ID3D11DmaEngineContextX::LZDecompressTexture Method

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

Syntax

public:
HRESULT LZDecompressTexture(
         ID3D11Resource *pDstResource,
         UINT DstSubresource,
         UINT DstX,
         UINT DstY,
         UINT DstZ,
         ID3D11Buffer *pSrcBuffer,
         UINT CopyFlags
)  

Parameters

pDstResource
Type: ID3D11Resource *

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

DstSubresource
Type: UINT 

[in] The destination sub-resource.

DstX
Type: UINT 

[in] The X coordinate of the destination box.

DstY
Type: UINT 

[in] The Y coordinate of the destination box.

DstZ
Type: UINT 

[in] The Z coordinate of the destination box.

pSrcBuffer
Type: ID3D11Buffer *

[in] The source buffer, as a pointer to an ID3D11Buffer instance. The maximum size of the memory pointed to by this parameter is 4MB.

CopyFlags
Type: UINT 

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

Return value

Type: HRESULT 

S_OK if successful; otherwise, an error code. D3D11X_DMA_LZ_ERROR enumeration constants can be returned from the DMA Engine through ID3D11DmaEngineContextX::CopyLastErrorCodeToBuffer or ID3D11DmaEngineContextX::CopyLastErrorCodeToMemory.

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