D3D12_RESOURCE_BARRIER_FLAGS enumeration (d3d12.h)

Flags for setting split resource barriers.

Syntax

typedef enum D3D12_RESOURCE_BARRIER_FLAGS {
  D3D12_RESOURCE_BARRIER_FLAG_NONE = 0,
  D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY = 0x1,
  D3D12_RESOURCE_BARRIER_FLAG_END_ONLY = 0x2
} ;

Constants

 
D3D12_RESOURCE_BARRIER_FLAG_NONE
Value: 0
No flags.
D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY
Value: 0x1
This starts a barrier transition in a new state, putting a resource in a temporary no-access condition.
D3D12_RESOURCE_BARRIER_FLAG_END_ONLY
Value: 0x2
This barrier completes a transition, setting a new state and restoring active access to a resource.

Remarks

Split barriers allow a single transition to be split into begin and end halves (refer to Multi-engine synchronization).

This enum is used by the Flags member of the D3D12_RESOURCE_BARRIER structure.

Requirements

Requirement Value
Header d3d12.h

See also

Core Enumerations

ResourceBarrier

Using Resource Barriers to Synchronize Resource States in Direct3D 12