// d3d10umddi.h
typedef struct D3DWDDM1_3DDI_TILE_REGION_SIZE {
UINT NumTiles;
BOOL bUseBox;
UINT Width;
UINT16 Height;
UINT16 Depth;
} D3DWDDM1_3DDI_TILE_REGION_SIZE;
View the official Windows Driver Kit DDI referenceNo description available.
Specifies a tiled region.
NumTilesThe number of tiles within the tiled region.
Note NumTiles must equal Width * Height * Depth.
bUseBoxIf TRUE, the tiled region is defined by the Width, Height, and Depth members. In this case, one update region cannot span mipmaps, although it can span array slices using the Depth member.
If FALSE, the Width, Height, and Depth members should be ignored, and the tiled region is defined by the NumTiles member. In this case, tiles are mapped linearly, first across the x-direction, then the y-direction, then (as applicable) across the z-direction, and then spilling over mipmaps and arrays in subresource order. This procedure is useful for mapping an entire resource at one time.
In either case, the starting location for the region within the resource is specified as a separate parameter outside this structure.
WidthThe width (in the x-direction) of the tiled region. Used for buffer, 1-D, 2-D, and 3-D rendering.
HeightThe height (in the y-direction) of the tiled region. Used for 2-D and 3-D rendering.
DepthThe depth (in the z-direction) of the tiled region. Used for 3-D rendering or for arrays. In the case of arrays, advancing in depth skips to the next slice of the same mipmap size.