D3D10_DDI_RESOURCE_USAGE列舉類型包含可識別資源使用方式的值。 Syntax C++ typedefenumD3D10_DDI_RESOURCE_USAGE { D3D10_DDI_USAGE_DEFAULT, D3D10_DDI_USAGE_IMMUTABLE, D3D10_DDI_USAGE_DYNAMIC, D3D10_DDI_USAGE_STAGING } ; 常數 展開表格 需求值 ...
D3D10_DDI_RESOURCE_USAGE enumeration D3D10_DDI_SAMPLER_DESC structure D3D10_DDI_STENCIL_OP enumeration D3D10_DDI_TEXTURE_ADDRESS_MODE enumeration D3D10_DDI_VIEWPORT structure D3D10_DDIARG_SUBRESOURCE_UP structure D3D10DDI_ADAPTERFUNCS structure D3D10DDI_CORELAYER_DEVICECALLBACKS structure D3D10DDI_COUN...
ResourceUnmapResourceMap
ResourceUnmapResourceUnmap
D3D10_DDI_RESOURCE_USAGE枚举类型包含用于标识资源使用方式的值。 语法 C++ 复制 typedef enum D3D10_DDI_RESOURCE_USAGE { D3D10_DDI_USAGE_DEFAULT, D3D10_DDI_USAGE_IMMUTABLE, D3D10_DDI_USAGE_DYNAMIC, D3D10_DDI_USAGE_STAGING } ; 常数 展开表 D3D10_DDI_USAGE_DEFAULT资源在最高级别使用。...
PFND3D10DDI_SETSHADER pfnVsSetShader; PFND3D10DDI_DRAWINDEXED pfnDrawIndexed; PFND3D10DDI_DRAW pfnDraw; PFND3D10DDI_RESOURCEMAP pfnDynamicIABufferMapNoOverwrite; PFND3D10DDI_RESOURCEUNMAP pfnDynamicIABufferUnmap; PFND3D10DDI_RESOURCEMAP pfnDynamicConstantBufferMapDiscard; PFND3D10DDI_...
CastFrom( hResource ); assert( pResource->m_DDICreateResource.ResourceDimension == D3D10DDIRESOURCE_BUFFER && pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC && (pResource->m_DDICreateResource.BindFlags & (D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BU...
Updates the decoder down sampling parameters. Optional for Windows Display Driver Model (WDDM) 2.0, or later, drivers. A handle to the display device (graphics context). The Direct3D runtime passed the user-mode driver this handle as thehDevicemember of theD3DDDIAR...
D3DWDDM1_3DDI_DEVICEFUNCS structure (d3d10umddi.h) ResourceUnmapResourceUnmap
PFND3D10DDI_RESOURCEMAP pfnDynamicIABufferMapDiscard; PFND3D10DDI_RESOURCEUNMAP pfnDynamicConstantBufferUnmap; PFND3D11_1DDI_SETCONSTANTBUFFERS pfnPsSetConstantBuffers; PFND3D10DDI_SETINPUTLAYOUT pfnIaSetInputLayout; PFND3D10DDI_IA_SETVERTEXBUFFERS pfnIaSetVertexBuffers; PFND3D10DDI_I...