ID3D11Device::CreateShaderResourceView Method
Create a shader-resource view for accessing data in a resource.
Syntax
HRESULT CreateShaderResourceView(
[in] ID3D11Resource *pResource,
[in] const D3D11_SHADER_RESOURCE_VIEW_DESC *pDesc,
[out] ID3D11ShaderResourceView **ppSRView
);
Parameter
pResource [in]
Typ: 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]
Typ: const D3D11_SHADER_RESOURCE_VIEW_DESC*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]
Typ: 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).
Rückgabewert
Typ: HRESULT
This method returns one of the following Direct3D 11 Return Codes.
Hinweise
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.
Since a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.
Hinweis 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.
Anforderungen
Header |
D3D11.h |
Bibliothek |
D3D11.lib |