ID3D11DeviceContext::Map Method

Get a pointer to the data contained in a subresource, and deny the GPU access to that subresource.

Syntax

HRESULT Map(
  ID3D11Resource *pResource,
  UINT Subresource,
  D3D11_MAP MapType,
  UINT MapFlags,
  D3D11_MAPPED_SUBRESOURCE *pMappedResource
);

Parameter

pResource

Typ: ID3D11Resource*

A pointer to a ID3D11Resource interface.

Subresource

Typ: UINT

Index number of the subresource.

MapType

Typ: D3D11_MAP

Specifies the CPU's read and write permissions for a resource. For possible values, see D3D11_MAP.

MapFlags

Typ: UINT

Flag that specifies what the CPU should do when the GPU is busy. This flag is optional.

pMappedResource

Typ: D3D11_MAPPED_SUBRESOURCE*

A pointer to the mapped subresource (see D3D11_MAPPED_SUBRESOURCE).

Rückgabewert

Typ: HRESULT

This method returns one of the Direct3D 11 Return Codes.

This method also returns DXGI_ERROR_WAS_STILL_DRAWING if MapFlags specifies D3D10_MAP_FLAG_DO_NOT_WAIT and the GPU is not yet finished with the resource.

This method also returns DXGI_ERROR_DEVICE_REMOVED if MapType allows any CPU read access and the video card has been removed.

For more information about these error codes, see DXGI_ERROR.

Hinweise

If you call Map on a deferred context, you can only pass D3D11_MAP_WRITE_DISCARD, D3D11_MAP_WRITE_NO_OVERWRITE, or both to the MapType parameter. Other D3D11_MAP-typed values are not supported for a deferred context.

Anforderungen

Header

D3D11.h

Bibliothek

D3D11.lib

 

 

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