/// <unmanaged>void ID3D12CommandList::ResourceBarrier([In] unsigned int Count,[In, Buffer] const D3D12_RESOURCE_BARRIER_DESC* pDesc)</unmanaged> /// <unmanaged-short>ID3D12CommandList::ResourceBarrier</unmanaged-short> public unsafe void ResourceBarrierAliasing(Resource resourceBefore, Resource resourceAfter) { var barrier = new ResourceBarrierDescription(new ResourceAliasingBarrierDescription(resourceBefore, resourceAfter)); ResourceBarrier(1, new IntPtr(&barrier)); }
/// <unmanaged>void ID3D12CommandList::ResourceBarrier([In] unsigned int Count,[In, Buffer] const D3D12_RESOURCE_BARRIER_DESC* pDesc)</unmanaged> /// <unmanaged-short>ID3D12CommandList::ResourceBarrier</unmanaged-short> public unsafe void ResourceBarrierTransition(Resource resource, int subresource, ResourceUsage stateBefore, ResourceUsage stateAfter) { var barrier = new ResourceBarrierDescription(new ResourceTransitionBarrierDescription(resource, subresource, stateBefore, stateAfter)); ResourceBarrier(1, new IntPtr(&barrier)); }