> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# CopyBufferRegion

> CopyBufferRegion (XBOX 上的 Direct3D 12) — 将缓冲区的一个区域从一个资源复制到另一个资源。XBOX 游戏开发的 Direct3D 12 图形 API 参考。

将缓冲区的一个区域从一个资源复制到另一个资源。

## 语法

```cpp theme={null}
void CopyBufferRegion(
    ID3D12Resource  pDstBuffer,
    UINT64 DstOffset,
    ID3D12Resource  pSrcBuffer,
    UINT64 SrcOffset,
    UINT64 NumBytes
)
```

### 参数

*pDstBuffer \[in]*<br />类型：ID3D12Resource \*

指定目标 [ID3D12Resource](/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs)。

*DstOffset*<br />类型：UINT64

指定进入目标资源的 UINT64 偏移量（以字节为单位）。

*pSrcBuffer \[in]*<br />类型：ID3D12Resource \*

指定源 [ID3D12Resource](/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs)。

*SrcOffset*<br />类型：UINT64

指定进入源资源的 UINT64 偏移量（以字节为单位），从该处开始复制。

*NumBytes*<br />类型：UINT64

指定要复制的字节数。

### 返回值

类型：void

无。

## 备注

当复制整个资源时，请考虑使用 [CopyResource](https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12graphicscommandlist-copyresource) 方法，并使用此方法复制资源的区域。

**CopyBufferRegion** 可用于初始化与相同堆内存别名的资源。有关详细信息，请参阅 [CreatePlacedResource](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createplacedresource_public)。

#### 示例

[D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 示例按以下方式使用 **ID3D12GraphicsCommandList::CopyBufferRegion**：

```cpp theme={null}
inline UINT64 UpdateSubresources(
_In_ ID3D12GraphicsCommandList* pCmdList,
_In_ ID3D12Resource* pDestinationResource,
_In_ ID3D12Resource* pIntermediate,
_In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
_In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
UINT64 RequiredSize,
_In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
_In_reads_(NumSubresources) const UINT* pNumRows,
_In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
_In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData)
{
// Minor validation
D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
D3D12_RESOURCE_DESC DestinationDesc = pDestinationResource->GetDesc();
if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
RequiredSize > (SIZE_T)-1 ||
(DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
(FirstSubresource != 0 || NumSubresources != 1)))
{
return 0;
}

BYTE* pData;
HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
if (FAILED(hr))
{
return 0;
}

for (UINT i = 0; i < NumSubresources; ++i)
{
if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i] };
MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
}
pIntermediate->Unmap(0, NULL);

if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
CD3DX12_BOX SrcBox( UINT( pLayouts[0].Offset ), UINT( pLayouts[0].Offset + pLayouts[0].Footprint.Width ) );
pCmdList->CopyBufferRegion(
pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
}
else
{
for (UINT i = 0; i < NumSubresources; ++i)
{
CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
}
}
return RequiredSize;
}
```

请参阅 [Direct3D 12 参考中的示例代码](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code)。

<div class="code" />

## 要求

**头文件：** d3d12\_xs.h 或 d3d12\_x.h<br />**库：** d3d12\_xs.lib 或 d3d12\_x.lib<br />**支持的平台**：XBOX Series 主机和 XBOX One 系列

## 另请参阅

[CopyTextureRegion](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copytextureregion_public)

[ID3D12GraphicsCommandList](/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)


## Related topics

- [CreatePlacedResource](/zh-CN/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createplacedresource_public.md)
- [D3D12_CROSS_NODE_SHARING_TIER](/zh-CN/reference/graphics/d3d12/enums/d3d12_cross_node_sharing_tier_public.md)
- [CopyTiles](/zh-CN/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_copytiles_public.md)
- [CopyTileMappings](/zh-CN/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_copytilemappings_public.md)
- [Region](/zh-CN/services/playfab/api-references/events/data-types/region.md)
