ID3D12GraphicsCommandList::CopyTextureRegion method (d3d12.h)

This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located within either a buffer resource or a texture resource.


void CopyTextureRegion(
  [in]           const D3D12_TEXTURE_COPY_LOCATION *pDst,
                 UINT                              DstX,
                 UINT                              DstY,
                 UINT                              DstZ,
  [in]           const D3D12_TEXTURE_COPY_LOCATION *pSrc,
  [in, optional] const D3D12_BOX                   *pSrcBox


[in] pDst


Specifies the destination D3D12_TEXTURE_COPY_LOCATION. The subresource referred to must be in the D3D12_RESOURCE_STATE_COPY_DEST state.


Type: UINT

The x-coordinate of the upper left corner of the destination region.


Type: UINT

The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero.


Type: UINT

The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero.

[in] pSrc


Specifies the source D3D12_TEXTURE_COPY_LOCATION. The subresource referred to must be in the D3D12_RESOURCE_STATE_COPY_SOURCE state.

[in, optional] pSrcBox

Type: const D3D12_BOX*

Specifies an optional D3D12_BOX that sets the size of the source texture to copy.

Return value



The source box must be within the size of the source resource. The destination offsets, (x, y, and z), allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If you try and copy outside the destination resource or specify a source box that is larger than the source resource, the behavior of CopyTextureRegion is undefined. If you created a device that supports the debug layer, the debug output reports an error on this invalid CopyTextureRegion call. Invalid parameters to CopyTextureRegion cause undefined behavior and might result in incorrect rendering, clipping, no copy, or even the removal of the rendering device.

If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels.

CopyTextureRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources:

  • Must be different subresources (although they can be from the same resource).
  • Must have compatible DXGI_FORMATs (identical or from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to a DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. CopyTextureRegion can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.
CopyTextureRegion only supports copy; it does not support any stretch, color key, or blend. CopyTextureRegion can reinterpret the resource data between a few format types.

Note that for a depth-stencil buffer, the depth and stencil planes are separate subresources within the buffer.

To copy an entire resource, rather than just a region of a subresource, we recommend to use CopyResource instead.

Note  If you use CopyTextureRegion with a depth-stencil buffer or a multisampled resource, you must copy the entire subresource rectangle. In this situation, you must pass 0 to the DstX, DstY, and DstZ parameters and NULL to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters, should have identical sample count values.
CopyTextureRegion may be used to initialize resources which alias the same heap memory. See CreatePlacedResource for more details.


The following code snippet copies the box (located at (120,100),(200,220)) from a source texture into the region (10,20),(90,140) in a destination texture.
D3D12_BOX sourceRegion;
sourceRegion.left = 120; = 100;
sourceRegion.right = 200;
sourceRegion.bottom = 220;
sourceRegion.front = 0;
sourceRegion.back = 1;

pCmdList -> CopyTextureRegion(pDestTexture, 10, 20, 0, pSourceTexture, &sourceRegion);

Notice, that for a 2D texture, front and back are set to 0 and 1 respectively.


The HelloTriangle sample uses ID3D12GraphicsCommandList::CopyTextureRegion as follows:

inline UINT64 UpdateSubresources(
    _In_ ID3D12GraphicsCommandList* pCmdList,
    _In_ ID3D12Resource* pDestinationResource,
    _In_ ID3D12Resource* pIntermediate,
    _In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
    _In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
    UINT64 RequiredSize,
    _In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
    _In_reads_(NumSubresources) const UINT* pNumRows,
    _In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
    _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData)
    // Minor validation
    D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
    D3D12_RESOURCE_DESC DestinationDesc = pDestinationResource->GetDesc();
    if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER || 
        IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset || 
        RequiredSize > (SIZE_T)-1 || 
        (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER && 
            (FirstSubresource != 0 || NumSubresources != 1)))
        return 0;
    BYTE* pData;
    HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
    if (FAILED(hr))
        return 0;
    for (UINT i = 0; i < NumSubresources; ++i)
        if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
        D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i] };
        MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
    pIntermediate->Unmap(0, NULL);
    if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
        CD3DX12_BOX SrcBox( UINT( pLayouts[0].Offset ), UINT( pLayouts[0].Offset + pLayouts[0].Footprint.Width ) );
            pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
        for (UINT i = 0; i < NumSubresources; ++i)
            CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
            CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
            pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
    return RequiredSize;

See Example Code in the D3D12 Reference.


Requirement Value
Target Platform Windows
Header d3d12.h
Library D3d12.lib
DLL D3d12.dll

See also