D3D12_RESOURCE_BARRIER structure (d3d12.h)
Describes a resource barrier (transition in resource use).
Syntax
typedef struct D3D12_RESOURCE_BARRIER {
D3D12_RESOURCE_BARRIER_TYPE Type;
D3D12_RESOURCE_BARRIER_FLAGS Flags;
union {
D3D12_RESOURCE_TRANSITION_BARRIER Transition;
D3D12_RESOURCE_ALIASING_BARRIER Aliasing;
D3D12_RESOURCE_UAV_BARRIER UAV;
};
} D3D12_RESOURCE_BARRIER;
Members
Type
A D3D12_RESOURCE_BARRIER_TYPE-typed value that specifies the type of resource barrier. This member determines which type to use in the union below.
Flags
Specifies a D3D12_RESOURCE_BARRIER_FLAGS enumeration constant such as for "begin only" or "end only".
Transition
A D3D12_RESOURCE_TRANSITION_BARRIER structure that describes the transition of subresources between different usages.
Members specify the before and after usages of the subresources.
Aliasing
A D3D12_RESOURCE_ALIASING_BARRIER structure that describes the transition between usages of two different resources that have mappings into the same heap.
UAV
A D3D12_RESOURCE_UAV_BARRIER structure that describes a resource in which all UAV accesses (reads or writes) must complete before any future UAV accesses (read or write) can begin.
Remarks
This structure is used by the ID3D12GraphicsCommandList::ResourceBarrier method.
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |
See also
Using Resource Barriers to Synchronize Resource States in Direct3D 12