ID3D10Texture3D::Map method (d3d10.h)
Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.
Syntax
HRESULT Map(
[in] UINT Subresource,
[in] D3D10_MAP MapType,
[in] UINT MapFlags,
[out] D3D10_MAPPED_TEXTURE3D *pMappedTex3D
);
Parameters
[in] Subresource
Type: UINT
Index number of the subresource. See D3D10CalcSubresource for more details.
[in] MapType
Type: D3D10_MAP
Specifies the CPU's read and write permissions for a resource. For possible values, see D3D10_MAP.
[in] MapFlags
Type: UINT
Flag that specifies what the CPU should do when the GPU is busy. This flag is optional.
[out] pMappedTex3D
Type: D3D10_MAPPED_TEXTURE3D*
Pointer to a structure (D3D10_MAPPED_TEXTURE3D) that is filled in by the function and contains a pointer to the resource data.
Return value
Type: HRESULT
If this function succeeds, it returns S_OK. All of the Map methods have identical return values and operating restrictions. These are listed in the remarks section of ID3D10Texture1D::Map.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10.h |
Library | D3D10.lib |