Skip to main content
Describes a buffer memory access barrier. Used by buffer barriers to indicate when resource memory must be made visible for a specific access type.

Syntax

Members

SyncBefore
Type: D3D12_BARRIER_SYNC
Synchronization scope of all preceding GPU work that must be completed before executing the barrier. SyncAfter
Type: D3D12_BARRIER_SYNC
Synchronization scope of all subsequent GPU work that must wait until the barrier execution is finished. AccessBefore
Type: D3D12_BARRIER_ACCESS
Access bits corresponding with resource usage since the preceding barrier, or the start of ExecuteCommandLists scope. AccessAfter
Type: D3D12_BARRIER_ACCESS
Access bits corresponding with resource usage after the barrier completes. pResource
Type: ID3D12Resource *
Pointer to the buffer resource being using the barrier. Offset
Type: UINT64
Must be 0. Size
Type: UINT64
Must be either UINT64_MAX or the size of the buffer in bytes.

Remarks

Requirements

Header: d3d12_xs.h
Library: d3d12_xs.lib
Supported Platforms: XBOX Series consoles

See Also

Last modified on August 20, 2026