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ID3D10Texture3D::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_TEXTURE3D *pMappedTex3D
);

Parameters

Subresource [in]

Type: UINT

Index number of the subresource. See D3D10CalcSubresourcefor more details.

MapType [in]

Type: D3D10_MAP

Specifies the CPU's read and write permissions for a resource. For possible values, see D3D10_MAP.

MapFlags [in]

Type: UINT

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

pMappedTex3D [out]

Type: D3D10_MAPPED_TEXTURE3D*

Pointer to a structure (D3D10_MAPPED_TEXTURE3D) 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

Header

D3D10.h

Library

D3D10.lib

See also

ID3D10Texture3D Interface

 

 

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