ID3D12Resource interface (d3d12.h)
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.
The ID3D12Resource interface inherits from ID3D12Pageable. ID3D12Resource also has these types of members:
The ID3D12Resource interface has these methods.
|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.|