_gpu_header) | Defines the hardware layout of the 8-byte header written by the GPU as part of a PRT LOD report. |
| [D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_SAMPLE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_prt_lod_report_gpu_sample) | D3D12XBOX\_PRT\_LOD\_REPORT\_GPU\_SAMPLE (XBOX Series consoles) — Specifies the destination memory location and size for a PRT LOD report written by the GPU, as. |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_ACCELERATION\_STRUCTURE\_NODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_acceleration_structure_node) | A union containing canonical node data. |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_FP16\_AABB\_DATA](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_fp16_aabb_data) | Contains a canonical FP16 box's data. |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_FP32\_AABB\_DATA](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_fp32_aabb_data) | Contains a canonical FP32 box's data. |
| [D3D12XBOX\_RAYTRACING\_CANONICAL\_TRIANGLE\_NODE\_DATA](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_canonical_triangle_node_data) | Canonical triangle node. |
| [D3D12XBOX\_RAYTRACING\_FP16\_AABB (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_fp16_aabb) | A helper structure to describe an FP16 box. |
| [D3D12XBOX\_RAYTRACING\_INFORMATION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information) | Extra information that can be obtained from a finished RTPSO. |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_EXPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information_export) | Reference for D3D12XBOX\_RAYTRACING\_INFORMATION\_EXPORT (XBOX Series consoles), a structure in the XBOX Series consoles Direct3D 12 graphics API. Reserved or. |
| [D3D12XBOX\_RAYTRACING\_INFORMATION\_EXPORT\_TABLE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_information_export_table) | Used to enumerate the exports of an RTPSO. |
| [D3D12XBOX\_RAYTRACING\_OPTIONS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_raytracing_options) | Describes extended options that can be set on an RTPSO. |
| [D3D12XBOX\_RESOURCE\_BARRIER\_SUMMARY\_ACTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_resource_barrier_summary_actions) | Provides a summary of actions performed on behalf of resource barriers. |
| [D3D12XBOX\_SAMPLER\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_sampler_desc_xs) | D3D12XBOX\_SAMPLER\_DESC (XBOX Series consoles) — Describes a sampler state. Direct3D 12 graphics API reference for XBOX game development. |
| [D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_serialize_graphics_pipeline_state_xs) | D3D12XBOX\_SERIALIZE\_GRAPHICS\_PIPELINE\_STATE (XBOX Series consoles) — Information for serializing a graphics Pipeline State Object. |
| [D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_resource_view_desc_xs) | D3D12XBOX\_SHADER\_RESOURCE\_VIEW\_DESC defines an SRV on XBOX Series consoles, using the unified ImageFormat and XBOX-only resource location and memory fields. |
| [D3D12XBOX\_SHADER\_SYMBOL (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_symbol) | A single function in a compute shader. |
| [D3D12XBOX\_SHADER\_SYMBOL\_LIST (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shader_symbol_list) | Contains function symbols for compute pipeline state with function calls (such as for DXR). |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings) | A union of extended VRS settings. |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_CMASK\_VRS\_HINT\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_cmask_vrs_hint_mode) | Contains per-RTV enable bit for VRS-Hint. |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_COMBINERS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_combiners) | Allows taking over the VRS combiner settings. |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_HTILE\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_htile_mode) | Contains the HTile settings to program. |
| [D3D12XBOX\_SHADING\_RATE\_SETTINGS\_PIXEL\_CENTER\_OFFSETS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_shading_rate_settings_pixel_center_offsets) | Programs coarse pixel center offsets in 1/16 steps using a signed 4 bit value. All coarse pixel shape's centres can be set independently. |
| [D3D12XBOX\_SYNC\_PARAMS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_sync_params) | GPU Synchronization parameters used in various APIs |
| [D3D12XBOX\_VIRTUAL\_MEMORY\_CONFIGURATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_virtual_memory_configuration) | Parameters used to initialize the Direct3D graphics virtual memory system. |
| [D3D12XBOX\_XDXR\_STREAM\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_xdxr_stream_desc) | A stream of tokenized options for adding and removing extensions without changing the API. |
| [D3D12XBOX\_ZERO\_MEMORY\_BUFFERS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_zero_memory_buffers) | Control structure provided by the title to the D3D12ZeroMemoryX API. |
| [D3D12XBOX\_ZERO\_MEMORY\_RANGE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xbox_zero_memory_range) | Represents a region of GPU virtual memory to be cleared with the D3D12ZeroMemoryX API |
| [D3D12XboxPutBuffer (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/d3d12xboxputbuffer_xs) | D3D12XboxPutBuffer (XBOX Series consoles) — Structure for managing the writing of GPU commands to the current command buffer segment. |
| [DXGI\_MODE\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgi_mode_desc) | DXGI\_MODE\_DESC describes a display mode (width, height, refresh rate, format, scanline order, scaling) on XBOX Series consoles. Deprecated on XBOX. |
| [DXGIX\_FRAME\_STATISTICS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgix_frame_statistics) | Contains DXGI frame statistics. |
| [DXGIX\_PRESENTARRAY\_PARAMETERS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgix_presentarray_parameters) | DXGI Present Array parameters. |
| [DXGIXBOX\_MODE\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12_xs/structs/dxgixbox_mode_desc) | DXGIXBOX\_MODE\_DESC describes a display mode on XBOX Series consoles for IDXGIOutput::GetDisplayModeListX, adding a Flags member over DXGI\_MODE\_DESC. |
| [d3d12shader\_x/xs (XBOX Series consoles and XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/d3d12shader_x_members) | Reference topics for d3d12shader\_x/xs.h. |
| [D3D\_INTERPOLATION\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/enums/d3d_interpolation_mode) | Specifies interpolation mode, which affects how values are calculated during rasterization. |
| [D3D\_PARAMETER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12shader_x/enums/d3d_parameter_flags) | Indicates semantic flags for function parameters. |
| [d3d12video\_x/xs (XBOX Series consoles and XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/d3d12video_x_members) | Reference topics for d3d12video\_x/xs.h. |
| [D3D12\_FEATURE\_VIDEO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_feature_video) | Specifies a Direct3D 12 video feature or feature set to query about. |
| [D3D12\_VIDEO\_FIELD\_TYPE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_field_type) | Specifies how a video frame is interlaced. |
| [D3D12\_VIDEO\_FRAME\_FORMAT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_frame_format) | Specifies the format of the video frame. |
| [D3D12\_VIDEO\_PROCESS\_AUTO\_PROCESSING\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_auto_processing_flags) | Specifies the automatic processing features that a video processor can support. |
| [D3D12\_VIDEO\_PROCESS\_FEATURE\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_feature_flags) | Specifies which video processor features are supported. |
| [D3D12\_VIDEO\_PROCESS\_FILTER\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_filter_flags) | Specifies the filtering options supported by the video processor. |
| [D3D12\_VIDEO\_PROCESS\_INPUT\_STREAM\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_input_stream_flags) | Specifies flags for video processing input streams. |
| [D3D12\_VIDEO\_PROCESS\_ORIENTATION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_orientation) | Specifies an orientation operation to be performed by a video processor. |
| [D3D12\_VIDEO\_PROCESS\_SUPPORT\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_process_support_flags) | Specifies whether a conversion using the video processor is supported. |
| [D3D12\_VIDEO\_USAGE (XBOX Series consoles and XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/enums/d3d12_video_usage) | Describes the video usage. |
