d3d12.dll

Company
Microsoft Corporation
Description

Direct3D 12 Runtime

Version
10.0.17134.112
Architecture
32 bit
Threat Score
0 %
Original size
1299.1 Kb
Download size
549.1 Kb
MD5
c1be6e24aa137e75ca4fd0405f46e50d
SHA1
c73c741d329b4e94faa8be59327e9b0a4989e176
SHA256
099136f20a36827baa496b4546bbc81b19116db6836b02091e72bb6629dadc2a
D3D12CoreCreateLayeredDevice
D3D12CoreGetLayeredDeviceSize
D3D12CoreRegisterLayers
D3D12CreateDevice
D3D12CreateRootSignatureDeserializer
D3D12CreateVersionedRootSignatureDeserializer
D3D12EnableExperimentalFeatures
D3D12GetDebugInterface
D3D12SerializeRootSignature
D3D12SerializeVersionedRootSignature
GetBehaviorValue
SetAppCompatStringPointer
[NONAME]

D3D12_VIDEO_DECODE_OUTPUT_STREAM_ARGUMENTS::ConversionArguments.Enable is TRUE,

 but D3D12_VIDEO_DECODE_OUTPUT_STREAM_ARGUMENTS::ConversionArguments.pReferenceTexture2D is nullptr.

Device does not support the Depth Bounds Test (DepthBoundsTestEnable is set to TRUE). To check for support,

 check device caps via the CheckFeatureSupport() API

Dual-source color blending cannot be used when BlendEnable is set for a RenderTarget above 0.Specifically,

 to use Dual-source color blending,

 it must only be used on RenderTarget 0 with BlendEnable set only on RenderTarget 0.

Internal runtime error validating %s stage in a PSOs used with view instancing.

LogicOpEnable and BlendEnable cannot both be set to true.

LogicOpEnable and IndependentBlendEnable cannot both be set to true.

LogicOpEnable cannot be set true on the current device.

Rasterizer State MultisampleEnable cannot be set to TRUE when drawing lines to a RenderTarget or DepthStencil that has a CENTER multisample pattern and more than one sample.

ReportRetailValidationError error

UMD reported error while device is removed.

When MultisampleEnable is TRUE (controlling antialiased line algorithm,

 despite the misleading name),

 and the Feature Level is less than D3D_FEATURE_LEVEL_11_1,

 ForcedSampleCount cannot be 1

When creating a RAW Shader Resource View on feature level <

 D3D_FEATURE_LEVEL_11_0,

 the offset of the first element from the start of the buffer must be a multiple of %d bytes.  Thus,

 FirstElement (%d) must be a multiple of %d since each element is 4 bytes.

When creating a RAW Shader Resource View,

 the offset of the first element from the start of the buffer must be a multiple of %d bytes.  Thus,

 FirstElement (%d) must be a multiple of %d since each element is 4 bytes.

Last update: 16/11/2024