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# D3D12_RENDER_PASS_FLAGS (XBOX Series consoles)

> Specifies the nature of the render pass; for example, whether it is a suspending or a resuming render pass.

Specifies the nature of the render pass; for example, whether it is a suspending or a resuming render pass.

## Syntax

```cpp theme={null}
typedef enum D3D12_RENDER_PASS_FLAGS
{
    D3D12_RENDER_PASS_FLAG_NONE = 0,
    D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES = 1,
    D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS = 2,
    D3D12_RENDER_PASS_FLAG_RESUMING_PASS = 4
} D3D12_RENDER_PASS_FLAGS
```

## Constants

| Constant | Description |
| - | - |
| D3D12\_RENDER\_PASS\_FLAG\_NONE | Indicates that the render pass has no special requirements. |
| D3D12\_RENDER\_PASS\_FLAG\_ALLOW\_UAV\_WRITES | Indicates that writes to unordered access view(s) should be allowed during the render pass. |
| D3D12\_RENDER\_PASS\_FLAG\_SUSPENDING\_PASS | Indicates that this is a suspending render pass. |
| D3D12\_RENDER\_PASS\_FLAG\_RESUMING\_PASS | Indicates that this is a resuming render pass. |

## Requirements

**Header:** d3d12\_xs.h\
**Library:** d3d12\_xs.lib\
**Supported Platforms**: XBOX Series consoles

## See Also

[Rendering](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/rendering)


## Related topics

- [BeginRenderPass (XBOX Series consoles)](https://docs.xbox.com/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_beginrenderpass_public.md)
- [D3D12_RENDER_PASS_RENDER_TARGET_DESC](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_render_pass_render_target_desc_public.md)
- [D3D12_RENDER_PASS_TIER](https://docs.xbox.com/reference/graphics/d3d12/enums/d3d12_render_pass_tier_public.md)
- [D3D12_RENDER_PASS_BEGINNING_ACCESS](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_render_pass_beginning_access_public.md)
- [D3D12_RENDER_PASS_ENDING_ACCESS](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_public.md)
