ID3D12CommandQueue::ResumeX Method

Resume from connected standby.

Syntax

public:
HRESULT ResumeX()  

Return value

Type: HRESULT 

One of the Direct3D 12 return codes.

Remarks

As with Direct3D 11 on Xbox One, all API calls on any context (except for Resume) are prohibited between ID3D12CommandQueue::SuspendX. and ID3D12CommandQueue::ResumeX.

SuspendX and ResumeX must be called from the title’s render thread, to save GPU state in a known-good state. Calling SuspendX suspends the GPU and saves the GPU state. The GPU state can be loaded back later in the ID3D12CommandQueue::ResumeX event handler.

When the title is suspended, the title cannot render anything until the GPU is resumed. Calling any Direct3D APIs in between Direct3D SuspendX and ResumeX calls, such as calling ID3D11DeviceContext::Draw… methods, will throw an exception.

In the Suspended state, the app’s memory is left intact, but the app has no CPU or GPU resources. The SuspendX and ResumeX methods are for exclusive apps, which omit the prolog and epilog to gain performance.

Shared apps don’t need explicit support calls for SuspendX and ResumeX because GPU state will be implicitly saved between GPU kickoffs, using the prolog and epilog, which are present only for shared apps.

For information about the PLM states, see App States.

For more information, see Direct3D Support for Suspend and Resume.

Requirements

Header: Declared in d3d12_x.h.

Library: Use d3d12_x.lib.

See also

Reference

ID3D12CommandQueue::SuspendX

. ID3D11DeviceContextX::Resume

ID3D12CommandQueue Interface

ID3D12CommandQueue Members