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NF:d3d10.ID3D10Buffer.Map |
ID3D10Buffer::Map (d3d10.h) |
Get a pointer to the data contained in the resource and deny GPU access to the resource. |
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direct3d10\id3d10buffer_map.htm |
direct3d10 |
VS|directx_sdk|~\id3d10buffer_map.htm |
12/05/2018 |
7d41a2a2-1ba6-cc42-c30b-821d5734b5c3, ID3D10Buffer interface [Direct3D 10],Map method, ID3D10Buffer.Map, ID3D10Buffer::Map, Map, Map method [Direct3D 10], Map method [Direct3D 10],ID3D10Buffer interface, d3d10/ID3D10Buffer::Map, direct3d10.id3d10buffer_map |
d3d10.h |
Windows |
D3D10.lib |
Windows |
19H1 |
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Get a pointer to the data contained in the resource and deny GPU access to the resource.
Type: D3D10_MAP
Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see D3D10_MAP.
Type: UINT
Flag that specifies what the CPU should do when the GPU is busy (see D3D10_MAP_FLAG). This flag is optional.
Type: void**
Pointer to the buffer resource data.
Type: HRESULT
If this function succeeds, it returns S_OK. The following list contains some of the reasons that Map can fail:
- If MapFlags specifies D3D10_MAP_FLAG_DO_NOT_WAIT and the GPU is not yet finished with the resource, ID3D10Buffer::Map returns DXGI_ERROR_WAS_STILL_DRAWING.
- ID3D10Buffer::Map returns DXGI_ERROR_DEVICE_REMOVED if MapType includes any flags that permit reading and the hardware device (that is, the video card) has been removed.
For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC. To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about these flags, see D3D10_USAGE.) ID3D10Buffer::Map will retrieve a pointer to the resource data. For a discussion on how to access resources efficiently, see Copying and Accessing Resource Data (Direct3D 10).
Call ID3D10Buffer::Unmap to signify that the application has finished accessing the resource.
ID3D10Buffer::Map has a few other restrictions. For example:
- The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped.
- Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, ID3D10Device::Draw) can be executed.
Differences between Direct3D 9 and Direct3D 10:
ID3D10Buffer::Map in Direct3D 10 is analogous to resource Lock in Direct3D 9. |