D3D11_TILE_COPY_FLAG enumeration (d3d11_2.h)
Identifies how to copy a tile.
Syntax
typedef enum D3D11_TILE_COPY_FLAG {
D3D11_TILE_COPY_NO_OVERWRITE = 0x1,
D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE = 0x2,
D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER = 0x4
} ;
Constants
D3D11_TILE_COPY_NO_OVERWRITE Value: 0x1 Indicates that the GPU isn't currently referencing any of the portions of destination memory being written. |
D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE Value: 0x2 Indicates that the ID3D11DeviceContext2::CopyTiles operation involves copying a linear buffer to a swizzled tiled resource. This means to copy tile data from the specified buffer location, reading tiles sequentially, to the specified tile region (in x,y,z order if the region is a box), swizzling to optimal hardware memory layout as needed. In this ID3D11DeviceContext2::CopyTiles call, you specify the source data with the pBuffer parameter and the destination with the pTiledResource parameter. |
D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER Value: 0x4 Indicates that the ID3D11DeviceContext2::CopyTiles operation involves copying a swizzled tiled resource to a linear buffer. This means to copy tile data from the tile region, reading tiles sequentially (in x,y,z order if the region is a box), to the specified buffer location, deswizzling to linear memory layout as needed. In this ID3D11DeviceContext2::CopyTiles call, you specify the source data with the pTiledResource parameter and the destination with the pBuffer parameter. |
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 8.1 [desktop apps | UWP apps] |
Minimum supported server | Windows Server 2012 R2 [desktop apps | UWP apps] |
Header | d3d11_2.h |