D3D12_TEXTURE_BARRIER structure (d3d12.h)

Describes a texture memory access barrier. Used by texture barriers to indicate when resource memory must be made visible for a specific access type. Layout transitions are needed only for textures.

Syntax

typedef struct D3D12_TEXTURE_BARRIER {
  D3D12_BARRIER_SYNC              SyncBefore;
  D3D12_BARRIER_SYNC              SyncAfter;
  D3D12_BARRIER_ACCESS            AccessBefore;
  D3D12_BARRIER_ACCESS            AccessAfter;
  D3D12_BARRIER_LAYOUT            LayoutBefore;
  D3D12_BARRIER_LAYOUT            LayoutAfter;
  ID3D12Resource                  *pResource;
  D3D12_BARRIER_SUBRESOURCE_RANGE Subresources;
  D3D12_TEXTURE_BARRIER_FLAGS     Flags;
} D3D12_TEXTURE_BARRIER;

Members

SyncBefore

Synchronization scope of all preceding GPU work that must be completed before executing the barrier.

SyncAfter

Synchronization scope of all subsequent GPU work that must wait until the barrier execution is finished.

AccessBefore

Access bits corresponding with resource usage since the preceding barrier or the start of ExecuteCommandLists scope.

AccessAfter

Access bits corresponding with resource usage after the barrier completes.

LayoutBefore

Layout of texture preceding the barrier execution.

LayoutAfter

Layout of texture upon completion of barrier execution.

pResource

Pointer to the buffer resource being using the barrier.

Subresources

Range of texture subresources being barriered.

Flags

Optional flags values.

Requirements

Requirement Value
Header d3d12.h