ID3D10Device::CreateShaderResourceView method (d3d10.h)
Create a shader-resource view for accessing data in a resource.
HRESULT CreateShaderResourceView( [in] ID3D10Resource *pResource, [in] const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc, [out] ID3D10ShaderResourceView **ppSRView );
Pointer to the resource that will serve as input to a shader. This resource must have been created with the D3D10_BIND_SHADER_RESOURCE flag.
Type: const D3D10_SHADER_RESOURCE_VIEW_DESC*
Pointer to a shader-resource-view description (see D3D10_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).
Address of a pointer to an ID3D10ShaderResourceView. Set this parameter to NULL to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).
This method returns one of the following Direct3D 10 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: VSSetShaderResources, GSSetShaderResources and PSSetShaderResources.
Since a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.