| [D3D12\_FEATURE\_DATA\_VIDEO\_DECODE\_BITSTREAM\_ENCRYPTION\_SCHEMES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_feature_data_video_decode_bitstream_encryption_schemes) | Describes the DRM encryption schemes supported by the video decoder. |
| [D3D12\_FEATURE\_DATA\_VIDEO\_PROCESS\_SUPPORT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_feature_data_video_process_support) | Structure to query for video processor feature support. |
| [D3D12\_VIDEO\_DECODE\_FRAME\_ARGUMENT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_decode_frame_argument) | Structure to describe a video decode argument. |
| [D3D12\_VIDEO\_DECODE\_INPUT\_STREAM\_ARGUMENTS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_decode_input_stream_arguments) | Describes the input arguments needed to decode a video frame. |
| [D3D12\_VIDEO\_DECODE\_REFERENCE\_FRAMES](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_decode_reference_frames) | Describes the reference frames required for a video decode operation. |
| [D3D12\_VIDEO\_PROCESS\_INPUT\_STREAM\_ARGUMENTS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_process_input_stream_arguments) | Describes the arguments for the video processor input stream. |
| [D3D12\_VIDEO\_PROCESS\_OUTPUT\_STREAM\_ARGUMENTS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_process_output_stream_arguments) | Describes the arguments for the video processor output stream. |
| [D3D12\_VIDEO\_PROCESSOR\_DESC](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3d12video_x/structs/d3d12_video_processor_desc) | Describes the D3D12\_VIDEO\_PROCESSOR\_DESC structure. |
| [d3dx12\_x (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/d3dx12_x_members) | Reference topics for d3dx12\_x.h. |
| [CD3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_compute_shader_limits_desc) | A wrapper for D3D12XBOX\_COMPUTE\_SHADER\_LIMITS\_DESC |
| [CD3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_depth_stencil_options_desc) | A wrapper for D3D12XBOX\_DEPTH\_STENCIL\_OPTIONS\_DESC |
| [CD3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_graphics_shader_limits_desc) | A wrapper for D3D12XBOX\_GRAPHICS\_SHADER\_LIMITS\_DESC |
| [CD3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_pixel_shader_options_desc) | A wrapper for D3D12XBOX\_PIXEL\_SHADER\_OPTIONS\_DESC |
| [CD3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3d12xbox_tessellation_parameters_desc) | A wrapper for D3D12XBOX\_TESSELLATION\_PARAMETERS\_DESC |
| [CD3DX12\_CPU\_DESCRIPTOR\_HANDLE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_x/structs/cd3dx12_cpu_descriptor_handle) | A helper structure to enable easy initialization of a D3D12\_CPU\_DESCRIPTOR\_HANDLE structure. |
| [d3dx12\_xs (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/d3dx12_xs_members) | Reference topics for d3dx12\_xs.h. |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/cd3d12xbox_raytracing_options_subobject) | XBOX extension to SUBOBJECT\_HELPER\_BASE |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT()](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/methods/cd3d12xbox_raytracing_options_subobject_cd3d12xbox_raytracing_options_subobject) | CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT() (XBOX Series consoles) — Creates an instance of CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT. |
| [CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT (CD3DX12\_STATE\_OBJECT\_DESC&) (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/methods/cd3d12xbox_raytracing_options_subobject_cd3d12xbox_raytracing_options_subobject_2) | CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT (CD3DX12\_STATE\_OBJECT\_DESC&) (XBOX Series consoles) — Creates an instance of CD3D12XBOX\_RAYTRACING\_OPTIONS\_SUBOBJECT. |
| [Type (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3D12XBOX_RAYTRACING_OPTIONS_SUBOBJECT/methods/cd3d12xbox_raytracing_options_subobject_type) | Getter to retrieved the D3D12\_STATE\_SUBOBJECT\_TYPE |
| [CD3DX12\_PIPELINE\_STATE\_STREAM\_SUBOBJECT](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT/cd3dx12_pipeline_state_stream_subobject_xs) | A templated helper structure used to encapsulate subobject type and subobject data pairs as a single object suitable for a stream description. |
| [const InnerStructType& GetX() (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT/methods/cd3dx12_pipeline_state_stream_subobject_getx) | const InnerStructType& GetX() (XBOX Series consoles) — Getter to retieve the inner type. Direct3D 12 graphics API reference for XBOX game development. |
| [InnerStructType& GetX() (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/d3dx12_xs/interfaces/CD3DX12_PIPELINE_STATE_STREAM_SUBOBJECT/methods/cd3dx12_pipeline_state_stream_subobject_getx_2) | InnerStructType& GetX() (XBOX Series consoles) — Getter to retieve the inner type. Direct3D 12 graphics API reference for XBOX game development. |
| [dxcapi](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/dxcapi_x_members) | API entry points and interfaces for of dxcompiler\_x\*.dll |
| [DxcXboxShaderStatsClass](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/enums/dxcxboxshaderstatsclass) | Version number of the DxcXboxShaderStatistics\* structure queried from `IDxcXboxShaderStats::GetShaderStats`. |
| [IDxcXboxBackendDebugInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/idxcxboxbackenddebuginfo) | Interface for querying XBOX hardware specific debug info from DXIL. |
| [GetDebugInfoForStage](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getdebuginfoforstage) | Queries XBOX hardware specific debug info for a single hardware shader stage. |
| [GetNumStages](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getnumstages) | Get the number of hardware stages in the precompiled DXIL/PDB. |
| [GetStage](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_getstage) | Query the hardware stage at a specific index. |
| [IDxcXboxBackendDebugInfo::Load](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxBackendDebugInfo/methods/idxcxboxbackenddebuginfo_load) | Load a precompiled DXIL or PDB into the interface. |
| [IDxcXboxContainer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/idxcxboxcontainer) | Interface used to query hardware shaders from DXIL containers. |
| [GetNumShaders](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_getnumshaders) | Query the number of hardware shaders in the precompiled DXIL. |
| [GetShader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_getshader) | Retrieves the hardware shader at the specified index. |
| [IDxcXboxContainer::Load](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxContainer/methods/idxcxboxcontainer_load) | Load a precompiled DXIL into the interface. |
| [IDxcXboxHwShader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/idxcxboxhwshader) | Interface used to query data from a precompiled hardware shader stage. |
| [GetCode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getcode) | Retrieve the encoded hardware shader instructions for this shader stage. |
| [GetDebugInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getdebuginfo) | Retrieve the hardware specific debug info for the shader stage. |
| [IDxcXboxHwShader::GetShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getshaderstats) | Retrieve the shader stats for the hardware shader stage. |
| [GetStageName](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxHwShader/methods/idxcxboxhwshader_getstagename) | Retrieve the hardware shader stage name as a string. |
| [IDxcXboxShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxShaderStats/idxcxboxshaderstats) | (Deprecated) Interface used to query shader stats from precompiled shaders. |
| [IDxcXboxShaderStats::GetShaderStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IDxcXboxShaderStats/methods/idxcxboxshaderstats_getshaderstats) | (Deprecated) Retrieve the shader stats for a hardware shader stage. |
| [IXdxrPdbRecompiler](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IXdxrPdbRecompiler/ixdxrpdbrecompiler) | Interface to recompile a XDXR PDB |
| [Recompile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/interfaces/IXdxrPdbRecompiler/methods/ixdxrpdbrecompiler_recompile) | Recompile an XDXR PDB |
| [DxcXboxShaderStaticsV1](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/dxcxboxshaderstaticsv1) | Struct representing shader statistics for a precompiled hardware shader stage. |
| [DxcXboxShaderStaticsV2](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/dxcxboxshaderstaticsv2) | Struct representing extended shader statistics for a precompiled hardware shader stage on XBOX Series. |
| [MemoryAccessStat](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/memoryaccessstat) | Struct representing information about memory instructions. |
