Syntax
Parameters
pDesc [in]Type: const D3D12_RESOURCE_DESC * A pointer to a D3D12_RESOURCE_DESC structure that describes the resource. InitialState [in]
Type: D3D12_RESOURCE_STATES The initial state of the resource, as a bitwise-OR’d combination of D3D12_RESOURCE_STATES enumeration constants. pOptimizedClearValue [in, optional]
Type: const D3D12_CLEAR_VALUE * Specifies a D3D12_CLEAR_VALUE structure that describes the default value for a clear color. pOptimizedClearValue specifies a value for which clear operations are most optimal. When the created resource is a texture with either the D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL flags, you should choose the value with which the clear operation will most commonly be called. You can call the clear operation with other values, but those operations won’t be as efficient as when the value matches the one passed in to resource creation. When you use D3D12_RESOURCE_DIMENSION_BUFFER, you must set pOptimizedClearValue to
nullptr.
riid [in]Type: const IID & A reference to the globally unique identifier (GUID) of the resource interface to return in ppvResource. See Remarks. While riidResource is most commonly the GUID of ID3D12Resource, it may be the GUID of any interface. If the resource object doesn’t support the interface for this GUID, then creation fails with E_NOINTERFACE. ppvResource [out, optional]
Type: void ** An optional pointer to a memory block that receives the requested interface pointer to the created resource object. ppvResource can be
nullptr, to enable capability testing. When ppvResource is nullptr, no object is created, and S_FALSE is returned when pDesc is valid.
Return value
Type: HRESULT If the function succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.
See Direct3D 12 return codes for other possible return values.
Remarks
CreateReservedResource is equivalent to D3D11_RESOURCE_MISC_TILED in Direct3D 11. It creates a resource with virtual memory only, no backing store. You need to map the resource to physical memory (that is, to a heap) using CopyTileMappings and UpdateTileMappings. These resource types can only be created when the adapter supports tiled resource tier 1 or greater. The tiled resource tier defines the behavior of accessing a resource that is not mapped to a heap.Requirements
Header: d3d12_xs.h or d3d12_x.hLibrary: d3d12_xs.lib or d3d12_x.lib
Supported Platforms: XBOX Series consoles and XBOX One family
