PFND3DWDDM2_0DDI_ENCODEJPEG callback function

The pfnEncodeJpeg callback function is used to queue an asynchronous encode to the target texture.

Syntax

PFND3DWDDM2_0DDI_ENCODEJPEG pfnEncodeJpeg;

VOID APIENTRY* pfnEncodeJpeg(
             D3D10DDI_HDEVICE             hDevice,
  _In_ const D3DWDDM2_0DDIARG_ENCODE_JPEG *pParameters,
             D3D10DDI_HRESOURCE           ScanDataBuffer,
             UINT                         ScanDataOffset,
             D3D10DDI_HRESOURCE           SourceTexture2D,
             UINT                         SourceSubresource
)
{ ... }

Parameters

  • hDevice
    The device handle.

  • pParameters [in]
    A populated D3DWDDM2_0DDIARG_ENCODE_JPEG encode structure.

  • ScanDataBuffer
    The output buffer for the compressed scan data. If this buffer is of insufficient size to complete the encode, the encode fails.

  • ScanDataOffset
    The BYTE offset within the ScanDataBuffer to begin writing the entropy coded segment.

  • SourceTexture2D
    The source input texture. The format of this resource will have a chroma subsampling and channel count that are indicated as supported via the encoder caps check.

  • SourceSubresource
    Source subresource index. The size of the encoding image shall be the dimensions of the 2D subresource.

Return value

This callback function does not return a value.

Requirements

Minimum supported client

Windows 10

Minimum supported server

Windows Server 2016

Target platform

Desktop

Header

D3d10umddi.h (include D3d10umddi.h)

See also

D3DWDDM2_0DDIARG_ENCODE_JPEG

 

 

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