| [RawInstructionStats](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/rawinstructionstats) | A struct representing a tally on all types of instructions in the shader. |
| [RawInstuctionStat](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/dxcapi_x/structs/rawinstuctionstat) | A struct representing a tally for a type of instruction. |
| [Graphics API reference](https://learn.microsoft.com/gaming/gdk/docs/reference/graphics/gc-reference-graphics-toc) | Graphics API reference for the Microsoft Game Development Kit (GDK), covering d3d12\_x, d3d12\_xs, d3d12shader\_x, and other Direct3D 12 XBOX extensions. |
| [XBTC\_COMPRESSION\_FLAGS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_compression_flags) | Represents the available texture compression options. |
| [XBTC\_STREAM\_GRANULARITY](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_stream_granularity) | Texture streaming options. |
| [XBTC\_TEX\_DIMENSION](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_tex_dimension) | Represents the dimensionality of a texture. |
| [XBTC\_TILING\_MODE](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/enums/xbtc_tiling_mode) | Represents the tiling mode of a tiled texture. |
| [XBTCBlockCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcblockcompresstexture) | Creates, allocates a texture container for, and block-compresses a linear texture. |
| [XBTCCompressBuffer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressbuffer) | Compresses a buffer with arbitrary data and appends it to the archive. |
| [XBTCCompressStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressstream) | Compresses a single texture stream. |
| [XBTCCompressStreamAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompressstreamalloc) | Creates and allocates a texture container for a compressed stream from an uncompressed stream. |
| [XBTCCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccompresstexture) | Compresses a tiled texture and appends it to the archive. |
| [XBTCCreateArchive](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatearchive) | Creates an XBTC archive. |
| [XBTCCreateBuffer](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatebuffer) | Creates a generic data container. |
| [XBTCCreateLinearTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtccreatelineartexture) | Creates and allocates a texture container for a linear texture. |
| [XBTCDecompressAndDetileTextureAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompressanddetiletexturealloc) | Creates and allocates a texture container for a linear texture by decompressing and detiling a texture from an archive. |
| [XBTCDecompressStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompressstream) | Creates a decompressed stream from a compressed stream and writes to pre-allocated memory. |
| [XBTCDecompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompresstexture) | Decompresses an archived texture into tiled memory. |
| [XBTCDecompressTextureAlloc](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdecompresstexturealloc) | Creates and allocates a texture container for a tiled texture by decompressing a texture from an archive. |
| [XBTCDetileTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcdetiletexture) | Creates a linear texture container and detiles the source texture into the new container. |
| [XBTCFreeCompressedStream](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcfreecompressedstream) | Frees the memory allocated to hold a compressed stream. |
| [XBTCFreeResource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcfreeresource) | Free the memory associated with an XBTC resource. |
| [XBTCGetRelativeStreamIndex(ptrdiff\_t,uint32\_t,uint32\_t)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex) | Gets the index of a stream for a paged texture relative to the base address of that texture. |
| [XBTCGetRelativeStreamIndex(unit32\_t,uint32\_t)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex_2) | Get the index of a stream for a mip-streamed texture from the mip level. |
| [XBTCGetRelativeStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtcgetrelativestreamindex-overloads) | Gets the relative index of a stream. |
| [XBTCTileAndCompressTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtctileandcompresstexture) | Tiles, compresses, and writes a linear texture to an archive. |
| [XBTCTileTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/functions/xbtctiletexture) | Creates and allocates a texture container for a tiled texture by swizzling the memory of a linear texture container. |
| [XBTCArchive::GetBaseTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getbasetexturesize) | XBTCArchive::GetBaseTextureSize (xbtc) — Returns the uncompressed size of the first stream associated with a texture. Direct3D 12 graphics reference for XBOX. |
| [XBTCArchive::GetResourceBaseStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcebasestreamindex) | Gets the index of the first stream associated with a texture. |
| [XBTCArchive::GetResourceCompressedSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcecompressedsize) | Gets the total compressed size of the streams for a texture. |
| [XBTCArchive::GetResourceCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcecount) | XBTCArchive::GetResourceCount (xbtc) — Gets the number of textures in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchive::GetResourceStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcestreamcount) | XBTCArchive::GetResourceStreamCount (xbtc) — Gets the number of streams for a texture. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchive::GetResourceStreamDataStart](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getresourcestreamdatastart) | XBTCArchive::GetResourceStreamDataStart (xbtc) — Gets the starting byte address of the stream data for a texture. Direct3D 12 graphics reference for XBOX. |
| [XBTCArchive::GetStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getstreamcount) | XBTCArchive::GetStreamCount (xbtc) — Gets the number of streams in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchive::GetStreamInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_getstreaminfo) | XBTCArchive::GetStreamInfo (xbtc) — Gets information about a stream in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchive::GetTextureInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_gettextureinfo) | XBTCArchive::GetTextureInfo (xbtc) — Gets information about a texture in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchive::GetTextureOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/methods/xbtcarchive_gettextureoffset) | Gets information about stream data for a texture in an archive. |
| [XBTCArchive (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchive/xbtcarchive) | Represents an XBOX Texture Compressor (XBTC) archive. |
| [XBTCArchiveReader::Close](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_close) | Closes the archive reader. |
| [XBTCArchiveReader::GetBaseTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getbasetexturesize) | XBTCArchiveReader::GetBaseTextureSize (xbtc) — Returns the uncompressed size of the first stream associated with a texture. XBOX Direct3D 12 graphics reference. |
| [GetOpenFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getopenfile) | Returns a C-style file pointer (FILE\*) associated with the open archive. |
| [XBTCArchiveReader::GetResourceBaseStreamIndex](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcebasestreamindex) | Gets the first stream index associated with a texture. |
| [XBTCArchiveReader::GetResourceCompressedSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcecompressedsize) | Gets the total size of the compressed streams for a texture. |
| [XBTCArchiveReader::GetResourceCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcecount) | XBTCArchiveReader::GetResourceCount (xbtc) — Gets the number of textures in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [GetResourceSeekOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourceseekoffset) | Gets the seek offset of the stream data for a texture. |
| [XBTCArchiveReader::GetResourceStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcestreamcount) | XBTCArchiveReader::GetResourceStreamCount (xbtc) — Gets the number of streams for a texture. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchiveReader::GetResourceStreamDataStart](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getresourcestreamdatastart) | XBTCArchiveReader::GetResourceStreamDataStart (xbtc) — Gets the starting byte address of the stream data for a texture. Direct3D 12 graphics reference for XBOX. |
