ID3D12Device::CreateCommittedResource method (d3d12.h)

Creates both a resource and an implicit heap, such that the heap is big enough to contain the entire resource, and the resource is mapped to the heap.

Syntax

HRESULT CreateCommittedResource(
  [in]            const D3D12_HEAP_PROPERTIES *pHeapProperties,
  [in]            D3D12_HEAP_FLAGS            HeapFlags,
  [in]            const D3D12_RESOURCE_DESC   *pDesc,
  [in]            D3D12_RESOURCE_STATES       InitialResourceState,
  [in, optional]  const D3D12_CLEAR_VALUE     *pOptimizedClearValue,
  [in]            REFIID                      riidResource,
  [out, optional] void                        **ppvResource
);

Parameters

[in] pHeapProperties

Type: const D3D12_HEAP_PROPERTIES*

A pointer to a D3D12_HEAP_PROPERTIES structure that provides properties for the resource's heap.

[in] HeapFlags

Type: D3D12_HEAP_FLAGS

Heap options, as a bitwise-OR'd combination of D3D12_HEAP_FLAGS enumeration constants.

[in] pDesc

Type: const D3D12_RESOURCE_DESC*

A pointer to a D3D12_RESOURCE_DESC structure that describes the resource.

[in] InitialResourceState

Type: D3D12_RESOURCE_STATES

The initial state of the resource, as a bitwise-OR'd combination of D3D12_RESOURCE_STATES enumeration constants.

When you create a resource together with a D3D12_HEAP_TYPE_UPLOAD heap, you must set InitialResourceState to D3D12_RESOURCE_STATE_GENERIC_READ.

When you create a resource together with a D3D12_HEAP_TYPE_READBACK heap, you must set InitialResourceState to D3D12_RESOURCE_STATE_COPY_DEST.

[in, optional] pOptimizedClearValue

Type: const D3D12_CLEAR_VALUE*

Specifies a D3D12_CLEAR_VALUE structure that describes the default value for a clear color.

pOptimizedClearValue specifies a value for which clear operations are most optimal. When the created resource is a texture with either the D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL flags, you should choose the value with which the clear operation will most commonly be called. You can call the clear operation with other values, but those operations won't be as efficient as when the value matches the one passed in to resource creation.

When you use D3D12_RESOURCE_DIMENSION_BUFFER, you must set pOptimizedClearValue to nullptr.

[in] riidResource

Type: REFIID

A reference to the globally unique identifier (GUID) of the resource interface to return in ppvResource.

While riidResource is most commonly the GUID of ID3D12Resource, it may be the GUID of any interface. If the resource object doesn't support the interface for this GUID, then creation fails with E_NOINTERFACE.

[out, optional] ppvResource

Type: void**

An optional pointer to a memory block that receives the requested interface pointer to the created resource object.

ppvResource can be nullptr, to enable capability testing. When ppvResource is nullptr, no object is created, and S_FALSE is returned when pDesc is valid.

Return value

Type: HRESULT

If the function succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.

Return value Description
E_OUTOFMEMORY There is insufficient memory to create the resource.

See Direct3D 12 return codes for other possible return values.

Remarks

This method 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. The created heap is known as an implicit heap, because the heap object can't be obtained by the application. Before releasing the final reference on the resource, your application must ensure that the GPU will no longer read nor write to this resource.

The implicit heap is made resident for GPU access before the method returns control to your application. Also see Residency.

The resource GPU VA mapping can't be changed. See ID3D12CommandQueue::UpdateTileMappings and Volume tiled resources.

This method may be called by multiple threads concurrently.

Examples

The D3D12Bundles sample uses ID3D12Device::CreateCommittedResource as follows:

Create a vertex buffer.

auto heapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
auto resourceDesc = CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize);
ThrowIfFailed(m_device->CreateCommittedResource(
    &heapProperties,
    D3D12_HEAP_FLAG_NONE,
    &resourceDesc,
    D3D12_RESOURCE_STATE_COPY_DEST,
    nullptr,
    IID_PPV_ARGS(&m_vertexBuffer)));

See Example code in the Direct3D 12 reference.

Requirements

Requirement Value
Target Platform Windows
Header d3d12.h
Library D3D12.lib
DLL D3D12.dll

See also

CreatePlacedResource

CreateReservedResource

D3D12_HEAP_FLAGS

ID3D12Device