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Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again.
Syntax
void AcquireWrappedResources(
[in] ID3D11Resource * const *ppResources,
UINT NumResources
);
Parameters
[in] ppResources
Type: ID3D11Resource*
Specifies a pointer to a set of D3D11 resources, defined by ID3D11Resource.
NumResources
Type: UINT
Count of the number of resources.
Return value
None
Remarks
This method marks the resources as "acquired" in hazard tracking.
Keyed mutex resources cannot be provided to this method; use IDXGIKeyedMutex::AcquireSync instead.
Examples
Render text over D3D12 using D2D via the 11On12 device.
// Render text over D3D12 using D2D via the 11On12 device.
void D3D1211on12::RenderUI()
{
D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_frameIndex]->GetSize();
D2D1_RECT_F textRect = D2D1::RectF(0, 0, rtSize.width, rtSize.height);
static const WCHAR text[] = L"11On12";
// Acquire our wrapped render target resource for the current back buffer.
m_d3d11On12Device->AcquireWrappedResources(m_wrappedBackBuffers[m_frameIndex].GetAddressOf(), 1);
// Render text directly to the back buffer.
m_d2dDeviceContext->SetTarget(m_d2dRenderTargets[m_frameIndex].Get());
m_d2dDeviceContext->BeginDraw();
m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity());
m_d2dDeviceContext->DrawTextW(
text,
_countof(text) - 1,
m_textFormat.Get(),
&textRect,
m_textBrush.Get()
);
ThrowIfFailed(m_d2dDeviceContext->EndDraw());
// Release our wrapped render target resource. Releasing
// transitions the back buffer resource to the state specified
// as the OutState when the wrapped resource was created.
m_d3d11On12Device->ReleaseWrappedResources(m_wrappedBackBuffers[m_frameIndex].GetAddressOf(), 1);
// Flush to submit the 11 command list to the shared command queue.
m_d3d11DeviceContext->Flush();
}
Refer to the Example Code in the D3D12 Reference.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d11on12.h |
Library | D3D11.lib |
DLL | D3D11.dll |