| [XBTCArchiveReader::GetStreamCount](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getstreamcount) | XBTCArchiveReader::GetStreamCount (xbtc) — Gets the number of streams in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchiveReader::GetStreamInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_getstreaminfo) | XBTCArchiveReader::GetStreamInfo (xbtc) — Gets information about a stream in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchiveReader::GetTextureInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_gettextureinfo) | XBTCArchiveReader::GetTextureInfo (xbtc) — Gets information about a texture in an archive. Direct3D 12 graphics API reference for XBOX game development. |
| [XBTCArchiveReader::GetTextureOffset](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_gettextureoffset) | Gets information about stream data for a texture in an archive, including the base offset for the stream data and the index of the first stream for the next. |
| [IsValid](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_isvalid) | Checks if the archive is open and valid. |
| [IsValidArchive](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_isvalidarchive) | Tests if the file path is a valid archive and returns the amount of the file to read and opens the archive. |
| [OpenFromFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_openfromfile) | Parses an archive header from a file pointer and allocates memory for the header. |
| [OpenFromMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_openfrommemory) | Parse an archive header in memory. |
| [XBTCArchiveReader constructor](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/methods/xbtcarchivereader_xbtcarchivereader) | Creates an instance of XBTCArchiveReader. |
| [XBTCArchiveReader (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveReader/xbtcarchivereader) | Reads an XBOX Texture Compressor (XBTC) archive. |
| [WriteArchiveToFile](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveWriter/methods/xbtcarchivewriter_writearchivetofile) | Saves archive contents to a file. |
| [XBTCArchiveWriter (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCArchiveWriter/xbtcarchivewriter) | Contains methods for writing an archive to a file. |
| [\~XBTCRefCountedResource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_~xbtcrefcountedresource) | Reference for \~XBTCRefCountedResource, a method in the xbtc Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [XBTCRefCountedResource AddRef](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_addref) | Increments the refcount and returns the new value. |
| [XBTCRefCountedResource Release](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_release) | Decrements the refcount and returns the new value. If the new value is 0, the object is deleted. |
| [XBTCRefCountedResource constructor](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/methods/xbtcrefcountedresource_xbtcrefcountedresource) | Reference for XBTCRefCountedResource constructor, a method in the xbtc Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [XBTCRefCountedResource (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCRefCountedResource/xbtcrefcountedresource) | Reference for XBTCRefCountedResource (Interface contents), a interface in the xbtc Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| [GetAbsoluteStreamIndex(size\_t MipLevel, ptrdiff\_t OffsetFromLevelStart)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_getabsolutestreamindex) | Given a texture's mip level (LOD) and a memory offset from the start of the mip level, lookup the stream index in its associated archive. |
| [GetAbsoluteStreamIndex(size\_t MipLevel, uint32\_t TileX, uint32\_t TileY)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_getabsolutestreamindex_2) | Given a texture's mip level (LOD) and a tile coordinate, lookup the stream index in its associated archive. |
| [PrepareTexture](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_preparetexture) | Prepares the streaming texture reader to calculate stream indices of the specified texture in its archive. |
| [XBTCStreamingTextureReader](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/methods/xbtcstreamingtexturereader_xbtcstreamingtexturereader) | Creates an instance of XBTCStreamingTextureReader. |
| [XBTCStreamingTextureReader (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/xbtcstreamingtexturereader/xbtcstreamingtexturereader) | Helper class for looking up stream indices associated with PRT texture regions |
| [GetSubresourceMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcememory) | Gets a pointer to the start of a subresource's memory. |
| [GetSubresourcePitch](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcepitch) | Gets the row pitch of the subresource. |
| [GetSubresourceSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_getsubresourcesize) | Gets the memory size of the subresource. |
| [GetTextureMemory](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_gettexturememory) | Gets the base pointer of texture data. |
| [GetTextureSize](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/methods/xbtctexturecontainer_gettexturesize) | Gets the  total size of texture data. |
| [XBTCTextureContainer (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/interfaces/XBTCTextureContainer/xbtctexturecontainer) | A container to hold texture data throughout the compression pipeline. |
| [XBTC\_ARCHIVE\_HEADER](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_archive_header) | The 16-byte header of an XBTC archive. |
| [XBTC\_BUFFER\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_buffer_info) | Description of a buffer in the archive. |
| [XBTC\_COMPRESSION\_STATS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_compression_stats) | Statistics that measure the compression process. |
| [XBTC\_ENCODING\_OPTIONS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_encoding_options) | Encoding options for XBTCBlockCompressTexture. |
| [XBTC\_ENCODING\_STATS](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_encoding_stats) | Statistics that measure the BCn encoding process. |
| [XBTC\_OFFSET\_AND\_INDEX](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_offset_and_index) | Information about the stream data for a texture in an archive. |
| [XBTC\_STREAM\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_stream_info) | Information about a compressed stream in a resource. |
| [XBTC\_TEXTURE\_INFO](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/structs/xbtc_texture_info) | Information about a texture in an archive. |
| [XBTC (API contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xbtc/xbtc_members) | XBOX Texture Compressor (XBTC) API reference material for the Microsoft Game Development Kit (GDK). |
| [XG\_BIND\_FLAG (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_bind_flag) | Specifies how a resource is to be bound to the pipeline. |
| [XG\_CPU\_ACCESS\_FLAG (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_cpu_access_flag) | Specifies the types of CPU access allowed for a resource. |
| [XG\_DCC\_COLOR\_TRANSFORM (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_dcc_color_transform) | Establishes the color transformation performed before Delta Color Compression (DCC). |
| [XG\_DCC\_COMPRESSION\_LEVEL (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_dcc_compression_level) | XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series consoles) — Establishes the maximum Delta Color Compression (DCC) unit size. Direct3D 12 graphics reference for XBOX. |
| [XG\_FORMAT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_format) | Resource data formats which includes fully-typed and typeless formats. |
| [XG\_HARDWARE\_VERSION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_hardware_version) | XG\_HARDWARE\_VERSION (XBOX Series consoles) — Represents the different hardware versions in the XBOX One family of devices. XBOX Direct3D 12 graphics reference. |
| [XG\_PLANE\_USAGE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_plane_usage) | Represents the intended usage of a plane in a texture resource. |
| [XG\_RESOURCE\_DIMENSION (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_resource_dimension) | Identifies the type of a resource. |
| [XG\_RESOURCE\_MISC\_FLAG (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_resource_misc_flag) | XG\_RESOURCE\_MISC\_FLAG (XBOX Series consoles) — Identifies options for resources. Direct3D 12 graphics API reference for XBOX game development. |
| [XG\_TEXTURE\_LAYOUT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_texture_layout) | XG\_TEXTURE\_LAYOUT (XBOX Series consoles) — Specifies the options for a texture layout. On XBOX, this enumeration includes XBOX extension members. |
