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