ID3D11DeviceContextX::LoadConstantRam Method

Restores resource binding state of constant engine RAM for deferred contexts. The data is loaded from the ID3D11Buffer directly.

Syntax

public:
void LoadConstantRam(
         UINT Flags,
         ID3D11Buffer *pBuffer,
         UINT BufferOffsetInBytes,
         UINT CeRamOffsetInBytes,
         UINT SizeInBytes
)  

Parameters

Flags
Type: UINT 

[in] Flags to control restoring state. This parameter is reserved and currently must be 0.

pBuffer
Type: ID3D11Buffer *

[in] The buffer object from which the CE RAM data is going to be loaded; the source, as a pointer to ID3D11Buffer.

BufferOffsetInBytes
Type: UINT 

[in] Offset in bytes in the buffer object, which stores CE RAM data. Must be 4-bytes aligned.

CeRamOffsetInBytes
Type: UINT 

[in] Offset within CE RAM where the data is to be stored, in bytes. Must be 4-byte aligned. This can be a D3D11X_CERAM_OFFSET enumeration constant.

SizeInBytes
Type: UINT 

[in] The size of the CE RAM data in bytes to copy. Must be 4-byte aligned.

Return value

None.

Remarks

Restores resource binding state of constant engine RAM for deferred contexts. For example, resource views set on an immediate context may be saved before the execution of a command list (using ID3D11DeviceContextX::StoreConstantRam) and restored after execution (using ID3D11DeviceContextX::LoadConstantRam).

Without the store and load calls, after execution of a command list, the given state is reset to defaults, because the RestoreContextState boolean parameter of ExecuteCommandList is not supported. Refer to the example code in Executing Command Lists and Draw Bundles.

Requirements

Header: Declared in d3d11_x.h.

Library: Use d3d11_x.lib.

See also

Reference

ID3D11DeviceContextX::LoadConstantRamImmediate

ID3D11DeviceContextX Interface

ID3D11DeviceContextX Members