Skip to main content
Describes a resource to resolve to at the conclusion of a render pass.

Syntax

Members

pSrcResource
Type: ID3D12Resource *
A pointer to an ID3D12Resource. The source resource. pDstResource
Type: ID3D12Resource *
A pointer to an ID3D12Resource. The destination resource. SubresourceCount
Type: UINT
A UINT. The number of subresources. pSubresourceParameters
Type: const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS *
A pointer to a constant array of D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS. These subresources can be a subset of the render target’s array slices, but you can’t target subresources that aren’t part of the render target view (RTV) or the depth/stencil view (DSV).
This pointer is directly referenced by the command list, and the memory for this array must remain alive and intact until EndRenderPass is called.
Format
Type: DXGI_FORMAT
A DXGI_FORMAT. The data format of the resources. ResolveMode
Type: D3D12_RESOLVE_MODE
A D3D12_RESOLVE_MODE. The resolve operation. PreserveResolveSource
Type: BOOL
A BOOL. TRUE to preserve the resolve source, otherwise FALSE.

Requirements

Header: d3d12_xs.h or d3d12_x.h
Library: d3d12_xs.lib or d3d12_x.lib
Supported Platforms: XBOX Series consoles and XBOX One family

See Also

Rendering
Last modified on August 20, 2026