Defines the type of lock to perform.
This enumeration has a FlagsAttribute attribute that allows a bitwise combination of its member values.Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)
|The application may read and write to and from the buffer.|
|The application does not write to the buffer. This flag enables resources stored in non-native formats to save the recompression step when unlocking.|
|By default, a lock on a resource adds a dirty region to that resource. This flag prevents any changes to the dirty state of the resource. Applications should use this flag when they have additional information about the set of regions changed during the lock operation.|
|The application is guaranteed not to overwrite any data in the vertex and index buffers. This flag allows the driver to return immediately and continue rendering, using this vertex buffer. If the flag is not used, the driver must finish rendering before returning from locking.|
|The application overwrites every location within the region being locked, using a write-only operation. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. |
For vertex and index buffers, the application discards the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall. For textures, the application overwrites every location within the region being locked, using a write-only operation.
Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC
The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.