PFND3D10DDI_RESOURCEMAP回调函数 (d3d10umddi.h)

ResourceMap 函数映射资源的子资源。

语法

PFND3D10DDI_RESOURCEMAP Pfnd3d10ddiResourcemap;

void Pfnd3d10ddiResourcemap(
  D3D10DDI_HDEVICE unnamedParam1,
  D3D10DDI_HRESOURCE unnamedParam2,
  UINT unnamedParam3,
  D3D10_DDI_MAP unnamedParam4,
  UINT unnamedParam5,
  D3D10DDI_MAPPED_SUBRESOURCE *unnamedParam6
)
{...}

参数

unnamedParam1

hDevice [in]

显示设备的句柄 (图形上下文) 。

unnamedParam2

hResource [in]

要映射的资源的句柄。

unnamedParam3

子资源 [in]

指示要映射的子资源的索引。

unnamedParam4

DDIMap [in]

一个D3D10_DDI_MAP类型的值,指示将子资源映射到的访问级别。

unnamedParam5

Flags [in]

一个 D3D10_DDI_MAP_FLAG类型的值,该值指示如何映射子资源。

unnamedParam6

pMappedSubResource [out]

指向 D3D10DDI_MAPPED_SUBRESOURCE 结构的指针,该结构接收有关映射的子资源的信息。

返回值

备注

驱动程序可以使用 pfnSetErrorCb 回调函数来设置错误代码。

驱动程序可以调用 pfnSetErrorCb 来设置D3DDDIERR_DEVICEREMOVED错误代码。

通常,在运行时收到D3DDDIERR_DEVICEREMOVED错误代码后,除了取消绑定、销毁和其他清理操作) 外,运行时将不再 (用户模式显示驱动程序。

通常,每次调用用户模式显示驱动程序的 ResourceMap 函数都会附带对驱动程序的 ResourceUnmap 函数的调用;但是,在运行时收到D3DDDIERR_DEVICEREMOVED错误代码后,它不会调用 ResourceUnmap

如果运行时在 Flags 参数中传递了 D3D10_DDI_MAP_FLAG_DONOTWAIT 标志,驱动程序可以调用 pfnSetErrorCb 来设置DXGI_DDI_ERR_WASSTILLDRAWING错误代码。

驱动程序可以实现一对 ResourceMapResourceUnmap 函数,这些函数可以包含用于处理各种功能的 switch 语句。 也就是说,驱动程序可以实现一个 ResourceMap-ResourceUnmap 对,并且可以将 D3D10DDI_DEVICEFUNCS 结构的以下成员设置为指向此实现对:

  • pfnDynamicIABufferMapDiscard-pfnDynamicIABufferUnmap

  • pfnDynamicIABufferMapNoOverwrite-pfnDynamicIABufferUnmap

  • pfnDynamicConstantBufferMapDiscard-pfnDynamicConstantBufferUnmap

  • pfnDynamicResourceMapDiscard-pfnDynamicResourceUnmap

  • pfnStagingResourceMap-pfnStagingResourceUnmap

但是,为了提高性能,驱动程序可以实现单独的 map-unmap 函数对。 Microsoft Direct3D 运行时根据资源类型 (调用相应的 map-unmap 函数对,例如,缓冲区或纹理) 以及创建和映射资源时指定的 D3D10_DDI_RESOURCE_USAGED3D10_DDI_RESOURCE_BIND_FLAGD3D10_DDI_MAP 值的类型。

注意

如果要映射和取消映射的资源类型是缓冲区,则 Direct3D 运行时将 Subresource 参数设置为零。
尽管 Direct3D 运行时通常为动态纹理调用 pfnDynamicResourceMapDiscard-pfnDynamicResourceUnmap 函数对,但运行时也为使用D3D10_DDI_BIND_SHADER_RESOURCE绑定标志设置创建的动态缓冲区调用此函数对。

以下示例代码演示 Direct3D 运行时调用特定 map 或 unmap 函数时设置的值:

//-----------------------------------------------
void APIENTRY UMDevice::DynamicIABufferMapNoOverwrite_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource,
    D3D10_DDI_MAP MapType,
    UINT MapFlags,
    D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.ResourceDimension == D3D10DDIRESOURCE_BUFFER &&
        pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        (pResource->m_DDICreateResource.BindFlags & (D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BUFFER)) &&
        !(pResource->m_DDICreateResource.BindFlags & ~(D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BUFFER)) &&
        Subresource == 0 &&
        MapType == D3D10_DDI_MAP_WRITE_NOOVERWRITE &&
        MapFlags == 0 );
 
    pResource->Map( Subresource, MapType, MapFlags, pMappedSubresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::DynamicIABufferMapDiscard_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource,
    D3D10_DDI_MAP MapType,
    UINT MapFlags,
    D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.ResourceDimension == D3D10DDIRESOURCE_BUFFER &&
        pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        (pResource->m_DDICreateResource.BindFlags & (D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BUFFER)) &&
        !(pResource->m_DDICreateResource.BindFlags & ~(D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BUFFER)) &&
        Subresource == 0 &&
        MapType == D3D10_DDI_MAP_WRITE_DISCARD &&
        MapFlags == 0 );
 
