ID3D11DmaEngineContextX::LZCompressTexture Method

This method is not implemented, and is not planned to be implemented for Direct3D 11 for Xbox One.

Syntax

public:
HRESULT LZCompressTexture(
         ID3D11Buffer *pDstBuffer,
         ID3D11Resource *pSrcResource,
         UINT SrcSubresource,
         const D3D11_BOX *pSrcBox,
         UINT CopyFlags
)  

Parameters

pDstBuffer
Type: ID3D11Buffer *

[in] The destination buffer, as a pointer to an ID3D11Buffer instance.

pSrcResource
Type: ID3D11Resource *

[in] The source resource, as a pointer to an ID3D11Resource instance.

SrcSubresource
Type: UINT 

[in] The source sub-resource, as a pointer to an ID3D11Resource instance.

pSrcBox
Type: D3D11_BOX *

[in] The source box, as a pointer to a D3D11_BOX instance.

CopyFlags
Type: UINT 

[in] Flags to control the compressing. Reserved for future use; must be zero.

Return value

Type: HRESULT 

S_OK if successful; otherwise, an error code.

Requirements

Header: Declared in d3d11_x.h (d3d11_1.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).

See also

Reference

ID3D11DmaEngineContextX Interface

ID3D11DmaEngineContextX Members