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Describes a resource barrier (transition in resource use).

Syntax

Members

Type
Type: D3D12_RESOURCE_BARRIER_TYPE
A D3D12_RESOURCE_BARRIER_TYPE-typed value that specifies the type of resource barrier. This member determines which type to use in the union below. Flags
Type: D3D12_RESOURCE_BARRIER_FLAGS
Specifies a D3D12_RESOURCE_BARRIER_FLAGS enumeration constant such as for “begin only” or “end only”. Transition
Type: D3D12_RESOURCE_TRANSITION_BARRIER
A D3D12_RESOURCE_TRANSITION_BARRIER structure that describes the transition of subresources between different usages. Members specify the before and after usages of the subresources. Aliasing
Type: D3D12_RESOURCE_ALIASING_BARRIER
A D3D12_RESOURCE_ALIASING_BARRIER structure that describes the transition between usages of two different resources that have mappings into the same heap. UAV
Type: D3D12_RESOURCE_UAV_BARRIER
A D3D12_RESOURCE_UAV_BARRIER structure that describes a resource in which all UAV accesses (reads or writes) must complete before any future UAV accesses (read or write) can begin.

Remarks

This structure is used by the ID3D12GraphicsCommandList::ResourceBarrier method.

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

Core Structures Using Resource Barriers to Synchronize Resource States in Direct3D 12
Last modified on August 20, 2026