// d3d10umddi.h
PFND3D10DDI_SHADERRESOURCEVIEWREADAFTERWRITEHAZARD Pfnd3d10ddiShaderresourceviewreadafterwritehazard;
VOID Pfnd3d10ddiShaderresourceviewreadafterwritehazard(
D3D10DDI_HDEVICE unnamedParam1,
D3D10DDI_HSHADERRESOURCEVIEW unnamedParam2,
D3D10DDI_HRESOURCE unnamedParam3
)
{...}
View the official Windows Driver Kit DDI referenceNo description available.
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.
unnamedParam1hDevice [in]
A handle to the display device (graphics context).
unnamedParam2hResource [in]
A handle to the resource.
unnamedParam3hShaderResourceView [in]
A handle to the driver's private data for a shader resource view object.
The driver can use the pfnSetErrorCb callback function to set an error code.
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.