D3D11_1DDI_GETCAPTUREHANDLEDATA structure (d3d10umddi.h)
Defines a resource allocation in a call to the GetCaptureHandle function.
Syntax
typedef struct _D3D11_1DDI_GETCAPTUREHANDLEDATA {
[in] D3D10DDI_HRESOURCE hResource;
[in] UINT ArrayIndex;
[out] D3DKMT_HANDLE hAllocation;
[out] UINT DataOffset;
[out] UINT DataSize;
} D3D11_1DDI_GETCAPTUREHANDLEDATA;
Members
[in] hResource
The handle to the resource for which the allocation handle is to be obtained.
The Direct3D version 11 and later runtime will have already verified that this resource was created using the D3D11_DDI_BIND_CAPTURE value in the D3D10_DDI_RESOURCE_BIND_FLAG enumeration.
[in] ArrayIndex
The array element from which the data is to be obtained.
If the resource was not created as a texture array, this value is zero. For a texture array, the Direct3D version 11 and later runtime will have already verified that the array is valid.
[out] hAllocation
The driver-provided address of the kernel mode allocation handle associated with this allocation.
[out] DataOffset
The driver-provided offset of the requested data within the allocation.
If the resource was not created as a texture array, this value is typically zero. For a texture array, this value is the offset of the array element data within the allocation.
[out] DataSize
The driver-provided size of the requested data within the allocation.
If the resource was not created as a texture array, this value is typically the size of the allocation, in bytes. For a texture array, this value is the size of the element data within the allocation.
Remarks
When the GetCaptureHandle function is called, the driver updates the structure with the kernel mode allocation handle associated with the specified resource, as well as the size of the resource data and its offset within an allocated block of memory.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 8 |
Minimum supported server | Windows Server 2012 |
Header | d3d10umddi.h (include D3d10umddi.h) |