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Posted 15 December 2012 - 07:44 AM
Posted 16 December 2012 - 12:53 AM
Your only option with D3D9 is to copy to an intermediate texture first, and then read from that when writing to the original render target texture.
Thanks! So is it possible in D3D11? If so I could setup a D3D11 context and share the resource to it. But when I read MSDN it says CopySubresourceRegion in D3D11 also has to be done between different subresources.
Edited by Michael Tanczos, 28 December 2012 - 12:29 AM.
Posted 17 December 2012 - 01:36 AM
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