D3D11_MAPPED_SUBRESOURCE Structure

Provides access to subresource data.

Syntax

typedef struct D3D11_MAPPED_SUBRESOURCE {
  void *pData;
  UINT RowPitch;
  UINT DepthPitch;
} D3D11_MAPPED_SUBRESOURCE;

Mitglieder

  • pData
    Typ: void*

    Pointer to the data. When ID3D11DeviceContext::Map provides the pointer, the runtime ensures that the pointer has a specific alignment, depending on the following feature levels:

  • RowPitch
    Typ: UINT

    The row pitch, or width, or physical size (in bytes) of the data.

  • DepthPitch
    Typ: UINT

    The depth pitch, or width, or physical size (in bytes)of the data.

Hinweise

This structure is used in a call to ID3D11DeviceContext::Map.

Hinweis  

  • pData points to row 0 and depth slice 0.
  • RowPitch is the value that is added to pData to move from row to row. Where each row contains multiple pixels.
  • DepthPitch is the value that is added to pData to move from depth slice to depth slice. Where each depth slice contains multiple rows.

When the data is not appropriate, it is advisable not to assign a value of zero to RowPitch and DepthPitch. In this case, to avoid zero values, you can assume that all the resources are three dimensional. These are some examples:

  • Buffer and Texture1d must assign values to RowPitch and DepthPitch that are not 0. For example, if a Buffer contains 8 bytes, then correct values for RowPitch & DepthPitch should be greater than or equal to 8.
  • Texture2d must still assign a value to DepthPitch that is not 0, assuming that the field is not used.

Anforderungen

Header

D3D11.h