IDirect3DExecuteBuffer::Lock

The IDirect3DExecuteBuffer::Lock method obtains a direct pointer to the commands in the execute buffer.

HRESULT Lock(
  LPD3DEXECUTEBUFFERDESC lpDesc  
);
 

Parameters

lpDesc
Address of a D3DEXECUTEBUFFERDESC structure. When the method returns, the lpData member will be set to point to the actual data to which the application has access. This data may reside in system or video memory, and is specified by the dwCaps member. The application may use the IDirect3DExecuteBuffer::Lock method to request that Direct3D move the data between system or video memory.

Return Values

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value may be one of the following values:

D3DERR_EXECUTE_LOCKED
DDERR_INVALIDOBJECT
DDERR_INVALIDPARAMS
DDERR_WASSTILLDRAWING

Remarks

This call fails if the Direct3DExecuteBuffer object is locked—that is, if another thread is accessing the buffer, or if a IDirect3DDevice::Execute method that was issued on this buffer has not yet completed.

QuickInfo

  Windows NT/2000: Requires Windows NT 4.0 SP3 or later.
  Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
  Header: Declared in ddraw.h.
  Import Library: Use ddraw.lib.

See Also

IDirect3DExecuteBuffer::Unlock