PFND3D10DDI_RESOURCEMAP回呼函式 (d3d10umddi.h)

ResourceMap 函式會對應資源的子資源。

語法

PFND3D10DDI_RESOURCEMAP Pfnd3d10ddiResourcemap;

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

參數

unnamedParam1

hDevice [in]

顯示裝置的句柄 (圖形內容) 。

unnamedParam2

hResource [in]

要對應的資源句柄。

unnamedParam3

子資源 [in]

索引,表示要對應的子資源。

unnamedParam4

DDIMap [in]

D3D10_DDI_MAP型別值,表示要對應子資源的存取層級。

unnamedParam5

旗標 [in]

指出如何對應子資源的 D3D10_DDI_MAP_FLAG型別值。

unnamedParam6

pMappedSubResource [out]

接收對應子資源相關信息 之D3D10DDI_MAPPED_SUBRESOURCE 結構的指標。

傳回值

備註

驅動程式可以使用 pfnSetErrorCb 回呼函式來設定錯誤碼。

驅動程式可以呼叫 pfnSetErrorCb 來設定D3DDDIERR_DEVICEREMOVED錯誤碼。

一般而言,在運行時間收到D3DDDIERR_DEVICEREMOVED錯誤碼之後,運行時間將不再呼叫使用者模式顯示 (驅動程式,而不需要取消系結、解構和其他清除作業) 。

一般而言,使用者模式顯示驅動程式 ResourceMap 函式的每個呼叫都會伴隨對驅動程式 ResourceUnmap 函式的呼叫;不過,在運行時間收到D3DDDIERR_DEVICEREMOVED錯誤碼之後,它不會呼叫 ResourceUnmap

如果運行時間在 Flags 參數中傳遞D3D10_DDI_MAP_FLAG_DONOTWAIT旗標,驅動程式可以呼叫 pfnSetErrorCb 來設定DXGI_DDI_ERR_WASSTILLDRAWING錯誤碼。

驅動程式可以實作一對 ResourceMapResourceUnmap 函式,其中包含 switch 語句來處理各種功能。 也就是說,驅動程式可以實作一個 ResourceMap-ResourceUnmap 配對,並可設定 下列D3D10DDI_DEVICEFUNCS 結構成員,以指向此實作配對:

  • pfnDynamicIABufferMapDiscard-pfnDynamicIABufferUnmap

  • pfnDynamicIABufferMapNoOverwrite-pfnDynamicIABufferUnmap

  • pfnDynamicConstantBufferMapDiscard-pfnDynamicConstantBufferUnmap

  • pfnDynamicResourceMapDiscard-pfnDynamicResourceUnmap

  • pfnStagingResourceMap-pfnStagingResourceUnmap

不過,為了改善效能,驅動程式可以實作個別的對應 unmap 函式組。 Microsoft Direct3D 運行時間會根據資源類型 (呼叫適當的對應 unmap 函式配對,例如緩衝區或紋理) 以及建立和對應資源時所指定的 D3D10_DDI_RESOURCE_USAGED3D10_DDI_RESOURCE_BIND_FLAGD3D10_DDI_MAP 值。

注意

如果要對應和取消對應的資源類型是緩衝區,Direct3D 運行時間會將 Subresource 參數設定為零。
雖然 Direct3D 執行時間通常會針對動態紋理呼叫 pfnDynamicResourceMapDiscard-pfnDynamicResourceUnmap 函式組,但運行時間也會針對使用已設定D3D10_DDI_BIND_SHADER_RESOURCE系結旗標所建立的動態緩衝區呼叫此函式組。

下列範例程式代碼顯示 Direct3D 執行時間呼叫特定對應或 unmap 函式時所設定的值:

//-----------------------------------------------
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 );
}

輸入值的限制

對於 Windows 顯示驅動程式模型 (WDDM) 1.3 和更新版本的驅動程式,Microsoft Direct3D 運行時間會提供一組受限制的輸入值,供此函式使用。 如需所有受限制值的清單,請參閱 Direct3D 轉譯效能改善

規格需求

需求
最低支援的用戶端 可在 Windows Vista 和更新版本的 Windows 作業系統中使用。
目標平台 桌面
標頭 d3d10umddi.h (包含 D3d10umddi.h)

另請參閱

D3D10DDI_DEVICEFUNCS

D3D10DDI_MAPPED_SUBRESOURCE

D3D10_DDI_MAP

D3D10_DDI_MAP_FLAG

D3D10_DDI_RESOURCE_BIND_FLAG

D3D10_DDI_RESOURCE_USAGE

ResourceUnmap

pfnSetErrorCb