D3D10CalcSubresource function

Calculate a subresource index for a texture.

Syntax


inline UINT D3D10CalcSubresource(
  _In_  UINT MipSlice,
  _In_  UINT ArraySlice,
  _In_  UINT MipLevels
);

Parameters

MipSlice [in]

Type: UINT

A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level).

ArraySlice [in]

Type: UINT

The zero-based index of the first texture to use (in an array of textures).

MipLevels [in]

Type: UINT

Number of mipmap levels (or subtextures) to use.

Return value

Type: inline UINT

The index which equals MipSlice + (ArraySlice * MipLevels).

Remarks

A buffer is an unstructured resource and is therefore defined as containing a single subresource. APIs that take buffers do not need a subresource index. A texture on the other hand is highly structured. Each texture object may contain one or more subresources depending on the size of the array and the number of mipmap levels.

Requirements

Header

D3D10.h

Library

D3D10.dll

See also

Core Functions

 

 

Community Additions

ADD
Show:
© 2014 Microsoft