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:d3d11.D3D11_MAPPED_SUBRESOURCE |
D3D11_MAPPED_SUBRESOURCE (d3d11.h) |
Provides access to subresource data. |
|
direct3d11\d3d11_mapped_subresource.htm |
direct3d11 |
cbbb8689-0a7d-43b9-bde3-29d93cc7f0fe |
12/05/2018 |
6581ca11-abcb-9ae4-0972-0f8f36933283, D3D11_MAPPED_SUBRESOURCE, D3D11_MAPPED_SUBRESOURCE structure [Direct3D 11], d3d11/D3D11_MAPPED_SUBRESOURCE, direct3d11.d3d11_mapped_subresource |
d3d11.h |
Windows |
Windows |
D3D11_MAPPED_SUBRESOURCE |
19H1 |
|
|
|
|
|
|
Provides access to subresource data.
Type: void*
Pointer to the data. When ID3D11DeviceContext::Map provides the pointer, the runtime ensures that the pointer has a specific alignment, depending on the following feature levels:
- For D3D_FEATURE_LEVEL_10_0 and higher, the pointer is aligned to 16 bytes.
- For lower than D3D_FEATURE_LEVEL_10_0, the pointer is aligned to 4 bytes.
Type: UINT
The row pitch, or width, or physical size (in bytes) of the data.
Type: UINT
The depth pitch, or width, or physical size (in bytes)of the data.
This structure is used in a call to ID3D11DeviceContext::Map.
The values in these members tell you how much data you can view:
- pData points to row 0 and depth slice 0.
- RowPitch contains the value that the runtime adds to pData to move from row to row, where each row contains multiple pixels.
- DepthPitch contains the value that the runtime adds to pData to move from depth slice to depth slice, where each depth slice contains multiple rows.
- For Buffer and Texture1D, the runtime assigns values that aren't 0 to RowPitch and DepthPitch. For example, if a Buffer contains 8 bytes, the runtime assigns values to RowPitch and DepthPitch that are greater than or equal to 8.
- For Texture2D, the runtime still assigns a value that isn't 0 to DepthPitch, assuming that the field isn't used.
Note The runtime might assign values to RowPitch and DepthPitch that are larger than anticipated because there might be padding between rows and depth.