| [XG\_TILE\_MODE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_tile_mode) | Represents the tile mode used by a 1D, 2D, or 3D texture. Special usages of textures—such as depth, stencil, and presentable buffers—require the use of. |
| [XG\_USAGE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg_usage) | Identifies the expected usage of resources during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or GPU. |
| [XG12\_RESOURCE\_MISC\_FLAG (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/enums/xg12_resource_misc_flag) | XG12\_RESOURCE\_MISC\_FLAG (XBOX Series consoles) — Identifies options for resources. Direct3D 12 graphics API reference for XBOX game development. |
| [XGComputeBankRotationAddress (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputebankrotationaddress) | Computes a bank-rotated address for a 2D tiled surface. |
| [XGComputeBufferLayout (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputebufferlayout) | Computes the hardware alignment for a buffer. |
| [XGComputeOptimalDepthStencilTileModes (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputeoptimaldepthstenciltilemodes) | Computes the correct tile modes for the specified depth stencil configuration. |
| [XGComputeOptimalTileMode (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputeoptimaltilemode) | Computes the bandwidth-optimal tile mode for the specified texture configuration. |
| [XGComputeTexture1DLayout (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture1dlayout) | Computes the hardware layout for a 1D texture. |
| [XGComputeTexture2DLayout (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture2dlayout) | Computes the hardware layout for a 2D texture. |
| [XGComputeTexture3DLayout (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetexture3dlayout) | Computes the hardware layout for a 3D texture. |
| [XGComputeTileShape (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcomputetileshape) | Returns the shape of a single-tiled resource tile for the specified format. |
| [XGCreateTexture1DComputer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture1dcomputer) | Creates a texture address computer object for the specified description of a 1D texture. |
| [XGCreateTexture2DComputer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture2dcomputer) | Creates a texture address computer object for the specified description of a 2D texture. |
| [XGCreateTexture3DComputer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexture3dcomputer) | Creates a texture address computer object for the specified 3D texture description. |
| [XGCreateTextureComputer (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputer) | Creates a texture address computer object for the specified D3D12-style resource description. |
| [XGCreateTextureComputerFromDescriptor (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputerfromdescriptor) | Creates a texture address computer object for the specified texture descriptor. |
| [XGCreateTextureComputerWithPitch (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgcreatetexturecomputerwithpitch) | Creates a texture address computer object for a Direct3D12-style resource description. |
| [XGDecodeDCC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgdecodedcc) | Decodes (decompresses) a delta color compressed surface. |
| [XGEnableExclusiveLocking (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgenableexclusivelocking) | Enable or disable exclusive locking of texture-address computation APIs. |
| [XGEncodeDCC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgencodedcc) | XGEncodeDCC (XBOX Series consoles) — Encodes (compresses) a surface by using delta color compression (DCC). Direct3D 12 graphics reference for XBOX. |
| [XGEnterExclusiveLock (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgenterexclusivelock) | Enters an exclusive lock used to synchronize calls to XGSetHardwareVersion with the creation of the XG texture computer. |
| [XGLeaveExclusiveLock (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgleaveexclusivelock) | Leaves an exclusive lock used to synchronize calls to XGSetHardwareVersion with the creation of the XG texture computer. |
| [XGSetHardwareVersion (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgsethardwareversion) | Configures XG for the specified hardware version. |
| [XGValidateDepthStencilTileMode (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgvalidatedepthstenciltilemode) | Checks whether the specified tile mode is valid for the depth stencil format and sample count. |
| [XGValidateJpegFile (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/functions/xgvalidatejpegfile) | Validates a JPEG file for hardware decoding. |
| [XGTextureAddressComputer::AddRef (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_addref) | Increments the reference count and returns the new value. |
| [XGTextureAddressComputer::CopyFromSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyfromsubresource) | XGTextureAddressComputer::CopyFromSubresource (XBOX Series consoles) — Copies the 2D or 3D data from the (see xgtextureaddresscomputer\_copyfromsubresource) |
| [XGTextureAddressComputer::CopyIntoSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyintosubresource) | Copies the 2D or 3D linear input data into the specified subresource (mip + slice) of the resource by using **pTiledResourceBaseAddress** as the resource's. |
| [XGTextureAddressComputer::GetMipLevelOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getmipleveloffsetbytes) | Computes the offset (in bytes) of the specified mip level on the specified plane, from the base address of the resource. |
| [XGTextureAddressComputer::GetResourceBaseAlignmentBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcebasealignmentbytes) | Gets the base alignment of the resource, in bytes. |
| [XGTextureAddressComputer::GetResourceLayout](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcelayout) | Returns the value of XG\_RESOURCE\_LAYOUT computed for this texture resource. |
| [XGTextureAddressComputer::GetResourceSizeBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcesizebytes) | Gets the resource size, in bytes. |
| [XGTextureAddressComputer::GetResourceSizePages](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcesizepages) | Gets the resource size as the number of pages. |
| [XGTextureAddressComputer::GetResourceTiling](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getresourcetiling) | Returns the resource tiling layout if the resource is created as a tiled resource by using the XG\_RESOURCE\_MISC\_TILED flag. |
| [XGTextureAddressComputer::GetTexelCoordinate](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelcoordinate) | Computes the texel element coordinate of the specified offset to the base address of the resource. |
| [XGTextureAddressComputer::GetTexelElementOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelelementoffsetbytes) | XGTextureAddressComputer::GetTexelElementOffsetBytes (XBOX Series consoles) — Computes the offset (in (see xgtextureaddresscomputer\_gettexelelementoffsetbytes) |
| [XGTextureAddressComputer::GetTextureViewDescriptor](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettextureviewdescriptor) | Returns the texture view descriptor for the specified plane. |
| [XGTextureAddressComputer::Release (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_release) | Decrements the reference count and returns the new value. If the new value is zero, the object is deleted. |
| [XGTextureAddressComputer (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/interfaces/XGTextureAddressComputer/xgtextureaddresscomputer) | Holds a computed texture layout for a specified texture resource. Also holds the additional state that allows the user to perform texture element microtiling. |
| [XG\_BUFFER\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_buffer_desc) | Describes a buffer resource. |
| [XG\_DCC\_OPTIONS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_dcc_options) | Establishes the Delta Color Compression (DCC) configuration options. |
| [XG\_DESCRIPTOR\_TEXTURE\_VIEW (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_descriptor_texture_view) | Represents a native binding descriptor for a texture. |
| [XG\_MIPLEVEL\_LAYOUT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_miplevel_layout) | XG\_MIPLEVEL\_LAYOUT (XBOX Series consoles) — Describes a single mip level in the hardware layout of a texture. Direct3D 12 graphics reference for XBOX. |
| [XG\_PACKED\_MIP\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_packed_mip_desc) | Describes the tile structure of a tiled resource with mipmaps. |
| [XG\_PLANE\_LAYOUT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_plane_layout) | Describes a mip chain in the hardware layout of a texture. |
