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D3DDDI_PATCHLOCATIONLIST structure

The D3DDDI_PATCHLOCATIONLIST structure describes the location of an allocation to patch (that is, assign a physical address to the allocation).

Syntax


typedef struct _D3DDDI_PATCHLOCATIONLIST {
  UINT  AllocationIndex;
  union {
    struct {
      UINT SlotId  :24;
      UINT Reserved  :8;
    };
    UINT   Value;
  };
  UINT  DriverId;
  UINT  AllocationOffset;
  UINT  PatchOffset;
  UINT  SplitOffset;
} D3DDDI_PATCHLOCATIONLIST;

Members

AllocationIndex

[in] An index of the element in the allocation list that specifies the allocation that is referenced by the patch location.

SlotId

[in/out] A UINT that identifies the slot where the allocation will reside. Resources with identical slot identifiers can replace each other.

Setting this member is equivalent to setting bits in the first 24 bits of the 32-bit Value member (0x00FFFFFF).

Reserved

[in] This member is reserved and should be set to zero.

Setting this member to zero is equivalent to setting the remaining 8 bits (0xFF000000) of the 32-bit Value member to zeros.

Value

[in] A 32-bit value that identifies the location of an allocation to patch.

DriverId

[in/out] The driver-defined identifier of the allocation specification.

AllocationOffset

[in/out] The starting offset, in bytes, within the allocation that is referenced.

PatchOffset

[in/out] The offset, in bytes, into the DMA buffer that must be patched.

SplitOffset

[in/out] The offset, in bytes, where the DMA buffer must be split if the allocation cannot be brought into video memory.

Requirements

Version

Available in Windows Vista and later versions of the Windows operating systems.

Header

D3dukmdt.h (include D3dumddi.h or D3dkmddi.h)

See also

CreateDevice
D3DDDI_ALLOCATIONLIST
D3DDDIARG_CREATEDEVICE
D3DDDICB_RENDER
pfnRenderCb

 

 

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