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Describes a texture memory access barrier. Used by texture barriers to indicate when resource memory must be made visible for a specific access type. Layout transitions are needed only for textures.

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. LayoutBefore
Type: D3D12_BARRIER_LAYOUT
Layout of texture preceding the barrier execution. LayoutAfter
Type: D3D12_BARRIER_LAYOUT
Layout of texture upon completion of barrier execution. pResource
Type: ID3D12Resource *
Pointer to the buffer resource being using the barrier. Subresources
Type: D3D12_BARRIER_SUBRESOURCE_RANGE
Range of texture subresources being barriered. Flags
Type: D3D12_TEXTURE_BARRIER_FLAGS
Optional flags values.

Remarks

Requirements

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

See Also

Last modified on August 20, 2026