| [XG\_RESOURCE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_resource_desc) | Describes an XG resource. |
| [XG\_RESOURCE\_LAYOUT (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_resource_layout) | Describes the entire hardware layout of a single resource. |
| [XG\_SAMPLE\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_sample_desc) | Describes multi-sampling parameters for a resource. |
| [XG\_SUBRESOURCE\_TILING (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_subresource_tiling) | Controls tiling of subresources. |
| [XG\_TEXTURE1D\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_texture1d_desc) | XG\_TEXTURE1D\_DESC describes a 1D texture for the XG texture layout APIs on XBOX One family, including ESRAM offset, ESRAM usage, and tile mode fields. |
| [XG\_TEXTURE2D\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_texture2d_desc) | XG\_TEXTURE2D\_DESC (XBOX Series consoles) — Describes a 2D texture for the XG texture layout APIs. Direct3D 12 graphics API reference for XBOX game development. |
| [XG\_TEXTURE3D\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_texture3d_desc) | XG\_TEXTURE3D\_DESC (XBOX Series consoles) — Describes a 3D texture for the XG texture layout APIs. Direct3D 12 graphics API reference for XBOX game development. |
| [XG\_TILE\_SHAPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_tile_shape) | Stores a tile's width, height, and depth, in texels. |
| [XG\_TILE\_SHAPE\_ELEMENTS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_tile_shape_elements) | Stores the width, height, and depth of a tile, in elements. |
| [XG\_VALIDATED\_JPEG\_DESC (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/structs/xg_validated_jpeg_desc) | Holds the validation results of a JPEG file stream. |
| [XG reference (API contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg__NR/xg_members) | XG is an auxiliary graphics library used for preparing resources and for other graphics-related tasks performed outside the bounds of the Direct3D runtime. |
| [XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_dcc_compression_level_xs) | XG\_DCC\_COMPRESSION\_LEVEL (XBOX Series consoles) — Establishes the maximum Delta Color Compression (DCC) unit size. Direct3D (see xg\_dcc\_compression\_level\_xs) |
| [XG\_HARDWARE\_VERSION (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_hardware_version_xs) | XG\_HARDWARE\_VERSION (XBOX Series consoles) — Represents the different hardware versions in the XBOX One family of devices. XBOX (see xg\_hardware\_version\_xs) |
| [XG\_SUGGEST\_SWIZZLE\_MODE\_FLAGS (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_suggest_swizzle_mode_flags) | Flags that affect the selection of swizzle modes. |
| [XG\_SWIZZLE\_MODE (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_swizzle_mode) | Enumeration of swizzle modes that select texture swizzling patterns. |
| [XG\_TEXTURE\_LAYOUT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/enums/xg_texture_layout_xs) | XG\_TEXTURE\_LAYOUT (XBOX Series consoles) — Specifies the options for a texture layout. On XBOX, this enumeration includes XBOX (see xg\_texture\_layout\_xs) |
| [XGComputeOptimalDepthStencilSwizzleMode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcomputeoptimaldepthstencilswizzlemode) | Computes the correct swizzle mode for the specified depth stencil configuration. |
| [XGComputeOptimalSwizzleMode (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcomputeoptimalswizzlemode) | Computes the bandwidth-optimal swizzle mode for the specified texture configuration. |
| [XGConvertExtensionTextureLayoutToSwizzleMode](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgconvertextensiontexturelayouttoswizzlemode) | Converts an XBOX extension XG\_TEXTURE\_LAYOUT value to the equivalent XG\_SWIZZLE\_MODE value. |
| [XGConvertSwizzleModeToExtensionTextureLayout](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgconvertswizzlemodetoextensiontexturelayout) | Converts an XG\_SWIZZLE\_MODE value to the equivalent extension XG\_TEXTURE\_LAYOUT value. |
| [XGCreateBVHComputer (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcreatebvhcomputer_xs) | XGCreateBVHComputer (XBOX Series consoles) — Creates a BVH computer with which to decompress and deserialize BVHs. Direct3D 12 graphics reference for XBOX. |
| [XGCreateBVHComputer2 (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgcreatebvhcomputer2_xs) | XGCreateBVHComputer2 (XBOX Series consoles) — Creates a BVH computer with which to decompress and deserialize BVHs. Direct3D 12 graphics reference for XBOX. |
| [XGDecodeDCC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgdecodedcc_xs) | Decodes (decompresses) a delta color–compressed surface. |
| [XGEncodeDCC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgencodedcc_xs) | XGEncodeDCC (XBOX Series consoles) — Encodes (compresses) a surface by using delta color compression (DCC). Direct3D 12 graphics reference (see xgencodedcc\_xs) |
| [XGInitializeLibrary (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xginitializelibrary_xs) | Performs one-time allocation and initialization of global state within XG\_XS. |
| [XGSuggestSwizzleMode (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgsuggestswizzlemode) | Computes the correct swizzle mode for the specified resource description. |
| [XGTerminateLibrary (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgterminatelibrary_xs) | Deallocates global state within XG\_XS. |
| [XGValidateDepthStencilSwizzleMode (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/functions/xgvalidatedepthstencilswizzlemode) | Checks whether the specified swizzle mode is valid for the depth stencil format and sample count. |
| [XGBVHComputer::DecompressBVH\_BatchedGPU](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_decompressbvh_batchedgpu_xs) | Decompress one or more BVHs using the GPU |
| [XGBVHComputer::DecompressBVH (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_decompressbvh_xs) | XGBVHComputer::DecompressBVH (XBOX Series consoles) — Decompresses a serialized raytracing BVH in place on the CPU, avoiding a redundant memory copy. |
| [XGBVHComputer::DeserializeBVH (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_deserializebvh_xs) | XGBVHComputer::DeserializeBVH (XBOX Series consoles) — Deserializes a raytracing acceleration structure in place after loading from disk. |
| [XGBVHComputer::GetRequiredGpuScratchSizeInBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_getrequiredgpuscratchsizeinbytes_xs) | Query the amount of GPU scratch memory necessary to decompress the BVH using the GPU |
| [XGBVHComputer::ValidateDecompressedBVH](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/methods/xgbvhcomputer_validatedecompressedbvh_xs) | Validates the decompressed BVH against the original (for debug use) |
| [XGBVHComputer (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGBVHComputer/xgbvhcomputer_xs) | Provides an interface for deserializing and decompressing raytracing acceleration structures (i.e. BVHs). |
| [XGTextureAddressComputer::CopyFromSubresource](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_copyfromsubresource_xs) | XGTextureAddressComputer::CopyFromSubresource (XBOX Series consoles) — Copies the 2D or 3D data from the (see xgtextureaddresscomputer\_copyfromsubresource\_xs) |
| [XGTextureAddressComputer::GetSwizzlePatternInfo](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_getswizzlepatterninfo_xs) | Obtains swizzle pattern information for a hardware texture layout. |
| [XGTextureAddressComputer::GetTexelElementOffsetBytes](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/methods/xgtextureaddresscomputer_gettexelelementoffsetbytes_xs) | XGTextureAddressComputer::GetTexelElementOffsetBytes (XBOX Series consoles) — Computes the offset (see xgtextureaddresscomputer\_gettexelelementoffsetbytes\_xs) |
| [XGTextureAddressComputer (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/interfaces/XGTextureAddressComputer/xgtextureaddresscomputer_xs) | Holds a computed texture layout for a specified texture resource. Also holds the additional state that allows the user to perform texture element swizzling. |
| [XG\_BUFFER\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_buffer_desc_xs) | Describes a buffer resource, using a Direct3D 11-style structure. |
| [XG\_MIPLEVEL\_LAYOUT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_miplevel_layout_xs) | XG\_MIPLEVEL\_LAYOUT (XBOX Series consoles) — Describes a single mip level in the hardware layout of a texture. Direct3D 12 graphics (see xg\_miplevel\_layout\_xs) |
| [XG\_PLANE\_LAYOUT (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_plane_layout_xs) | Describes a mip chain or metadata surface in the hardware layout of a texture. |
