Creates an unordered access view descriptor directly from a resource and resource view desc without creating an intermediate ID3D12Resource API object.
public:
void CreatePlacedRawUnorderedAccessViewX(
const D3D12_RESOURCE_DESC *pResourceDesc,
const D3D12XBOX_UNORDERED_ACCESS_VIEW_DESC *pDesc,
D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor
)
pResourceDesc
Type: D3D12_RESOURCE_DESC *
[in] The resource description, as a pointer to a D3D12_RESOURCE_DESC structure.
pDesc
Type: D3D12XBOX_UNORDERED_ACCESS_VIEW_DESC *
[in] The unordered access resource view description, as a pointer to a D3D12XBOX_UNORDERED_ACCESS_VIEW_DESC structure.
The ResourceLocation member of pDesc must contain a valid (non-zero) GPU virtual address.
DestDescriptor
Type: D3D12_CPU_DESCRIPTOR_HANDLE
[in] The CPU descriptor, as a D3D12_CPU_DESCRIPTOR_HANDLE structure.
Type: void
This extension API is intended for low-overhead use of unordered access view content, such as compute shader pipeline inputs/outputs that are always accessed as unordered access views. Note that without an ID3D12Resource API object pointing to the resource content, operations such as CopyTextureRegion and resource barriers cannot be performed. Resource content associated with placed raw unordered access view descriptors is excluded from validation.
Header: Declared in d3d12_x.h.
Library: Use d3d12_x.lib.
ID3D12Device::CreatePlacedUnorderedAccessViewX