ID3D10Texture2D::Map method
Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.
Syntax
HRESULT Map( [in] UINT Subresource, [in] D3D10_MAP MapType, [in] UINT MapFlags, [out] D3D10_MAPPED_TEXTURE2D *pMappedTex2D );
Parameters
- Subresource [in]
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Type: UINT
Index number of the subresource. See D3D10CalcSubresource for more details.
- MapType [in]
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Type: D3D10_MAP
Integer that specifies the CPU's read and write permissions for a resource. For possible values, see D3D10_MAP.
- MapFlags [in]
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Type: UINT
Flag that specifies what the CPU should do when the GPU is busy. This flag is optional.
- pMappedTex2D [out]
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Type: D3D10_MAPPED_TEXTURE2D*
Pointer to a structure (D3D10_MAPPED_TEXTURE2D) that is filled in by the function and contains a pointer to the resource data.
Return value
Type: HRESULT
If this function succeeds, it returns S_OK.
All of the Map methods have identical return values and operating restrictions. These are listed in the remarks section of ID3D10Texture1D::Map.
Requirements
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See also