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#Actualmhagain

Posted 22 September 2012 - 08:36 AM

View the CPU Access Flags member as being relevant to a Map call - you need a CPU access that will allow for the map type you're using. This is specifically called out by the documentation for D3D11_CPU_ACCESS_FLAG (see http://msdn.microsof...6(v=vs.85).aspx) where each flag is defined in terms of the resource being mappable.

You can still use UpdateSubresource on USAGE_DEFAULT resources. Here you're not actually accessing the resource data directly yourself, instead you're shoving a chunk of data to the driver and telling the driver to use it to update the resource. So the general rule is - if D3D gives you a pointer via a Map operation then you need CPU access, if you provide the pointer yourself and send data to D3D then you don't.

#1mhagain

Posted 22 September 2012 - 08:32 AM

View the CPU Access Flags member as being relevant to a Map call - you need a CPU access that will allow for the map type you're using. This is specifically called out by the documentation for D3D11_CPU_ACCESS_FLAG (see http://msdn.microsoft.com/en-us/library/windows/desktop/ff476106%28v=vs.85%29.aspx) where each flag is defined in terms of the resource being mappable.

You can still use CopyResource, CopySubresourceRegion and UpdateSubresource on USAGE_DEFAULT textures.

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