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When you use Direct3D 11 tiled resources in a UWP app, follow the same resource-hazard and synchronization rules as other Direct3D 11 apps. The UWP graphics topics refer to these resources as streaming resources.
For the shared explanation of subresource-level hazard tracking, aliased tile pool memory, and synchronization with ID3D11DeviceContext2::TiledResourceBarrier, see Hazard tracking versus tile pool resources (Direct3D 11). That article contains the full guidance rather than a separate UWP copy.