ID3D11On12Device::AcquireWrappedResources method

Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again.

Syntax

void AcquireWrappedResources(
  ID3D11Resource * const *ppResources,
  UINT           NumResources
);

Parameters

ppResources

Type: ID3D11Resource*

Specifies a pointer to a set of D3D11 resources, defined by ID3D11Resource.

NumResources

Type: UINT

Count of the number of resources.

Return Value

This method does not return a value.

Remarks

This method marks the resources as "acquired" in hazard tracking.

Keyed mutex resources cannot be provided to this method; use IDXGIKeyedMutex::AcquireSync instead.

Examples

Render text over D3D12 using D2D via the 11On12 device.

// Render text over D3D12 using D2D via the 11On12 device.
void D3D1211on12::RenderUI()
{
    D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_frameIndex]->GetSize();
    D2D1_RECT_F textRect = D2D1::RectF(0, 0, rtSize.width, rtSize.height);
    static const WCHAR text[] = L"11On12";

    // Acquire our wrapped render target resource for the current back buffer.
    m_d3d11On12Device->AcquireWrappedResources(m_wrappedBackBuffers[m_frameIndex].GetAddressOf(), 1);

    // Render text directly to the back buffer.
    m_d2dDeviceContext->SetTarget(m_d2dRenderTargets[m_frameIndex].Get());
    m_d2dDeviceContext->BeginDraw();
    m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity());
    m_d2dDeviceContext->DrawTextW(
        text,
        _countof(text) - 1,
        m_textFormat.Get(),
        &textRect,
        m_textBrush.Get()
        );
    ThrowIfFailed(m_d2dDeviceContext->EndDraw());

    // Release our wrapped render target resource. Releasing 
    // transitions the back buffer resource to the state specified
    // as the OutState when the wrapped resource was created.
    m_d3d11On12Device->ReleaseWrappedResources(m_wrappedBackBuffers[m_frameIndex].GetAddressOf(), 1);

    // Flush to submit the 11 command list to the shared command queue.
    m_d3d11DeviceContext->Flush();
}

Refer to the Example Code in the D3D12 Reference.

Requirements

   
Target Platform Windows
Header d3d11on12.h
Library D3D11.lib
DLL D3D11.dll

See Also

ID3D11On12Device