// d3d12umddi.h
typedef struct D3D12DDI_GLOBAL_BARRIER_0088 {
D3D12DDI_BARRIER_SYNC SyncBefore;
D3D12DDI_BARRIER_SYNC SyncAfter;
D3D12DDI_BARRIER_ACCESS AccessBefore;
D3D12DDI_BARRIER_ACCESS AccessAfter;
} D3D12DDI_GLOBAL_BARRIER_0088;
View the official Windows Driver Kit DDI referenceNo description available.
The D3D12DDI_GLOBAL_BARRIER_0088 structure describes a resource memory access barrier. This barrier is used by global, texture, and buffer barriers to indicate when resource memory must be made visible for a specific access type.
SyncBeforeA D3D12DDI_BARRIER_SYNC value that specifies the synchronization scope of all preceding GPU work that must be completed before executing the barrier.
SyncAfterA D3D12DDI_BARRIER_SYNC value that specifies the synchronization scope of all subsequent GPU work that must wait until the barrier execution is finished.
AccessBeforeA D3D12DDI_BARRIER_ACCESS value that specifies the write accesses that must be flushed and finished before the barrier is executed.
AccessAfterA D3D12DDI_BARRIER_ACCESS value that specifies the accesses that must be available for data written via AccessBefore after the barrier is executed.
See Enhanced Barriers for general information.