    pResource->Map( Subresource, MapType, MapFlags, pMappedSubresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::DynamicIABufferUnmap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.ResourceDimension == D3D10DDIRESOURCE_BUFFER &&
        pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        (pResource->m_DDICreateResource.BindFlags & (D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BUFFER)) &&
        !(pResource->m_DDICreateResource.BindFlags & ~(D3D10_DDI_BIND_VERTEX_BUFFER | D3D10_DDI_BIND_INDEX_BUFFER)) &&
        Subresource == 0 );
 
    pResource->Unmap( Subresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::DynamicConstantBufferMapDiscard_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource,
    D3D10_DDI_MAP MapType,
    UINT MapFlags,
    D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.ResourceDimension == D3D10DDIRESOURCE_BUFFER &&
        pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        (pResource->m_DDICreateResource.BindFlags & D3D10_DDI_BIND_CONSTANT_BUFFER) &&
        !(pResource->m_DDICreateResource.BindFlags & ~D3D10_DDI_BIND_CONSTANT_BUFFER) &&
        Subresource == 0 &&
        MapType == D3D10_DDI_MAP_WRITE_DISCARD &&
        MapFlags == 0 );
 
    pResource->Map( Subresource, MapType, MapFlags, pMappedSubresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::DynamicConstantBufferUnmap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.ResourceDimension == D3D10DDIRESOURCE_BUFFER &&
        pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        (pResource->m_DDICreateResource.BindFlags & D3D10_DDI_BIND_CONSTANT_BUFFER) &&
        !(pResource->m_DDICreateResource.BindFlags & ~D3D10_DDI_BIND_CONSTANT_BUFFER) &&
        Subresource == 0 );
 
    pResource->Unmap( Subresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::DynamicResourceMapDiscard_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource,
    D3D10_DDI_MAP MapType,
    UINT MapFlags,
    D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        pResource->m_DDICreateResource.Subresources == 1 &&
        Subresource == 0 &&
        MapType == D3D10_DDI_MAP_WRITE_DISCARD &&
        MapFlags == 0 );
 
    pResource->Map( Subresource, MapType, MapFlags, pMappedSubresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::DynamicResourceUnmap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_DYNAMIC &&
        pResource->m_DDICreateResource.Subresources == 1 &&
        Subresource == 0 );
 
    pResource->Unmap( Subresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::StagingResourceMap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource,
    D3D10_DDI_MAP MapType,
    UINT MapFlags,
    D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_STAGING &&
        (MapType == D3D10_DDI_MAP_READ || MapType == D3D10_DDI_MAP_WRITE || MapType == D3D10_DDI_MAP_READWRITE) );
 
    pResource->Map( Subresource, MapType, MapFlags, pMappedSubresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::StagingResourceUnmap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.Usage == D3D10_DDI_USAGE_STAGING );
 
    pResource->Unmap( Subresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::ResourceMap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource,
    D3D10_DDI_MAP MapType,
    UINT MapFlags,
    D3D10DDI_MAPPED_SUBRESOURCE* pMappedSubresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.Usage != D3D10_DDI_USAGE_DYNAMIC &&
        pResource->m_DDICreateResource.Usage != D3D10_DDI_USAGE_STAGING );
 
    // Generally true; but allow last second change:
    assert( false );
 
    pResource->Map( Subresource, MapType, MapFlags, pMappedSubresource );
}
 
//------------------------------------------------
void APIENTRY UMDevice::ResourceUnmap_Default(
    D3D10DDI_HDEVICE hDevice,
    D3D10DDI_HRESOURCE hResource,
    UINT Subresource )
{
    UMDevice* pThis = UMDevice::CastFrom( hDevice );
    UMResource* pResource = UMResource::CastFrom( hResource );
 
    assert( pResource->m_DDICreateResource.Usage != D3D10_DDI
_USAGE_DYNAMIC &&
        pResource->m_DDICreateResource.Usage != D3D10_DDI_USAGE_STAGING );
 
    // Generally true; but allow last second change:
    assert( false );
 
    pResource->Unmap( Subresource );
}

对输入值的限制

对于 Windows 显示驱动程序模型 (WDDM) 1.3 及更高版本的驱动程序,Microsoft Direct3D 运行时提供此函数使用的一组受限输入值。 有关所有受限值的列表,请参阅 Direct3D 呈现性能改进

要求

要求
最低受支持的客户端 在 Windows Vista 和更高版本的 Windows 操作系统中可用。
目标平台 桌面
标头 d3d10umddi.h (包括 D3d10umddi.h)

另请参阅

D3D10DDI_DEVICEFUNCS

D3D10DDI_MAPPED_SUBRESOURCE

D3D10_DDI_MAP

D3D10_DDI_MAP_FLAG

D3D10_DDI_RESOURCE_BIND_FLAG

D3D10_DDI_RESOURCE_USAGE

ResourceUnmap

pfnSetErrorCb