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D3D11_TILE_COPY_FLAG enumeration

Identifies how to copy a tile.

Syntax


typedef enum D3D11_TILE_COPY_FLAG { 
  D3D11_TILE_COPY_NO_OVERWRITE                              = 0x1,
  D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE  = 0x2,
  D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER  = 0x4
} D3D11_TILE_COPY_FLAG;

Constants

D3D11_TILE_COPY_NO_OVERWRITE

Indicates that the GPU isn't currently referencing any of the portions of destination memory being written.

D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE

Indicates that the ID3D11DeviceContext2::CopyTiles operation involves copying a linear buffer to a swizzled tiled resource. This means to copy tile data from the specified buffer location, reading tiles sequentially, to the specified tile region (in x,y,z order if the region is a box), swizzling to optimal hardware memory layout as needed. In this ID3D11DeviceContext2::CopyTiles call, you specify the source data with the pBuffer parameter and the destination with the pTiledResource parameter.

D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER

Indicates that the ID3D11DeviceContext2::CopyTiles operation involves copying a swizzled tiled resource to a linear buffer. This means to copy tile data from the tile region, reading tiles sequentially (in x,y,z order if the region is a box), to the specified buffer location, deswizzling to linear memory layout as needed. In this ID3D11DeviceContext2::CopyTiles call, you specify the source data with the pTiledResource parameter and the destination with the pBuffer parameter.

Requirements

Minimum supported client

Windows 8.1 [desktop apps | Windows Store apps]

Minimum supported server

Windows Server 2012 R2 [desktop apps | Windows Store apps]

Header

D3D11_2.h

See also

Resource Enumerations

 

 

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