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D3DX11_IMAGE_LOAD_INFO structure

Note  The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.

Optionally provide information to texture loader APIs to control how textures get loaded. A value of D3DX11_DEFAULT for any of these parameters will cause D3DX to automatically use the value from the source file.

Syntax


typedef struct D3DX11_IMAGE_LOAD_INFO {
  UINT              Width;
  UINT              Height;
  UINT              Depth;
  UINT              FirstMipLevel;
  UINT              MipLevels;
  D3D11_USAGE       Usage;
  UINT              BindFlags;
  UINT              CpuAccessFlags;
  UINT              MiscFlags;
  DXGI_FORMAT       Format;
  UINT              Filter;
  UINT              MipFilter;
  D3DX11_IMAGE_INFO *pSrcInfo;
} D3DX11_IMAGE_LOAD_INFO, *LPD3DX11_IMAGE_LOAD_INFO;

Members

Width

Type: UINT

The target width of the texture. If the actual width of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target width.

Height

Type: UINT

The target height of the texture. If the actual height of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target height.

Depth

Type: UINT

The depth of the texture. This only applies to volume textures.

FirstMipLevel

Type: UINT

The highest resolution mipmap level of the texture. If this is greater than 0, then after the texture is loaded FirstMipLevel will be mapped to mipmap level 0.

MipLevels

Type: UINT

The maximum number of mipmap levels in the texture. See the remarks in D3D11_TEX1D_SRV. Using 0 or D3DX11_DEFAULT will cause a full mipmap chain to be created.

Usage

Type: D3D11_USAGE

The way the texture resource is intended to be used. See D3D11_USAGE.

BindFlags

Type: UINT

The pipeline stages that the texture will be allowed to bind to. See D3D11_BIND_FLAG.

CpuAccessFlags

Type: UINT

The access permissions the cpu will have for the texture resource. See D3D11_CPU_ACCESS_FLAG.

MiscFlags

Type: UINT

Miscellaneous resource properties (see D3D11_RESOURCE_MISC_FLAG).

Format

Type: DXGI_FORMAT

A DXGI_FORMAT enumeration indicating the format the texture will be in after it is loaded.

Filter

Type: UINT

Filter the texture using the specified filter (only when resampling). See D3DX11_FILTER_FLAG.

MipFilter

Type: UINT

Filter the texture mip levels using the specified filter (only if generating mipmaps). Valid values are D3DX11_FILTER_NONE, D3DX11_FILTER_POINT, D3DX11_FILTER_LINEAR, or D3DX11_FILTER_TRIANGLE. See D3DX11_FILTER_FLAG.

pSrcInfo

Type: D3DX11_IMAGE_INFO*

Information about the original image. See D3DX11_IMAGE_INFO. Can be obtained with D3DX11GetImageInfoFromFile, D3DX11GetImageInfoFromMemory, or D3DX11GetImageInfoFromResource.

Remarks

When initializing the structure, you may set any member to D3DX11_DEFAULT and D3DX will initialize it with a default value from the source texture when the texture is loaded.

This structure can be used by APIs that:

The default values are:



    Width = D3DX11_DEFAULT;
    Height = D3DX11_DEFAULT;
    Depth = D3DX11_DEFAULT;
    FirstMipLevel = D3DX11_DEFAULT;
    MipLevels = D3DX11_DEFAULT;
    Usage = (D3D11_USAGE) D3DX11_DEFAULT;
    BindFlags = D3DX11_DEFAULT;
    CpuAccessFlags = D3DX11_DEFAULT;
    MiscFlags = D3DX11_DEFAULT;
    Format = DXGI_FORMAT_FROM_FILE;
    Filter = D3DX11_DEFAULT;
    MipFilter = D3DX11_DEFAULT;
    pSrcInfo = NULL;


Here is a brief example that uses this structure to supply the pixel format when loading a texture. For the complete code, see HDRFormats10.cpp in HDRToneMappingCS11 Sample.



ID3D11ShaderResourceView* pCubeRV = NULL;
WCHAR strPath[MAX_PATH];
D3DX11_IMAGE_LOAD_INFO LoadInfo;

    DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, 
        L"Light Probes\\uffizi_cross.dds" );

    LoadInfo.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;

    hr = D3DX11CreateShaderResourceViewFromFile( pd3dDevice, strPath, 
        &LoadInfo, NULL, &pCubeRV, NULL );


Requirements

Header

D3DX11tex.h

See also

D3DX Structures

 

 

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