| [XG\_SWIZZLE\_PATTERN\_INFO (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_swizzle_pattern_info) | Describes the swizzle pattern of the hardware layout of a texture. |
| [XG\_TEXTURE1D\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture1d_desc_xs) | XG\_TEXTURE1D\_DESC describes a 1D texture for the XG texture layout APIs on XBOX Series consoles using a Direct3D 11-style layout with a swizzle mode field. |
| [XG\_TEXTURE2D\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture2d_desc_xs) | XG\_TEXTURE2D\_DESC (XBOX Series consoles) — Describes a 2D texture for the XG texture layout APIs. Direct3D 12 graphics API reference (see xg\_texture2d\_desc\_xs) |
| [XG\_TEXTURE3D\_DESC (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/structs/xg_texture3d_desc_xs) | XG\_TEXTURE3D\_DESC (XBOX Series consoles) — Describes a 3D texture for the XG texture layout APIs. Direct3D 12 graphics API reference (see xg\_texture3d\_desc\_xs) |
| [xg\_xs (XBOX Series consoles)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xg_xs/xg_xs_members) | Reference topics for xg\_xs.h. |
| [XG\_COPY\_MAPPING\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/enums/xg_copy_mapping_flags) | Flags for controlling **XGMemoryLayout::CopyMapping**, such as whether to replace the mapping of ESRAM pages and of system memory pages. |
| [XG\_LAYOUT\_PATTERN\_TYPE (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/enums/xg_layout_pattern_type) | The layout pattern type ID, when receiving an encoded pattern from PIX data. |
| [XG\_RELINQUISH\_MAPPING\_FLAGS (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/enums/xg_relinquish_mapping_flags) | Flags for controlling XGMemoryLayoutEngine::RelinquishMapping, such as whether to preserve the mapping of ESRAM pages and of system memory pages. |
| [XGFreeList constructor (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/constructors/xgfreelist_xgfreelist) | Reference for XGFreeList constructor (XBOX One family), a constructor in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| [AllocatePage (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_allocatepage) | Reference for AllocatePage (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [AllocatePages (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_allocatepages) | Reference for AllocatePages (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [FreePage (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_freepage) | Reference for FreePage (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [FreePages (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_freepages) | Reference for FreePages (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [GetAllocatedPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_getallocatedpagecount) | Reference for GetAllocatedPageCount (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| [GetFreePageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_getfreepagecount) | Reference for GetFreePageCount (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [GetTotalPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_gettotalpagecount) | Reference for GetTotalPageCount (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [Initialize (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_initialize) | Reference for Initialize (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [XGFreeList::Reset (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_reset) | Reference for XGFreeList::Reset (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [Terminate (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/methods/xgfreelist_terminate) | Reference for Terminate (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [XGFreeList class (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGFreeList/xgfreelist) | Reference for XGFreeList class (Interface contents) (XBOX One family), a interface in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| [CopyMapping (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_copymapping) | Copies a source mapping into a destination mapping. Gives the option to replace ESRAM page mappings in the source mapping with the newly allocated system. |
| [CreateMapping (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_createmapping) | Creates a new mapping with the specified name. |
| [EnsureMappingSize (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_ensuremappingsize) | Checks whether the layout has virtual address space remaining for a mapping of the specified size, in pages. |
| [GetBaseAddress (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getbaseaddress) | Returns, as a **void** pointer, the base GPU virtual address of this layout. |
| [GetCurrentAddress (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getcurrentaddress) | Returns, as a void pointer, the current virtual address of this layout while it's constructed. |
| [GetCurrentPageOffset (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getcurrentpageoffset) | Returns the current page offset of this layout while it's constructed. |
| [GetEsramPageRanges (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getesrampageranges) | Returns a set of page ranges within the mapping that are mapped to ESRAM pages. |
| [GetFreeEsramPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getfreeesrampagecount) | Returns the number of free ESRAM pages remaining. |
| [GetFreeSystemPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getfreesystempagecount) | Returns the number of free system memory pages remaining. |
| [GetGpuBaseAddress (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getgpubaseaddress) | Returns, as an XG\_GPU\_VIRTUAL\_ADDRESS (a UINT64), the base GPU virtual address of this layout. |
| [GetGpuCurrentAddress (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getgpucurrentaddress) | Returns, as an XG\_GPU\_VIRTUAL\_ADDRESS (a UINT64), the current virtual address of this layout while it's constructed. |
| [GetMaxUsedEsramPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getmaxusedesrampagecount) | Returns the max number of ESRAM pages in use in this layout at the same time. |
| [GetMaxUsedSystemPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getmaxusedsystempagecount) | Returns the maximum number of system memory pages in use in this layout at the same time. |
| [GetPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagecount) | Returns the number of pages in the layout. |
| [GetPageCountRemaining (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagecountremaining) | Returns the number of unmapped pages remaining in this layout. |
| [GetPageSizeBytes (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_getpagesizebytes) | Returns the size, in bytes, of one page in this layout. |
| [IsValid (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_isvalid) | Returns true if the current layout is valid. |
| [MapFromPattern (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mapfrompattern) | Maps pages by using a predefined pattern passed as a byte array. |
| [MapPagePriorityArray (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mappagepriorityarray) | Maps pages by using a page priority array. |
| [MapRunLengthArray (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_maprunlengtharray) | Maps pages by using a run-length array of tokens. |
| [MapSimple (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_mapsimple) | Maps pages by using a simple arrangement of ESRAM pages, followed by system memory pages. |
| [RelinquishMapping (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_relinquishmapping) | Relinquishes a previously defined mapping and places its ESRAM and system pages back on the free lists. |
| [XGMemoryLayout::Reset (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/methods/xgmemorylayout_reset) | Resets the layout, decommits all pages from the virtual address range, returns all ESRAM and system memory pages to the free lists, and invalidates all. |
| [XGMemoryLayout class (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayout/xgmemorylayout) | Represents a single layout of a virtual address range, mapped to ESRAM and/or system memory pages stored within the XGMemoryLayoutEngine. |
| [XGMemoryLayoutEngine constructor (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/constructors/xgmemorylayoutengine_xgmemorylayoutengine) | Constructs an instance of **XGMemoryLayoutEngine**. |
| [CreateMemoryLayout (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_creatememorylayout) | Creates a new memory layout with a specified name and size. |
| [GetEsramPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getesrampagecount) | Returns the number of ESRAM pages tracked by this **XGMemoryLayoutEngine**. |
