D3D11_CPU_ACCESS_FLAG enumeration
Defined in: d3d11.h
Namespace: Microsoft::WRL::Details
(though typically used directly in C/C++ code)
Platform: Windows
The D3D11_CPU_ACCESS_FLAG enumeration specifies CPU access for a resource.
These flags are used in the D3D11_RESOURCE_MISC_FLAG member of the D3D11_BUFFER_DESC and D3D11_TEXTURE1D_DESC, D3D11_TEXTURE2D_DESC, D3D11_TEXTURE3D_DESC structures.
Syntax
enum D3D11_CPU_ACCESS_FLAG : unsigned int {
D3D11_CPU_ACCESS_WRITE = 0,
D3D11_CPU_ACCESS_READ = 1,
D3D11_CPU_ACCESS_READ_WRITE = 2
};
Members
D3D11_CPU_ACCESS_WRITE
D3D11_CPU_ACCESS_WRITE
0
The resource can be written to by the CPU.
D3D11_CPU_ACCESS_READ
D3D11_CPU_ACCESS_READ
1
The resource can be read from by the CPU.
D3D11_CPU_ACCESS_READ_WRITE
D3D11_CPU_ACCESS_READ_WRITE
2
The resource can be read from and written to by the CPU.
Remarks
Resources that are accessible by the CPU are typically placed in system memory rather than video memory. This can lead to performance implications due to potential data transfers between system and video memory.
For optimal performance, minimize CPU access to resources and favor GPU access.
Requirements
Component | Version |
---|---|
Minimum supported client | Windows 7 [desktop apps | UWP apps] |
Minimum supported server | Windows Server 2008 R2 [desktop apps | UWP apps] |
Header | d3d11.h |