ID3D11On12Device::AcquireWrappedResources method
Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again.
Syntax
void AcquireWrappedResources( [in] ID3D11Resource *const *ppResources, UINT NumResources );
Parameters
- ppResources [in]
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Type: ID3D11Resource*
Specifies a pointer to a set of D3D11 resources, defined by ID3D11Resource.
- NumResources
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Type: UINT
Count of the number of resources.
Return value
This method does not return a value.
Remarks
This method marks the resources as "acquired" in hazard tracking.
Keyed mutex resources cannot be provided to this method; use IDXGIKeyedMutex::AcquireSync instead.
Examples
Render text over D3D12 using D2D via the 11On12 device.
// Render text over D3D12 using D2D via the 11On12 device. void D3D1211on12::RenderUI() { D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_frameIndex]->GetSize(); D2D1_RECT_F textRect = D2D1::RectF(0, 0, rtSize.width, rtSize.height); static const WCHAR text[] = L"11On12"; // Acquire our wrapped render target resource for the current back buffer. m_d3d11On12Device->AcquireWrappedResources(m_wrappedBackBuffers[m_frameIndex].GetAddressOf(), 1); // Render text directly to the back buffer. m_d2dDeviceContext->SetTarget(m_d2dRenderTargets[m_frameIndex].Get()); m_d2dDeviceContext->BeginDraw(); m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity()); m_d2dDeviceContext->DrawTextW( text, _countof(text) - 1, m_textFormat.Get(), &textRect, m_textBrush.Get() ); ThrowIfFailed(m_d2dDeviceContext->EndDraw()); // Release our wrapped render target resource. Releasing // transitions the back buffer resource to the state specified // as the OutState when the wrapped resource was created. m_d3d11On12Device->ReleaseWrappedResources(m_wrappedBackBuffers[m_frameIndex].GetAddressOf(), 1); // Flush to submit the 11 command list to the shared command queue. m_d3d11DeviceContext->Flush(); }
Refer to the Example Code in the D3D12 Reference.
Requirements
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See also
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