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 |