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D3D10_MAPPED_TEXTURE3D structure (d3d10.h)

Provides access to subresource data in a 3D texture.

Syntax

typedef struct D3D10_MAPPED_TEXTURE3D {
 void *pData;
 UINT RowPitch;
 UINT DepthPitch;
} D3D10_MAPPED_TEXTURE3D;

Members

pData

Type: void*

Pointer to the data.

RowPitch

Type: UINT

The pitch, or width, or physical size (in bytes) of one row of an uncompressed texture. Since a block-compressed texture is encoded in 4x4 blocks, the RowPitch for a compressed texture is the number of bytes in a block of 4x4 texels. See virtual size vs physical size for more information on block compression.

DepthPitch

Type: UINT

The pitch or number of bytes in all rows for a single depth.

Remarks

This structure is used to access subresource data when calling ID3D10Texture3D::Map. To access data, you must cast the pData pointer; see D3D10_MAPPED_TEXTURE2D for an example.

To illustrate pitch for an uncompressed texture, assume a 3D texture with mipmap levels, as shown in the following illustration.

👁 Illustration of a 3D texture with mipmap levels

It is easiest to consider the top-level texture only, as shown in the following illustration.

👁 Illustration of only the top-level texture

And then visualize the top-level texture redrawn as a series of 2D textures, each one having a different depth value. This yields several texture planes, as shown in the following illustration.

👁 Illustration of top-level texture drawn as 2D texture planes

However, the actual layout of all the elements from all the texture planes looks more like the following illustration.

👁 Illustration of the row pitch and depth pitch in memory

Use row pitch to advance a pointer between rows within a single 2D texture plane; use depth pitch to advance a pointer between 2D texture planes.

Requirements

Requirement Value
Header d3d10.h

See also

Resource Structures


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