D3D11_TILE_REGION_SIZE structure

Describes the size of a tiled region.


typedef struct D3D11_TILE_REGION_SIZE {
  UINT   NumTiles;
  BOOL   bUseBox;
  UINT   Width;
  UINT16 Height;
  UINT16 Depth;



        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">UINT</a></b>

The number of tiles in the tiled region.


        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">BOOL</a></b>

Specifies whether the runtime uses the Width, Height, and Depth members to define the region.

If TRUE, the runtime uses the Width, Height, and Depth members to define the region.

If FALSE, the runtime ignores the Width, Height, and Depth members and uses the NumTiles member to traverse tiles in the resource linearly across x, then y, then z (as applicable) and then spills over mipmaps/arrays in subresource order. For example, use this technique to map an entire resource at once.

Regardless of whether you specify TRUE or FALSE for bUseBox, you use a D3D11_TILED_RESOURCE_COORDINATE structure to specify the starting location for the region within the resource as a separate parameter outside of this structure by using x, y, and z coordinates.

When the region includes mipmaps that are packed with nonstandard tiling, bUseBox must be FALSE because tile dimensions are not standard and the app only knows a count of how many tiles are consumed by the packed area, which is per array slice. The corresponding (separate) starting location parameter uses x to offset into the flat range of tiles in this case, and y and z coordinates must each be 0.


        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">UINT</a></b>

The width of the tiled region, in tiles. Used for buffer and 1D, 2D, and 3D textures.


        Type: <b>UINT16</b>

The height of the tiled region, in tiles. Used for 2D and 3D textures.


        Type: <b>UINT16</b>

The depth of the tiled region, in tiles. Used for 3D textures or arrays. For arrays, used for advancing in depth jumps to next slice of same mipmap size, which isn't contiguous in the subresource counting space if there are multiple mipmaps.


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

    <a href="https://docs.microsoft.com/windows/desktop/api/d3d11_2/ns-d3d11_2-d3d11_tiled_resource_coordinate">D3D11_TILED_RESOURCE_COORDINATE</a>

Resource Structures

Tiled resources