Windows Dev Center

ID3DX11FFT::AttachBuffersAndPrecompute method

Attaches buffers to an FFT context and performs any required precomputations.

Syntax


HRESULT AttachBuffersAndPrecompute(
  [in] UINT                             NumTempBuffers,
  [in] ID3D11UnorderedAccessView *const *ppTempBuffers,
  [in] UINT                             NumPrecomputeBuffers,
  [in] ID3D11UnorderedAccessView *const *ppPrecomputeBuffers
);

Parameters

NumTempBuffers [in]

Type: UINT

Number of buffers in ppTempBuffers.

ppTempBuffers [in]

Type: ID3D11UnorderedAccessView*

A pointer to an array of ID3D11UnorderedAccessView pointers for the temporary buffers to attach. The FFT object might use these temporary buffers for its algorithm.

NumPrecomputeBuffers [in]

Type: UINT

Number of buffers in ppPrecomputeBuffers.

ppPrecomputeBuffers [in]

Type: ID3D11UnorderedAccessView*

A pointer to an array of ID3D11UnorderedAccessView pointers for the precompute buffers to attach. The FFT object might store precomputed data in these buffers.

Return value

Type: HRESULT

Returns one of the return codes described in the topic Direct3D 11 Return Codes.

Remarks

The D3DX11_FFT_BUFFER_INFO structure is initialized by a call to one of the create-FFT functions (for example, D3DX11CreateFFT). For more create-FFT functions, see D3DCSX 11 Functions.

Use the info in D3DX11_FFT_BUFFER_INFO to allocate raw buffers of the specified (or larger) sizes and then call the AttachBuffersAndPrecompute to register the buffers with the FFT object.

Although you can share temporary buffers between multiple device contexts, we recommend not to concurrently execute multiple FFT objects that share temporary buffers.

Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data in the user-supplied precompute buffers.

Requirements

Header

D3dcsx.h

Library

D3dcsx.lib

 

 

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