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ShaderResourceViewReadAfterWriteHazard routine

The ShaderResourceViewReadAfterWriteHazard 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. A shader resource view is also provided to indicate which view caused the hazard.



VOID APIENTRY ShaderResourceViewReadAfterWriteHazard(
  _In_  D3D10DDI_HDEVICE hDevice,
  _In_  D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,
  _In_  D3D10DDI_HRESOURCE hResource
{ ... }


hDevice [in]

A handle to the display device (graphics context).

hShaderResourceView [in]

A handle to the driver's private data for a shader resource view object.

hResource [in]

A handle to the resource.

Return value


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


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

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 ShaderResourceViewReadAfterWriteHazard (which typically should not happen), the driver can return D3DDDIERR_DEVICEREMOVED.



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


D3d10umddi.h (include D3d10umddi.h)

See also




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