| [GetEsramPageNumber (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getesrampagenumber) | Returns an ESRAM page number by page index. |
| [GetSystemPageCount (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getsystempagecount) | Returns the number of system memory pages tracked by this **XGMemoryLayoutEngine**. |
| [GetSystemPageNumber (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_getsystempagenumber) | Returns a system memory page number by page index. |
| [InitializeWithPageArrays (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_initializewithpagearrays) | Initializes **XGMemoryLayoutEngine** with preallocated system and ESRAM page number arrays. |
| [InitializeWithPageCounts (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/methods/xgmemorylayoutengine_initializewithpagecounts) | Initializes **XGMemoryLayoutEngine** with system page counts and ESRAM page counts. |
| [XGMemoryLayoutEngine class (Interface contents)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGMemoryLayoutEngine/xgmemorylayoutengine) | The memory layout engine for ESRAM and system pages. |
| [XGRefCount constructor (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/constructors/xgrefcount_xgrefcount) | Reference for XGRefCount constructor (XBOX One family), a constructor in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for. |
| [AddRef (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_addref) | Reference for AddRef (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [GetPrivateData (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_getprivatedata) | Reference for GetPrivateData (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [Release (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_release) | Reference for Release (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [SetPrivateData (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/methods/xgrefcount_setprivatedata) | Reference for SetPrivateData (XBOX One family), a method in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see remarks for details. |
| [XGRefCount class (Interface contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/interfaces/XGRefCount/xgrefcount) | Reference for XGRefCount class (Interface contents) (XBOX One family), a interface in the xgmemory\_NR Direct3D 12 graphics API. Reserved or unused on XBOX; see. |
| [XGMemoryLayoutMapping (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/structs/xgmemorylayoutmapping) | Represents a single mapping within a memory layout. |
| [XGMemoryPageRange (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/structs/xgmemorypagerange) | Represents a range of 64KB pages in the virtual address space of a layout. |
| [XGMemory reference (API contents) (XBOX One family)](https://learn.microsoft.com/gaming/xbox-nda-docs/_content/gc/reference/graphics/xgmemory_NR/xgmemory_members) | The XGMemory helper library manages dynamic mappings for resource memory. It supports mixed ESRAM and system memory layouts for render targets. |
| [XMEM\_TRANSFER\_TYPE](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/enums/xmem_transfer_type) | XMEM\_TRANSFER\_TYPE enum values used by the XMem API on XBOX GDK to indicate the source and destination of a memory transfer between title, tools, and system. |
| [XMemAlloc](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemalloc) | XMemAlloc is an application-defined memory allocation callback on XBOX GDK that replaces the default allocator for the CRT and system heaps. |
| [XMemAllocatePhysicalPages](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemallocatephysicalpages) | XMemAllocatePhysicalPages allocates contiguous physical pages for a subject process on XBOX GDK, with flags for page-size and cacheability. |
| [XMemAllocDefault](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemallocdefault) | XMemAllocDefault is the built-in XBOX GDK memory allocation routine used when a title has not supplied a custom XMemAlloc callback. |
| [XMemFree](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemfree) | XMemFree is the application-defined memory deallocation callback on XBOX GDK, paired with XMemAlloc to replace the default title memory deallocator. |
| [XMemGetAllocationHysteresis](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetallocationhysteresis) | XMemGetAllocationHysteresis returns the hysteresis amount for an XBOX GDK title heap, rounded up to the next internal allocation boundary. |
| [XMemGetAllocationStatistics](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetallocationstatistics) | XMemGetAllocationStatistics retrieves allocation counts and byte totals for a specified XBOX GDK title heap through the XMEM\_HEAP\_STATISTICS structure. |
| [XMemGetPhysicalMemoryLayout](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetphysicalmemorylayout) | XMemGetPhysicalMemoryLayout returns the physical memory layout of title-accessible memory on the current XBOX console via XMEM\_PHYSICAL\_MEMORY\_LAYOUT. |
| [XMemGetWriteWatch](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemgetwritewatch) | XMemGetWriteWatch |
| [XMemResetWriteWatch](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemresetwritewatch) | XMemResetWriteWatch |
| [XMemResumeWriteWatch](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemresumewritewatch) | XMemResumeWriteWatch |
| [XMemSetAllocationHysteresis](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemsetallocationhysteresis) | XMemSetAllocationHysteresis |
| [XMemTransferMemory](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemtransfermemory) | XMemTransferMemory |
| [XMemVirtualAlloc](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/functions/xmemvirtualalloc) | XMemVirtualAlloc |
| [XALLOC\_ATTRIBUTES](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xalloc_attributes) | XALLOC\_ATTRIBUTES |
| [XMEM\_BASIC\_INFORMATION](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_basic_information) | XMEM\_BASIC\_INFORMATION |
| [XMEM\_HEAP\_STATISTICS](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_heap_statistics) | XMEM\_HEAP\_STATISTICS |
| [XMEM\_PHYSICAL\_MEMORY\_LAYOUT](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_physical_memory_layout) | XMEM\_PHYSICAL\_MEMORY\_LAYOUT |
| [XMEM\_WORKING\_SET\_STATISTICS](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/structs/xmem_working_set_statistics) | XMEM\_WORKING\_SET\_STATISTICS |
| [XMem](https://learn.microsoft.com/gaming/gdk/docs/reference/system/xmem/xmem_members) | XMem |
| [PIXGetPowerMetrics](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/functions/pixgetpowermetrics) | PIXGetPowerMetrics reads current GPU power load on XBOX Series consoles so titles can track and tune their overall power draw during gameplay. |
| [PIX GPU capture APIs](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/pix3_gpu_captures) | PIX GPU capture APIs |
| [PIXPowerMetrics](https://learn.microsoft.com/gaming/gdk/docs/reference/tools/pix3/structs/pixpowermetrics) | PIXPowerMetrics is the PIX3 output structure filled by PIXGetPowerMetrics, reporting average GPU power load percent on XBOX Series consoles. |

## Publishing

| Page | Description |
| - | - |
| [Royalty configuration](https://learn.microsoft.com/gaming/game-publishing/concepts/discs-royalty-configuration) | Create royalty programs in Partner Center to sell disc editions to different sales territories with configured wholesale prices and edition types. |
| [How to submit royalty tiers](https://learn.microsoft.com/gaming/game-publishing/how-to/how-to-submit-royalty-tiers) | Submit Retail Disc Royalty Tier declarations in Partner Center for each edition and territory of your physical XBOX game release plan. |
| [Who are your XBOX contacts?](https://learn.microsoft.com/gaming/game-publishing/resources/managed-support/overview-microsoft-representatives-and-contacts) | Identify your XBOX contacts, including WAM account teams, Strategic Partner Managers, and ID\@XBOX support, based on your XBOX support model. |


## Related topics

- [NDA topics index for XBOX GDK console development](https://docs.xbox.com/nda/nda-overview.md)
- [Multiplayer Session advanced topics](https://docs.xbox.com/services/xbox-services/multiplayer/mpsd/concepts/live-mpsd-details.md)
- [CreateDirectory](https://docs.xbox.com/reference/tools/xtf/xtffileio/classes/IXtfFileIOClient/methods/createdirectory-ixtffileioclient-xtffileio-xbox-microsoft-m.md)
- [Xbox services multiplayer overview](https://docs.xbox.com/services/xbox-services/multiplayer/overviews/live-multiplayer-intro.md)
- [RemoveDirectory](https://docs.xbox.com/reference/tools/xtf/xtffileio/classes/IXtfFileIOClient/methods/removedirectory-ixtffileioclient-xtffileio-xbox-microsoft-m.md)
