Why can I not map a dynamic texture in D3D?
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by
sebf
on Game Development
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Published on 2011-11-28T21:39:36Z
Indexed on
2011/11/29
18:04 UTC
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I am trying to map a Texture2D resource in DirectX11 via SharpDX.
The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified.
My call however fails with a generic exception from SharpDX:
_Parent.Context.MapSubresource(
_Resource,
0,
SharpDX.Direct3D11.MapMode.Write,
SharpDX.Direct3D11.MapFlags.None,
out stream
);
I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource()
I should be using Texture2D.Map()
, however, the DirectX11 Texture2D class does not define Map()
(though it does for the D3D 10 equivalent).
If I call the above with MapMode.WriteDiscard
, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it.
Has the Map()
method been removed in Direct3D 11 or am I looking in the wrong place?
Is the MapSubresource()
method unsuitable or am I using it wrong?
EDIT: I declared my resource as Dynamic with CPU Write Flags - not Default as I originaly wrote - sorry for the fairly huge 'typo' that changes the entire question!
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