D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS structure (d3d12.h)

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

Syntax

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

A pointer to an ID3D12Resource. The source resource.

pDstResource

A pointer to an ID3D12Resource. The destination resource.

SubresourceCount

A UINT. The number of subresources.

pSubresourceParameters

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).

Note

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

A DXGI_FORMAT. The data format of the resources.

ResolveMode

A D3D12_RESOLVE_MODE. The resolve operation.

PreserveResolveSource

A BOOL. TRUE to preserve the resolve source, otherwise FALSE.

Requirements

Requirement Value
Header d3d12.h

See also

Rendering