Saves resource binding state of constant engine RAM for deferred contexts.
public:
void StoreConstantRam(
UINT Flags,
ID3D11Buffer *pBuffer,
UINT BufferOffsetInBytes,
UINT CeRamOffsetInBytes,
UINT SizeInBytes
)
Flags
Type: UINT
[in] Flags to control saving state. Reserved. Must be 0.
pBuffer
Type: ID3D11Buffer *
[in] The buffer, as a pointer to ID3D11Buffer.
BufferOffsetInBytes
Type: UINT
[in] The buffer offset, in bytes.
CeRamOffsetInBytes
Type: UINT
[in] The Constant Engine RAM offset, in bytes. This can be a D3D11X_CERAM_OFFSET enumeration constant.
SizeInBytes
Type: UINT
[in] The size in bytes of the amount of data to be copied from pBuffer into constant engine RAM. This size must be 4-byte aligned and must not extend beyond the end of pBuffer or the end of constant engine RAM.
This method saves 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. See the example code in Executing Command Lists and Draw Bundles.
Header: Declared in d3d11_x.h.
Library: Use d3d11_x.lib.