Windows apps
Collapse the table of content
Expand the table of content
Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.

D3D10_CPU_ACCESS_FLAG enumeration

Specifies the types of CPU access allowed for a resource.

Syntax


typedef enum D3D10_CPU_ACCESS_FLAG { 
  D3D10_CPU_ACCESS_WRITE  = 0x10000L,
  D3D10_CPU_ACCESS_READ   = 0x20000L
} D3D10_CPU_ACCESS_FLAG;

Constants

D3D10_CPU_ACCESS_WRITE

The resource is to be mappable so that the CPU can change its contents. Resources created with this flag cannot be set as outputs of the pipeline and must be created with either dynamic or staging usage (see D3D10_USAGE).

D3D10_CPU_ACCESS_READ

The resource is to be mappable so that the CPU can read its contents. Resources created with this flag cannot be set as either inputs or outputs to the pipeline and must be created with staging usage (see D3D10_USAGE).

Remarks

This enumeration is used in D3D10_BUFFER_DESC, D3D10_TEXTURE1D_DESC, D3D10_TEXTURE2D_DESC, D3D10_TEXTURE3D_DESC, and D3DX10_IMAGE_LOAD_INFO. See Creating Buffer Resources (Direct3D 10) for more details.

Applications can combine one or more of these flags with a bitwise OR. When possible, create resources with no CPU access flags, as this enables better resource optimization.

Requirements

Header

D3D10.h

See also

Resource Enumerations

 

 

Show:
© 2017 Microsoft