Share via


D3DMLOCK Values

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

These values are flags that describe the characteristics of a lock placed on a Direct3D Mobile resource. See the lock method descriptions for a list of the flags that are valid for a particular resource type.

The following table shows these values.

Value Description

D3DMLOCK_DISCARD

Indicates that the application intends to overwrite all bytes in the buffer while the buffer is locked. The contents of the buffer when locked are undefined.

This flag can only be used for buffers created with the D3DMUSAGE_DYNAMIC flag (see D3DMUSAGE Values).

D3DMLOCK_NO_DIRTY_UPDATE

Only valid when locking texture maps. This flag tells the middleware to not add a dirty region to the dirty region list for this locked area.

D3DMLOCK_NOOVERWRITE

Indicates that no indices that were referred to in drawing calls since the start of the frame or the last lock without this flag will be modified during the lock.

This flag can only be used for buffers created with the D3DMUSAGE_DYNAMIC flag (see D3DMUSAGE Values).

D3DMLOCK_READONLY

Indicates that the application can only read from the buffer and not write to it.

D3DMLOCK_VALID

This flag is used as a mask to validate combinations of the other flags.

Requirements

Header d3dmtypes.h
Windows Embedded CE Windows CE 5.0 and later
Windows Mobile Windows Mobile Version 5.0 and later

See Also

Reference

Direct3D Mobile Macros
IDirect3DMobileIndexBuffer::Lock
IDirect3DMobileSurface::LockRect
IDirect3DMobileTexture::LockRect
IDirect3DMobileVertexBuffer::Lock