Was this page helpful?
Your feedback about this content is important. Let us know what you think.
Additional feedback?
1500 characters remaining
Export (0) Print
Expand All
Expand Minimize

ID3D10Device::ResolveSubresource method

Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.


void ResolveSubresource(
  [in] ID3D10Resource *pDstResource,
  [in] UINT           DstSubresource,
  [in] ID3D10Resource *pSrcResource,
  [in] UINT           SrcSubresource,
  [in] DXGI_FORMAT    Format


pDstResource [in]

Type: ID3D10Resource*

Destination resource. Must be a created with the D3D10_USAGE_DEFAULT flag and be single-sampled. See ID3D10Resource.

DstSubresource [in]

Type: UINT

A zero-based index, that identifies the destination subresource. See D3D10CalcSubresource for more details.

pSrcResource [in]

Type: ID3D10Resource*

Source resource. Must be multisampled.

SrcSubresource [in]

Type: UINT

The source subresource of the source resource.

Format [in]


DXGI_FORMAT that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks.

Return value

Returns nothing.


Both the source and destination resources must be the same resource type and have the same dimensions.

The source and destination must have compatible formats. There are three scenarios for this:

Source and destination are prestructured and typedBoth the source and destination must have identical formats and that format must be specified in the Format parameter.
One resource is prestructured and typed and the other is prestructured and typelessThe typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is DXGI_FORMAT_R32_FLOAT and the typeless resource is DXGI_FORMAT_R32_TYPELESS). The format of the typed resource must be specified in the Format parameter.
Source and destination are prestructured and typelessBoth the source and desintation must have the same typeless format (i.e. both must have DXGI_FORMAT_R32_TYPELESS), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are DXGI_FORMAT_R32_TYPELESS then DXGI_FORMAT_R32_FLOAT or DXGI_FORMAT_R32_UINT could be specified in the Format parameter).





See also

ID3D10Device Interface



Community Additions

© 2015 Microsoft