HolographicQuadLayerUpdateParameters.AcquireBufferToUpdateContentWithHardwareProtection Method
Definition
Important
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Gets a hardware-protected Direct3D 11 back buffer whose contents will be displayed for this quad layer from this frame forward.
public:
virtual IDirect3DSurface ^ AcquireBufferToUpdateContentWithHardwareProtection() = AcquireBufferToUpdateContentWithHardwareProtection;
IDirect3DSurface AcquireBufferToUpdateContentWithHardwareProtection();
public IDirect3DSurface AcquireBufferToUpdateContentWithHardwareProtection();
function acquireBufferToUpdateContentWithHardwareProtection()
Public Function AcquireBufferToUpdateContentWithHardwareProtection () As IDirect3DSurface
Returns
The Direct3D 11 surface that holds the hardware-protected back buffer.
Windows requirements
Device family |
Windows 10, version 1809 (introduced in 10.0.17763.0)
|
API contract |
Windows.Foundation.UniversalApiContract (introduced in v7.0)
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Remarks
This method acquires a hardware-protected buffer that will be used to update the quad layer. Applications must acquire a new buffer each time they need to change the texture. Avoid calling this method if you do not need to update the texture.
This method call will fail unless CanAcquireWithHardwareProtection returns true.
To avoid repeated texture load costs, applications may load a single quad layer buffer containing a texture atlas and then call UpdateViewport to select a subset rectangle within the texture to display.
This method will make use of the Direct3D device you provided to the HolographicSpace. If you've specified the D3D11_CREATE_DEVICE_SINGLETHREADED flag on your device, be sure to call this method from your single Direct3D thread to avoid undefined behavior.
To enable hardware content protection for the primary layer's buffer, set HolographicCamera.IsHardwareContentProtectionEnabled to true.
Note
This method must be called when updating a HolographicQuadLayer object for the first time.