Restores resource binding state of constant engine RAM for immediate contexts. The data is placed immediately into the CE Ring Buffer for loading into CE RAM.
public:
void LoadConstantRamImmediate(
UINT Flags,
const void *pBuffer,
UINT CeRamOffsetInBytes,
UINT SizeInBytes
)
Flags
Type: UINT
[in] Flags to control restoring state. This parameter is reserved and currently must be 0.
pBuffer
Type: void *
[in] The source data to be loaded into CE RAM.
CeRamOffsetInBytes
Type: UINT
[in] Offset in bytes within CE RAM where the data is to be stored. 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.
Type: void
Restores resource binding state of constant engine RAM for immediate contexts. The data is placed immediately into the CE Ring Buffer for loading into CE RAM. 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::LoadConstantRamImmediate).
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.
Header: Declared in d3d11_x.h.
Library: Use d3d11_x.lib.
ID3D11DeviceContextX::LoadConstantRam