IDirect3DSurface Interface
Definição
Importante
Algumas informações se referem a produtos de pré-lançamento que podem ser substancialmente modificados antes do lançamento. A Microsoft não oferece garantias, expressas ou implícitas, das informações aqui fornecidas.
Isso representa um IDXGISurface e pode ser usado para interoperabilidade entre componentes Windows Runtime que precisam trocar referências IDXGISurface.
public interface class IDirect3DSurface : IClosable
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 65536)]
/// [Windows.Foundation.Metadata.Guid(200581446, 5057, 18068, 190, 227, 122, 191, 21, 234, 245, 134)]
struct IDirect3DSurface : IClosable
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 65536)]
[Windows.Foundation.Metadata.Guid(200581446, 5057, 18068, 190, 227, 122, 191, 21, 234, 245, 134)]
public interface IDirect3DSurface : System.IDisposable
Public Interface IDirect3DSurface
Implements IDisposable
- Atributos
- Implementações
Requisitos do Windows
Família de dispositivos |
Windows 10 (introduzida na 10.0.10240.0)
|
API contract |
Windows.Foundation.UniversalApiContract (introduzida na v1.0)
|
Exemplos
// Create a new Windows Console Application (C++/WinRT) project, and
// replace the contents of `pch.h` and `main.cpp` source code files with the code below.
// Be aware that the code below omits the details of obtaining a WinRT Direct3DSurface in
// the first segment of code, and obtaining a native DirectX surface in the second segment.
// The code shows only how to perform the conversion between the two.
// pch.h
#pragma once
#include <d3d11_4.h>
#include <Windows.Graphics.DirectX.Direct3D11.interop.h>
#include <unknwn.h>
#include <winrt/Windows.Foundation.h>
#include <winrt/Windows.Foundation.Collections.h>
#include <winrt/Windows.Graphics.DirectX.Direct3D11.h>
// main.cpp
#include "pch.h"
int main()
{
winrt::init_apartment();
// To get the native DirectX surface that is wrapped by a Direct3DSurface.
winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface d3dSurface /* = ... */;
winrt::com_ptr<::Windows::Graphics::DirectX::Direct3D11::IDirect3DDxgiInterfaceAccess> dxgiInterfaceAccess{
d3dSurface.as<::Windows::Graphics::DirectX::Direct3D11::IDirect3DDxgiInterfaceAccess>()
};
winrt::com_ptr<::IDXGISurface> nativeSurface;
winrt::check_hresult(dxgiInterfaceAccess->GetInterface(
__uuidof(nativeSurface),
nativeSurface.put_void()));
// To create a new Direct3DSurface object wrapping a native DirectX surface.
winrt::com_ptr<::IDXGISurface> nativeSurface2 /* = ... */;
winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface d3dSurface2{ nullptr };
winrt::check_hresult(::CreateDirect3D11SurfaceFromDXGISurface(
nativeSurface2.get(),
reinterpret_cast<::IInspectable**>(winrt::put_abi(d3dSurface2))));
}
// First include the necessary headers and namespaces.
#include <Windows.Graphics.DirectX.Direct3D11.interop.h>
#include <dxgi.h>
using namespace Windows::Graphics::DirectX::Direct3D11;
using namespace Microsoft::WRL;
// To get the native DirectX surface that is wrapped by a Direct3DSurface.
IDirect3DSurface^ d3dSurface = ...;
ComPtr<IDXGISurface> nativeSurface;
HRESULT hr = GetDXGIInterface(d3dSurface, nativeSurface.GetAddressOf());
// To create a new Direct3DSurface object wrapping a native DirectX surface.
ComPtr<IDXGISurface> nativeSurface = ...;
IDirect3DSurface^ d3dSurface = CreateDirect3DSurface(nativeSurface.Get());
Comentários
Para ir e voltar entre IDirect3DSurface e IDXGISurface, use as funções CreateDirect3DSurface e GetDXGIInterface(IDirect3DSurface^, DXGI_TYPE**).
Propriedades
Description |
Obtém um Direct3DSurfaceDescription que descreve a superfície. |
Métodos
Dispose() |
Realiza tarefas definidas pelo aplicativo associadas à liberação ou à redefinição de recursos não gerenciados. |