Notifies the driver that it needs to synchronize multiple accesses to resources, such as synchronizing reading and writing to the same texture.
public:
void ResourceBarrier(
UINT NumBarriers,
const D3D12_RESOURCE_BARRIER *pBarriers
)
NumBarriers
Type: UINT
[in] The number of submitted barrier descriptions.
pBarriers
Type: D3D12_RESOURCE_BARRIER *
[in] An array of resource barrier descriptions, as a pointer to a D3D12_RESOURCE_BARRIER structure.
In Differences Between Direct3D 12 on a Windows PC and Xbox One, see the section “Resource Barriers”.
Related methods:
Header: Declared in d3d12_x.h.
Library: Use d3d12_x.lib.