D3D12_RENDER_PASS_ENDING_ACCESS_TYPE enumeration (d3d12.h)

Specifies the type of access that an application is given to the specified resource(s) at the transition out of a render pass.

Syntax

typedef enum D3D12_RENDER_PASS_ENDING_ACCESS_TYPE {
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD = 0,
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE,
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS,
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE_LOCAL_RENDER,
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE_LOCAL_SRV,
  D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE_LOCAL_UAV
} ;

Constants

 
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD
Value: 0
Indicates that your application won't have any future dependency on any data that you wrote to the resource(s) during this render pass. For example, a depth buffer that won't be textured from before it's written to again.
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE
Indicates that your application will have a dependency on the written contents of the resource(s) in the future, and so they must be preserved.
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE
Indicates that the resource(s)—for example, a multi-sample anti-aliasing (MSAA) surface—should be directly resolved to a separate resource at the conclusion of the render pass. For a tile-based deferred renderer (TBDR), this should ideally happen while the MSAA contents are still in the tile cache. You should ensure that the resolve destination is in the D3D12_RESOURCE_STATE_RESOLVE_DEST resource state when the render pass ends. The resolve source is left in its initial resource state at the time the render pass ends. A resolve operation submitted by a render pass doesn't implicitly change the state of any resource.
D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS
Indicates that your application will neither read from nor write to the resource(s) during the render pass. You would most likely use this value to indicate that you won't be accessing the depth/stencil plane for a depth/stencil view (DSV). You must pair this value with D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS in the corresponding D3D12_RENDER_PASS_BEGINNING_ACCESS structure.

Requirements

Requirement Value
Header d3d12.h

See also

Rendering