ID3D10Device::CopyResource method (d3d10.h)
Copy the entire contents of the source resource to the destination resource using the GPU.
void CopyResource( [in] ID3D10Resource *pDstResource, [in] ID3D10Resource *pSrcResource );
A pointer to the destination resource (see ID3D10Resource).
A pointer to the source resource (see ID3D10Resource).
This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources:
- Must be different resources.
- Must be the same type.
- Must have identical dimensions (including width, height, depth, and size as appropriate).
- Must have compatible formats, which means the formats must be identical or at least 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. Beginning with Direct3D 10.1, CopyResource can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.
- May not be currently mapped.
The method is an asynchronous call which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. See performance considerations for more details.
An application that only needs to copy a portion of the data in a resource should use ID3D10Device::CopySubresourceRegion instead.
Differences between Direct3D 10 and Direct3D 10.1:
Direct3D 10.1 enables depth-stencil resources to be used as either a source or destination. Direct3D 10.1 enables multisampled resources to be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or one of them is multisampled and the other is not multisampled, the call to ID3D10Device::CopyResource fails.
It is possible to copy between prestructured+typed resources and block-compressed textures. See Format Conversion using Direct3D 10.1.