D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS structure (d3d12.h)
Describes a resource to resolve to at the conclusion of a render pass.
Syntax
typedef struct D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS {
ID3D12Resource *pSrcResource;
ID3D12Resource *pDstResource;
UINT SubresourceCount;
const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS *pSubresourceParameters;
DXGI_FORMAT Format;
D3D12_RESOLVE_MODE ResolveMode;
BOOL PreserveResolveSource;
} D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS;
Members
pSrcResource
A pointer to an ID3D12Resource. The source resource.
pDstResource
A pointer to an ID3D12Resource. The destination resource.
SubresourceCount
A UINT. The number of subresources.
pSubresourceParameters
A pointer to a constant array of D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS. These subresources can be a subset of the render target's array slices, but you can't target subresources that aren't part of the render target view (RTV) or the depth/stencil view (DSV).
Note
This pointer is directly referenced by the command list, and the memory for this array must remain alive and intact until EndRenderPass is called.
Format
A DXGI_FORMAT. The data format of the resources.
ResolveMode
A D3D12_RESOLVE_MODE. The resolve operation.
PreserveResolveSource
A BOOL. TRUE to preserve the resolve source, otherwise FALSE.
Requirements
Requirement | Value |
---|---|
Header | d3d12.h |