D3DWDDM1_3DDI_TILE_REGION_SIZE structure

Specifies a tiled region.

Syntax


typedef struct D3DWDDM1_3DDI_TILE_REGION_SIZE {
  UINT   NumTiles;
  BOOL   bUseBox;
  UINT   Width;
  UINT16 Height;
  UINT16 Depth;
} D3DWDDM1_3DDI_TILE_REGION_SIZE;

Members

NumTiles

The number of tiles within the tiled region.

Note  NumTiles must equal Width * Height * Depth.

bUseBox

If TRUE, the tiled region is defined by the Width, Height, and Depth members. In this case, one update region cannot span mipmaps, although it can span array slices using the Depth member.

If FALSE, the Width, Height, and Depth members should be ignored, and the tiled region is defined by the NumTiles member. In this case, tiles are mapped linearly, first across the x-direction, then the y-direction, then (as applicable) across the z-direction, and then spilling over mipmaps and arrays in subresource order. This procedure is useful for mapping an entire resource at one time.

In either case, the starting location for the region within the resource is specified as a separate parameter outside this structure.

Width

The width (in the x-direction) of the tiled region. Used for buffer, 1-D, 2-D, and 3-D rendering.

Height

The height (in the y-direction) of the tiled region. Used for 2-D and 3-D rendering.

Depth

The depth (in the z-direction) of the tiled region. Used for 3-D rendering or for arrays. In the case of arrays, advancing in depth skips to the next slice of the same mipmap size.

Requirements

Minimum supported client

Windows 8.1

Minimum supported server

Windows Server 2012 R2

Version

WDDM 1.3

Header

D3d10umddi.h (include D3d10umddi.h)

 

 

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