D3DDDI_PATCHLOCATIONLIST structure (d3dukmdt.h)

The D3DDDI_PATCHLOCATIONLIST structure describes the location of an allocation to patch (that is, assign a physical address to the allocation).

Syntax

typedef struct _D3DDDI_PATCHLOCATIONLIST {
  [in]     UINT  AllocationIndex;
  union {
    struct {
      UINT SlotId : 24;
      UINT Reserved : 8;
    };
    [in]     UINT Value;
  };
  [in/out] UINT  DriverId;
  [in/out] UINT  AllocationOffset;
  [in/out] UINT  PatchOffset;
  [in/out] UINT  SplitOffset;
} D3DDDI_PATCHLOCATIONLIST;

Members

[in] AllocationIndex

An index of the element in the allocation list that specifies the allocation that is referenced by the patch location.

[in/out] SlotId

A UINT that identifies the slot where the allocation will reside. Resources with identical slot identifiers can replace each other.

Setting this member is equivalent to setting bits in the first 24 bits of the 32-bit Value member (0x00FFFFFF).

[in] Reserved

This member is reserved and should be set to zero.

Setting this member to zero is equivalent to setting the remaining 8 bits (0xFF000000) of the 32-bit Value member to zeros.

[in] Value

A 32-bit value that identifies the location of an allocation to patch.

[in/out] DriverId

The driver-defined identifier of the allocation specification.

[in/out] AllocationOffset

The starting offset, in bytes, within the allocation that is referenced.

[in/out] PatchOffset

The offset, in bytes, into the DMA buffer that must be patched.

[in/out] SplitOffset

The offset, in bytes, where the DMA buffer must be split if the allocation cannot be brought into video memory.

Requirements

Requirement Value
Minimum supported client Available in Windows Vista and later versions of the Windows operating systems.
Header d3dukmdt.h (include D3dumddi.h, D3dkmddi.h)

See also

CreateDevice

D3DDDIARG_CREATEDEVICE

D3DDDICB_RENDER

D3DDDI_ALLOCATIONLIST

pfnRenderCb