This method associates data with the surface that is intended for use by the application, not by Microsoft® Direct3D®.
HRESULT SetPrivateData( REFGUID refguid, void* pData, DWORD SizeOfData, DWORD Flags );
[in] Reference to (C++) or address of (C) the globally unique identifier that identifies the private data to set.
[in] Pointer to a buffer that contains the data to associate with the surface.
[in] Size of the buffer at pData, in bytes.
[in] Value that describes the type of data being passed, or indicates to the application that the data should be invalidated when the resource changes. The following table shows the available flags.
Flag Description None If no flags are specified, Direct3D allocates memory to hold the data within the buffer and copies the data into the new buffer. The buffer allocated by Direct3D is automatically freed, as appropriate. D3DSPD_IUNKNOWN The data at pData is a pointer to an IUnknown interface. SizeOfData must be set to the size of a pointer to an IUnknown interface, sizeof(IUnknown*). Direct3D automatically calls IUnknown::AddRef through pData and IUnknown::Release when the private data is destroyed. Private data is destroyed by a subsequent call to SetPrivateData with the same GUID, a subsequent call to IDirect3DSurface8::FreePrivateData, or when the Direct3D8 object is released. For more information, see Remarks.
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be one of the following values:
Direct3D does not manage the memory at pData. If this buffer was dynamically allocated, it is the caller's responsibility to free the memory.
Data is passed by value, and multiple sets of data can be associated with a single surface.
OS Versions: Windows CE .NET 4.0 and later.
Link Library: D3d8.lib.
Last updated on Thursday, April 08, 2004
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