PFND3D10DDI_RESOURCEREADAFTERWRITEHAZARD callback function

The ResourceReadAfterWriteHazard function informs the user-mode display driver that the specified resource was used as an output from the graphics processing unit (GPU) and that the resource will be used as an input to the GPU.

Syntax


PFND3D10DDI_RESOURCEREADAFTERWRITEHAZARD ResourceReadAfterWriteHazard;

VOID APIENTRY ResourceReadAfterWriteHazard(
  _In_ D3D10DDI_HDEVICE   hDevice,
  _In_ D3D10DDI_HRESOURCE hResource
)
{ ... }

Parameters

hDevice [in]

A handle to the display device (graphics context).

hResource [in]

A handle to the resource.

Return value

None

The driver can use the pfnSetErrorCb callback function to set an error code. For more information about setting error codes, see the Remarks section.

Remarks

The Microsoft Direct3D runtime calls ResourceReadAfterWriteHazard immediately before the specified resource is bound as an input to the GPU.

ResourceReadAfterWriteHazard is used with bind points other than GsSetShaderResources, PsSetShaderResources, and VsSetShaderResources (for example, IaSetIndexBuffer). Because these types of bind points accept only buffers, the entire resource is considered affected by the hazard, and not just a particular view.

The driver should not encounter any error, except for D3DDDIERR_DEVICEREMOVED. Therefore, if the driver passes any error, except for D3DDDIERR_DEVICEREMOVED, in a call to the pfnSetErrorCb function, the Direct3D runtime will determine that the error is critical. Even if the device was removed, the driver is not required to return D3DDDIERR_DEVICEREMOVED; however, if device removal interfered with the operation of ResourceReadAfterWriteHazard (which typically should not happen), the driver can return D3DDDIERR_DEVICEREMOVED.

Requirements

Target platform

Desktop

Version

Available in Windows Vista and later versions of the Windows operating systems.

Header

D3d10umddi.h (include D3d10umddi.h)

See also

D3D10DDI_DEVICEFUNCS
pfnSetErrorCb

 

 

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