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

See also

Resource Enumerations