ID3D11On12Device2::ReturnUnderlyingResource method (d3d11on12.h)
With this method, you can return a Direct3D 11 resource object to Direct3D11On12, and indicate (by way of fences and fence signal values) when the resource will be ready for Direct3D11On12 to consume. You should call ReturnUnderlyingResource once Direct3D 12 work has been scheduled.
Syntax
HRESULT ReturnUnderlyingResource(
[in] ID3D11Resource *pResource11,
[in] UINT NumSync,
[in] UINT64 *pSignalValues,
[in] ID3D12Fence **ppFences
);
Parameters
[in] pResource11
Type: ID3D11Resource*
The Direct3D 11 resource object that you wish to return.
[in] NumSync
Type: UINT
The number of elements in the arrays pointed to by pSignalValues and ppFences.
[in] pSignalValues
Type: UINT64*
A pointer to an array of fence signal values.
[in] ppFences
Type: ID3D12Fence**
A pointer to an array of fence objects.
Return value
Type: HRESULT
If the function succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.
Remarks
When you return a resource, you provide a set of fences and fence signal values whose completion indicates that the resource is back in the D3D12_RESOURCE_STATE_COMMON state, and ready for Direct3D11On12 to consume it.
In the parallel arrays pSignalValues and ppFences, include any pending work against the resource. The Direct3D11On12 translation layer defers the waits for these arguments until work is scheduled against the resource.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 2004 (10.0; Build 19041) |
Minimum supported server | Windows Server, version 2004 (10.0; Build 19041) |
Header | d3d11on12.h |
Library | D3D11.lib |
DLL | D3D11.dll |