D3D10_MAPPED_TEXTURE3D structure

Provides access to subresource data in a 3D texture.

Syntax


typedef struct D3D10_MAPPED_TEXTURE3D {
  void *pData;
  UINT RowPitch;
  UINT DepthPitch;
} D3D10_MAPPED_TEXTURE3D;

Members

pData

Type: void*

Pointer to the data.

RowPitch

Type: UINT

The pitch, or width, or physical size (in bytes) of one row of an uncompressed texture. Since a block-compressed texture is encoded in 4x4 blocks, the RowPitch for a compressed texture is the number of bytes in a block of 4x4 texels. See virtual size vs physical size for more information on block compression.

DepthPitch

Type: UINT

The pitch or number of bytes in all rows for a single depth.

Remarks

This structure is used to access subresource data when calling ID3D10Texture3D::Map. To access data, you must cast the pData pointer; see D3D10_MAPPED_TEXTURE2D for an example.

To illustrate pitch for an uncompressed texture, assume a 3D texture with mipmap levels, as shown in the following illustration.

Illustration of a 3D texture with mipmap levels

It is easiest to consider the top-level texture only, as shown in the following illustration.

Illustration of only the top-level texture

And then visualize the top-level texture redrawn as a series of 2D textures, each one having a different depth value. This yields several texture planes, as shown in the following illustration.

Illustration of top-level texture drawn as 2D texture planes

However, the actual layout of all the elements from all the texture planes looks more like the following illustration.

Illustration of the row pitch and depth pitch in memory

Use row pitch to advance a pointer between rows within a single 2D texture plane; use depth pitch to advance a pointer between 2D texture planes.

Requirements

Header

D3D10.h

See also

Resource Structures

 

 

Community Additions

ADD
Show:
© 2014 Microsoft