?/TD> |
Microsoft DirectX 9.0 |
Locks a rectangle on a texture resource.
Syntax
HRESULT LockRect(
UINT Level, D3DLOCKED_RECT *pLockedRect, CONST RECT *pRect, DWORD Flags );
Parameters
- Level
- [in] Specifies the level of the texture resource to lock.
- pLockedRect
- [out] Pointer to a D3DLOCKED_RECT structure, describing the locked region.
- pRect
- [in] Pointer to a rectangle to lock. Specified by a pointer to a RECT structure. Specifying NULL for this parameter expands the dirty region to cover the entire texture.
- Flags
- [in] Combination of zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are:
- D3DLOCK_DISCARD
- D3DLOCK_NO_DIRTY_UPDATE
- D3DLOCK_NO_SYSLOCK
- D3DLOCK_READONLY
For a description of the flags, see D3DLOCK.
Return Value
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
Remarks
Textures created with D3DPOOL_DEFAULT are not lockable. Textures created in video memory are lockable when created with USAGE_DYNAMIC. For more information about usages, see D3DUSAGE.
For performance reasons, dirty regions are recorded only for level zero of a texture. Dirty regions are automatically recorded when IDirect3DTexture9::LockRect is called without D3DLOCK_NO_DIRTY_UPDATE or D3DLOCK_READONLY. See IDirect3DDevice9::UpdateTexture for more information.
The only lockable format for a depth-stencil texture is D3DFMT_D16_LOCKABLE.
Video memory textures cannot be locked, but must be modified by calling IDirect3DDevice9::UpdateSurface or IDirect3DDevice9::UpdateTexture. There are exceptions for some proprietary driver pixel formats that Microsoft?DirectX?9.0 does not recognize. These can be locked.
See Also
IDirect3DTexture9::UnlockRect, IDirect3DDevice9::UpdateTexture