Skip to content

Latest commit

 

History

History
99 lines (72 loc) · 3.83 KB

ns-d3d10-d3d10_mapped_texture3d.md

File metadata and controls

99 lines (72 loc) · 3.83 KB
UID title description helpviewer_keywords old-location tech.root ms.assetid ms.date ms.keywords req.header req.include-header req.target-type req.target-min-winverclnt req.target-min-winversvr req.kmdf-ver req.umdf-ver req.ddi-compliance req.unicode-ansi req.idl req.max-support req.namespace req.assembly req.type-library req.lib req.dll req.irql targetos req.typenames req.redist ms.custom f1_keywords dev_langs topic_type api_type api_location api_name
NS:d3d10.D3D10_MAPPED_TEXTURE3D
D3D10_MAPPED_TEXTURE3D (d3d10.h)
Provides access to subresource data in a 3D texture.
D3D10_MAPPED_TEXTURE3D
D3D10_MAPPED_TEXTURE3D structure [Direct3D 10]
d3d10/D3D10_MAPPED_TEXTURE3D
d6a9ab51-df0f-5e41-8e19-a9049f06d5ed
direct3d10.d3d10_mapped_texture3d
direct3d10\d3d10_mapped_texture3d.htm
direct3d10
VS|directx_sdk|~\d3d10_mapped_texture3d.htm
12/05/2018
D3D10_MAPPED_TEXTURE3D, D3D10_MAPPED_TEXTURE3D structure [Direct3D 10], d3d10/D3D10_MAPPED_TEXTURE3D, d6a9ab51-df0f-5e41-8e19-a9049f06d5ed, direct3d10.d3d10_mapped_texture3d
d3d10.h
Windows
Windows
D3D10_MAPPED_TEXTURE3D
19H1
D3D10_MAPPED_TEXTURE3D
d3d10/D3D10_MAPPED_TEXTURE3D
c++
APIRef
kbSyntax
HeaderDef
D3D10.h
D3D10_MAPPED_TEXTURE3D

D3D10_MAPPED_TEXTURE3D structure

-description

Provides access to subresource data in a 3D texture.

-struct-fields

-field pData

Type: void*

Pointer to the data.

-field RowPitch

Type: UINT

The pitch, or width, or physical size (in bytes) of one row of an uncompressed texture. Since a block-compressed texture is encoded in 4x4 blocks, the RowPitch for a compressed texture is the number of bytes in a block of 4x4 texels. See virtual size vs physical size for more information on block compression.

-field DepthPitch

Type: UINT

The pitch or number of bytes in all rows for a single depth.

-remarks

This structure is used to access subresource data when calling ID3D10Texture3D::Map. To access data, you must cast the pData pointer; see D3D10_MAPPED_TEXTURE2D for an example.

To illustrate pitch for an uncompressed texture, assume a 3D texture with mipmap levels, as shown in the following illustration.

Illustration of a 3D texture with mipmap levels

It is easiest to consider the top-level texture only, as shown in the following illustration.

Illustration of only the top-level texture

And then visualize the top-level texture redrawn as a series of 2D textures, each one having a different depth value. This yields several texture planes, as shown in the following illustration.

Illustration of top-level texture drawn as 2D texture planes

However, the actual layout of all the elements from all the texture planes looks more like the following illustration.

Illustration of the row pitch and depth pitch in memory

Use row pitch to advance a pointer between rows within a single 2D texture plane; use depth pitch to advance a pointer between 2D texture planes.

-see-also

Resource Structures