D3D12_RESOURCE_UAV_BARRIER structure (d3d12.h)
Represents a resource in which all UAV accesses must complete before any future UAV accesses can begin.
Syntax
typedef struct D3D12_RESOURCE_UAV_BARRIER {
ID3D12Resource *pResource;
} D3D12_RESOURCE_UAV_BARRIER;
Members
pResource
The resource used in the transition, as a pointer to ID3D12Resource.
Remarks
This struct represents a resource in which all unordered access view (UAV) accesses (reads or writes) must complete before any future UAV accesses (read or write) can begin.
This structure is a member of the D3D12_RESOURCE_BARRIER structure.
You don't need to insert a UAV barrier between 2 draw or dispatch calls that only read a UAV. Additionally, you don't need to insert a UAV barrier between 2 draw or dispatch calls that write to the same UAV if you know that it's safe to execute the UAV accesses in any order. The resource can be NULL, which indicates that any UAV access could require the barrier.
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |
See also
Using Resource Barriers to Synchronize Resource States in Direct3D 12