This method is not implemented, and is not planned to be implemented for Direct3D 11 for Xbox One.
public:
HRESULT LZDecompressTexture(
ID3D11Resource *pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D11Buffer *pSrcBuffer,
UINT CopyFlags
)
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.
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.
Header: Declared in d3d11_x.h (d3d11_1.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).