How Do You Deal With The DirectX Blocking Example?
Stop wasting time with computer errors.
If you received an example directx Lockrect error code, today’s user guide will help you.
HRESULT LockRect( [in] UINT level, [out] D3DLOCKED_RECT *pLockedRect, [in] const RECT *pRect, [in] DWORD flags);
Pointer to the rectangle to block. By specifying a pointer to the RECT structure in the market. If you specify NULL for this parameter, the dirty neighborhood will be propagated to the entire texture.
A combination of null plus or lock flags describing the type of lock you are performing. For this method, the real flags are:
When using D3DLOCK_DISCARD, you do not need to specify a specific subdirectory. Note
to each flag descriptionD3DLOCK
If the method succeeds, the rewind value is D3D_OK. If the alternative doesn’t work, the return value might be D3DERR_INVALIDCALL.
Textures created with Are d3dpool_default cannot be blocked at all. Textures created on in-memory video media can be locked if created with USAGE_DYNAMIC.
Dirty areas are only impregnated for level 0 of a meaningful texture for performance reasons. Dirty areas are automatically detected when IDirect3DTexture9::LockRect is called without a D3DLOCK_NO_DIRTY_UPDATE or D3DLOCK_READONLY request. See IDirect3DDevice9::UpdateTexture.
for more information.
The video memory scheme can only be locked, it must be changed by calling IDirect3DDevice9::UpdateSurface , IDirect3DDevice9::UpdateTexture . There are exceptions for some unique driver pixel formats that Direct3D 8 does not recognize. They can be a little more private.
This method cannot retrieve data from a resource texture created with D3DUSAGE_RENDERTARGET because such a texture must eventually be allocated in D3DPOOL_DEFAULT memory and therefore cannot be locked. If instead you use IDirect3DDevice9::GetRenderTargetData to copy composition data from device memory to shared memory.
See See Also
But only in this situation can work:
D3DXCreateTextureFromFileEx(g_pd3dDevice, “banana.bmp”, 256, 256, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT D3DX_DEFAULT, , 0, 4, NULL , NULL , &g_pTex);
g_pTex->LockRect(0, &d3dlock, NULL, D3DLOCK_DISCARD);
This (when using dynamic textures) means that almost all the contents of the texture are removed, which is not exactly what I need. By the way, can you simply understand the moment when you need a locked texture?
You are still using the default pool (D3DPOOL_DEFAULT). Correct visit:
D3DXCreateTextureFromFileEx(g_pd3dDevice, will be "banana.bmp", 256, 256, 3, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, 0, 0, NULL, NULL, &g_pTex ", "D3DXCreateTexture.vice, DeEx3gFromd 2dDevice, ", 256, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, D3DX_DEFAULT, 0, 0, NULL, NULL, &g_pTex);
Specifying a managed system’s texture pool will likely cause Direct3D to keep a regional copy of the texture. When you lock a texture, Direct3D returns a pointer to the cached copy, and when you unlock it,They are loaded on the video card.
But you can’t eat your pie and this article. Locking a texture means that it is stored in system memory. All those back and forth copies would most likely break processor parallelism.
Well, that’s what they’ve always been used for. The problem with Janta is that there is no way to speed up the chosen method in the same way as a completely hardware method.
[Edited by On Admiral, Mar 19, 2009 6:58:24 AM]
The most commonly used part is read from the design, which resides in video memory (the “default pool”). It’s mostly about rendering blobs.
- Reading from a texture is equivalent to reading level 0 with that texture’s surface. See below.
- The above subset has a texture.
- Read the interface that refers to a memory pool other than the default (“managed” system), or just lock it and check the bytes.
- tabout the same for a subset of the surface. Only up-to-date and checked blocking section.
Now we have left these traces in video memory (“standard pool”). This could be any noticeable surface/texture improvement as the render target, or any regular surface/texture you all created with the default pool or just from the back buffer. The difficulty here is that you cannot block it.
Detailed explanation (general overview of the code below):
- rt = get the rendered target surface of Can (this is the texture base, back buffer, etc.)
- if rt is (GetDesc, multisample check D3DSURFACE_DESC.MultiSampleType), then: a) create another render target of the same size, same construction, but without multisampling; b) StretchRect of rt is applied to this new interface; c) rt Dies = new flooring (i.e. continuation on new surface).
- off means that a surface is created outside the screen (CreateOffscreenPlainSurface, Pool)
- device->GetRenderTargetData( d3dpool_systemmem rt, off )
- now passes data to the render target. LockRect(), data, seeClick on UnlockRect(). Click here to get a complimentary download of this powerful PC optimization tool.