typedef struct D3D11X_RENDERABLE_TEXTURE_ADDRESSES {
union {
struct {
void *pColorSamples;
void *pCMask;
}NonAARenderTarget;
struct {
void *pColorSamples;
void *pCMask;
void *pFragmentMask;
}AARenderTarget;
struct {
void *pDepthSamples;
void *pHTile;
}DepthTarget;
struct {
void *pDepthSamples;
void *pHTile;
void *pStencilSamples;
}DepthStencilTarget;
};
} D3D11X_RENDERABLE_TEXTURE_ADDRESSES;
NonAARenderTarget
pColorSamples
Color samples for the non-AA render target.
pCMask
C-mask for the non-AA render target.
AARenderTarget
pColorSamples
Color samples for the AA render target.
pCMask
C-mask for the AA render target.
pFragmentMask
Fragment mask for the AA render target.
DepthTarget
pDepthSamples
Depth samples for the depth target.
pHTile
H-tile for the depth target.
DepthStencilTarget
pDepthSamples
Depth samples for the depth stencil target.
pHTile
H-tile for the depth stencil target.
pStencilSamples
Stencil samples for the depth stencil target.
This structure is passed into the method ID3D11DeviceX::CreatePlacementRenderableTexture2D. That method is similar to ID3D11DeviceX::CreatePlacementTexture2D, but allows the title to specify up to 3 separate virtual addresses representing the individual pieces of the resource.
Header: Declared in d3d11_x.h (d3d11_1.h on other Windows platforms).