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# D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS

> Describes a resource to resolve to at the conclusion of a render pass.

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

## Syntax

```cpp theme={null}
typedef struct D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
{
    ID3D12Resource  pSrcResource;
    ID3D12Resource  pDstResource;
    UINT SubresourceCount;
    const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS  pSubresourceParameters;
    DXGI_FORMAT Format;
    D3D12_RESOLVE_MODE ResolveMode;
    BOOL PreserveResolveSource;
} D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS
```

### Members

*pSrcResource*\
Type: ID3D12Resource \*

A pointer to an [ID3D12Resource](/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs). The source resource.

*pDstResource*\
Type: ID3D12Resource \*

A pointer to an [ID3D12Resource](/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs). 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](/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_resolve_subresource_parameters_public). 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).

<Note>
  This pointer is directly referenced by the command list, and the memory for this array must remain alive and intact until [EndRenderPass](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_endrenderpass_public) is called.
</Note>

*Format*\
Type: DXGI\_FORMAT

A [DXGI\_FORMAT](https://learn.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format). The data format of the resources.

*ResolveMode*\
Type: D3D12\_RESOLVE\_MODE

A [D3D12\_RESOLVE\_MODE](/reference/graphics/d3d12/enums/d3d12_resolve_mode_public). 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](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/rendering)


## Related topics

- [D3D12_RENDER_PASS_ENDING_ACCESS](/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_public.md)
- [D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS](/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_resolve_subresource_parameters_public.md)
- [D3D12_RENDER_PASS_ENDING_ACCESS_TYPE](/reference/graphics/d3d12/enums/d3d12_render_pass_ending_access_type_public.md)
- [D3D12_RENDER_PASS_RENDER_TARGET_DESC](/reference/graphics/d3d12/structs/d3d12_render_pass_render_target_desc_public.md)
- [D3D12_RENDER_PASS_DEPTH_STENCIL_DESC](/reference/graphics/d3d12/structs/d3d12_render_pass_depth_stencil_desc_public.md)
