D3D12_RESOURCE_BARRIER_TYPE enumeration (d3d12.h)

Specifies a type of resource barrier (transition in resource use) description.

Syntax

typedef enum D3D12_RESOURCE_BARRIER_TYPE {
  D3D12_RESOURCE_BARRIER_TYPE_TRANSITION = 0,
  D3D12_RESOURCE_BARRIER_TYPE_ALIASING,
  D3D12_RESOURCE_BARRIER_TYPE_UAV
} ;

Constants

 
D3D12_RESOURCE_BARRIER_TYPE_TRANSITION
Value: 0
A transition barrier that indicates a transition of a set of subresources between different usages. The caller must specify the before and after usages of the subresources.
D3D12_RESOURCE_BARRIER_TYPE_ALIASING
An aliasing barrier that indicates a transition between usages of 2 different resources that have mappings into the same tile pool. The caller can specify both the before and the after resource. Note that one or both resources can be NULL, which indicates that any tiled resource could cause aliasing.
D3D12_RESOURCE_BARRIER_TYPE_UAV
An unordered access view (UAV) barrier that indicates all UAV accesses (reads or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.

Remarks

This enum is used in the D3D12_RESOURCE_BARRIER_TYPE structure. Use these values with the ID3D12GraphicsCommandList::ResourceBarrier method.

Requirements

Requirement Value
Header d3d12.h

See also

Core Enumerations