ID3D11Device::CreateDepthStencilView method
Create a depth-stencil view for accessing resource data.
Syntax
HRESULT CreateDepthStencilView( [in] ID3D11Resource *pResource, [in, optional] const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, [out, optional] ID3D11DepthStencilView **ppDepthStencilView );
Parameters
- pResource [in]
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Type: ID3D11Resource*
Pointer to the resource that will serve as the depth-stencil surface. This resource must have been created with the D3D11_BIND_DEPTH_STENCIL flag.
- pDesc [in, optional]
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Type: const D3D11_DEPTH_STENCIL_VIEW_DESC*
Pointer to a depth-stencil-view description (see D3D11_DEPTH_STENCIL_VIEW_DESC). Set this parameter to NULL to create a view that accesses mipmap level 0 of the entire resource (using the format the resource was created with).
- ppDepthStencilView [out, optional]
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Type: ID3D11DepthStencilView**
Address of a pointer to an ID3D11DepthStencilView. Set this parameter to NULL to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).
Return value
Type: HRESULT
This method returns one of the following Direct3D 11 Return Codes.
Remarks
A depth-stencil view can be bound to the output-merger stage by calling ID3D11DeviceContext::OMSetRenderTargets.
Requirements
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See also