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ID3D11Device::CreateShaderResourceView method

Create a shader-resource view for accessing data in a resource.


HRESULT CreateShaderResourceView(
  [in]                  ID3D11Resource                  *pResource,
  [in, optional]  const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
  [out, optional]       ID3D11ShaderResourceView        **ppSRView


pResource [in]

Type: ID3D11Resource*

Pointer to the resource that will serve as input to a shader. This resource must have been created with the D3D11_BIND_SHADER_RESOURCE flag.

pDesc [in, optional]


Pointer to a shader-resource view description (see D3D11_SHADER_RESOURCE_VIEW_DESC). Set this parameter to NULL to create a view that accesses the entire resource (using the format the resource was created with).

ppSRView [out, optional]

Type: ID3D11ShaderResourceView**

Address of a pointer to an ID3D11ShaderResourceView. 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


This method returns one of the following Direct3D 11 Return Codes.


A resource is made up of one or more subresources; a view identifies which subresources to allow the pipeline to access. In addition, each resource is bound to the pipeline using a view. A shader-resource view is designed to bind any buffer or texture resource to the shader stages using the following API methods: ID3D11DeviceContext::VSSetShaderResources, ID3D11DeviceContext::GSSetShaderResources and ID3D11DeviceContext::PSSetShaderResources.

Because a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.

Note   To successfully create a shader-resource view from a typeless buffer (for example, DXGI_FORMAT_R32G32B32A32_TYPELESS), you must set the D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS flag when you create the buffer.

The Direct3D 11.1 runtime, which is available starting with Windows 8, allows you to use CreateShaderResourceView for the following new purpose.

You can create shader-resource views of video resources so that Direct3D shaders can process those shader-resource views. These video resources are either Texture2D or Texture2DArray. The value in the ViewDimension member of the D3D11_SHADER_RESOURCE_VIEW_DESC structure for a created shader-resource view must match the type of video resource, D3D11_SRV_DIMENSION_TEXTURE2D for Texture2D and D3D11_SRV_DIMENSION_TEXTURE2DARRAY for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the DXGI_FORMAT reference page specify the format values that views are restricted to.

The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity. Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.

Windows Phone 8: This API is supported.






See also