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 |
|
|---|---|
|
Library |
|
See also