D3D11_TEXTURE2D_DESC structure

Describes a 2D texture.

Syntax


typedef struct D3D11_TEXTURE2D_DESC {
  UINT             Width;
  UINT             Height;
  UINT             MipLevels;
  UINT             ArraySize;
  DXGI_FORMAT      Format;
  DXGI_SAMPLE_DESC SampleDesc;
  D3D11_USAGE      Usage;
  UINT             BindFlags;
  UINT             CPUAccessFlags;
  UINT             MiscFlags;
} D3D11_TEXTURE2D_DESC;

Members

Width

Type: UINT

Texture width (in texels). The range is from 1 to D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION (16384). For a texture cube-map, the range is from 1 to D3D11_REQ_TEXTURECUBE_DIMENSION (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

Height

Type: UINT

Texture height (in texels). The range is from 1 to D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION (16384). For a texture cube-map, the range is from 1 to D3D11_REQ_TEXTURECUBE_DIMENSION (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

MipLevels

Type: UINT

The maximum number of mipmap levels in the texture. See the remarks in D3D11_TEX1D_SRV. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

ArraySize

Type: UINT

Number of textures in the texture array. The range is from 1 to D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION (2048). For a texture cube-map, this value is a multiple of 6 (that is, 6 times the value in the NumCubes member of D3D11_TEXCUBE_ARRAY_SRV), and the range is from 6 to 2046. The range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

Format

Type: DXGI_FORMAT

Texture format (see DXGI_FORMAT).

SampleDesc

Type: DXGI_SAMPLE_DESC

Structure that specifies multisampling parameters for the texture. See DXGI_SAMPLE_DESC.

Usage

Type: D3D11_USAGE

Value that identifies how the texture is to be read from and written to. The most common value is D3D11_USAGE_DEFAULT; see D3D11_USAGE for all possible values.

BindFlags

Type: UINT

Flags (see D3D11_BIND_FLAG) for binding to pipeline stages. The flags can be combined by a logical OR.

CPUAccessFlags

Type: UINT

Flags (see D3D11_CPU_ACCESS_FLAG) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.

MiscFlags

Type: UINT

Flags (see D3D11_RESOURCE_MISC_FLAG) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined by using a logical OR. For a texture cube-map, set the D3D11_RESOURCE_MISC_TEXTURECUBE flag. Cube-map arrays (that is, ArraySize > 6) require feature level D3D_FEATURE_LEVEL_10_1 or higher.

Remarks

This structure is used in a call to ID3D11Device::CreateTexture2D.

In addition to this structure, you can also use the CD3D11_TEXTURE2D_DESC derived structure, which is defined in D3D11.h and behaves like an inherited class, to help create a texture description.

The device places some size restrictions (must be multiples of a minimum size) for a subsampled, block compressed, or bit-format resource.

The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D 10 hardware at feature level 10 (D3D_FEATURE_LEVEL_10_0) and call D3D11CreateDevice to create an ID3D11Device, you must constrain the maximum texture size to D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION (8192) when you create your 2D texture.

Requirements

Header

D3D11.h

See also

Resource Structures

 

 

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