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> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# CreateCommittedResource3 (XBOX Series consoles)

> Creates a committed resource with an initial layout rather than an initial state.

Creates a committed resource with an initial layout rather than an initial state.

Requires the DirectX 12 Agility SDK 1.7 or later.

## Syntax

```cpp theme={null}
HRESULT CreateCommittedResource3(
    const D3D12_HEAP_PROPERTIES  pHeapProperties,
    D3D12_HEAP_FLAGS HeapFlags,
    const D3D12_RESOURCE_DESC1  pDesc,
    D3D12_BARRIER_LAYOUT InitialLayout,
    const D3D12_CLEAR_VALUE  pOptimizedClearValue,
    ID3D12ProtectedResourceSession  pProtectedSession,
    UINT32 NumCastableFormats,
    DXGI_FORMAT  pCastableFormats,
    const IID & riidResource,
    void  ppvResource
)
```

### Parameters

*pHeapProperties*<br />Type: const D3D12\_HEAP\_PROPERTIES \*

A pointer to a **D3D12\_HEAP\_PROPERTIES** structure that provides properties for the resource's heap.

*HeapFlags*<br />Type: D3D12\_HEAP\_FLAGS

Heap options, as a bitwise-OR'd combination of **D3D12\_HEAP\_FLAGS** enumeration constants.

*pDesc*<br />Type: const D3D12\_RESOURCE\_DESC1 \*

A pointer to a **D3D12\_RESOURCE\_DESC1** structure that describes the resource, including a mip region.

*InitialLayout*<br />Type: D3D12\_BARRIER\_LAYOUT

The initial layout of the texture resource; **D3D12\_BARRIER\_LAYOUT::D3D12\_BARRIER\_LAYOUT\_UNDEFINED** for buffers.

*pOptimizedClearValue*<br />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](/reference/graphics/d3d12_x/enums/d3d12_resource_flags) 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](/reference/graphics/d3d12_x/enums/d3d12_resource_dimension), you must set *pOptimizedClearValue* to `nullptr`.

*pProtectedSession*<br />Type: ID3D12ProtectedResourceSession \*

An optional pointer to an object that represents a session for content protection. If provided, this session indicates that the resource should be protected. You can obtain an **ID3D12ProtectedResourceSession** by calling [ID3D12Device4::CreateProtectedResourceSession](/reference/graphics/d3d12/interfaces/id3d12device4/methods/id3d12device4_createprotectedresourcesession_public).

*NumCastableFormats*<br />Type: UINT32

The number of elements in *pCastableFormats*.

*pCastableFormats*<br />Type: DXGI\_FORMAT \*

A contiguous array of [DXGI\_FORMAT](https://learn.microsoft.com/en-us/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format) structures that this resource can be cast to.

*riidResource*<br />Type: const IID &

A reference to the globally unique identifier (**GUID**) of the resource interface to return in *ppvResource*.

While *riidResource* is most commonly the **GUID** of [ID3D12Resource](/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs), 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*<br />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**](https://learn.microsoft.com/en-us/windows/desktop/com/structure-of-com-error-codes) [error code](https://learn.microsoft.com/en-us/windows/win32/com/com-error-codes-10).

| Return value   | Description                                          |
| -------------- | ---------------------------------------------------- |
| E\_OUTOFMEMORY | There is insufficient memory to create the resource. |

See [Direct3D 12 return codes](https://learn.microsoft.com/en-us/windows/win32/direct3d12/d3d12-graphics-reference-returnvalues) for other possible return values.

## Remarks

## Requirements

**Header:** d3d12\_xs.h<br />**Library:** d3d12\_xs.lib<br />**Supported Platforms**: XBOX Series consoles

## See Also

[ID3D12Device10](/reference/graphics/d3d12/interfaces/id3d12device10/id3d12device10_public)


## Related topics

- [CreateCommittedResource1 (XBOX Series consoles)](/reference/graphics/d3d12/interfaces/id3d12device4/methods/id3d12device4_createcommittedresource1_public.md)
- [CreateReservedResource1 (XBOX Series consoles)](/reference/graphics/d3d12/interfaces/id3d12device4/methods/id3d12device4_createreservedresource1_public.md)
- [CreateReservedResource2 (XBOX Series consoles)](/reference/graphics/d3d12/interfaces/id3d12device10/methods/id3d12device10_createreservedresource2_public.md)
- [CreatePlacedResource2 (XBOX Series consoles)](/reference/graphics/d3d12/interfaces/id3d12device10/methods/id3d12device10_createplacedresource2_public.md)
- [CreateHeap1 (XBOX Series consoles)](/reference/graphics/d3d12/interfaces/id3d12device4/methods/id3d12device4_createheap1_public.md)
