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ID3D10Texture2D::Map method

Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.

Syntax


HRESULT Map(
  [in]   UINT Subresource,
  [in]   D3D10_MAP MapType,
  [in]   UINT MapFlags,
  [out]  D3D10_MAPPED_TEXTURE2D *pMappedTex2D
);

Parameters

Subresource [in]

Type: UINT

Index number of the subresource. See D3D10CalcSubresource for more details.

MapType [in]

Type: D3D10_MAP

Integer that specifies the CPU's read and write permissions for a resource. For possible values, see D3D10_MAP.

MapFlags [in]

Type: UINT

Flag that specifies what the CPU should do when the GPU is busy. This flag is optional.

pMappedTex2D [out]

Type: D3D10_MAPPED_TEXTURE2D*

Pointer to a structure (D3D10_MAPPED_TEXTURE2D) that is filled in by the function and contains a pointer to the resource data.

Return value

Type: HRESULT

If this function succeeds, it returns S_OK.

All of the Map methods have identical return values and operating restrictions. These are listed in the remarks section of ID3D10Texture1D::Map.

Requirements

Header

D3D10.h

Library

D3D10.lib

See also

ID3D10Texture2D Interface

 

 

Build date: 11/28/2012

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