ID3D12Resource interface

Encapsulates a generalized ability of the CPU and GPU to read and write to physical memory, or heaps. It contains abstractions for organizing and manipulating simple arrays of data as well as multidimensional data optimized for shader sampling.

Methods

The ID3D12Resource interface has these methods.

Method Description
ID3D12Resource::GetDesc Gets the resource description.
ID3D12Resource::GetGPUVirtualAddress This method returns the GPU virtual address of a buffer resource.
ID3D12Resource::GetHeapProperties Retrieves the properties of the resource heap, for placed and committed resources.
ID3D12Resource::Map Gets a CPU pointer to the specified subresource in the resource, but may not disclose the pointer value to applications. Map also invalidates the CPU cache, when necessary, so that CPU reads to this address reflect any modifications made by the GPU.
ID3D12Resource::ReadFromSubresource Uses the CPU to copy data from a subresource, enabling the CPU to read the contents of most textures with undefined layouts.
ID3D12Resource::Unmap Invalidates the CPU pointer to the specified subresource in the resource. Unmap also flushes the CPU cache, when necessary, so that GPU reads to this address reflect any modifications made by the CPU.
ID3D12Resource::WriteToSubresource Uses the CPU to copy data into a subresource, enabling the CPU to modify the contents of most textures with undefined layouts.

Requirements

   
Target Platform Windows
Header d3d12.h

See Also

Core Interfaces

ID3D12Pageable