D3D10_TEXTURE3D_DESC structure (d3d10.h)

Describes a 3D texture.

Syntax

typedef struct D3D10_TEXTURE3D_DESC {
  UINT        Width;
  UINT        Height;
  UINT        Depth;
  UINT        MipLevels;
  DXGI_FORMAT Format;
  D3D10_USAGE Usage;
  UINT        BindFlags;
  UINT        CPUAccessFlags;
  UINT        MiscFlags;
} D3D10_TEXTURE3D_DESC;

Members

Width

Type: UINT

Texture width (in texels). The range is from 1 to D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048). For more information about restrictions, see Remarks.

Height

Type: UINT

Texture height (in texels). The range is from 1 to D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048). For more information about restrictions, see Remarks.

Depth

Type: UINT

Texture depth (in texels). The range is from 1 to D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048).

MipLevels

Type: UINT

Number of subtextures (also called mipmap levels). Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

Format

Type: DXGI_FORMAT

Texture format (see DXGI_FORMAT).

Usage

Type: D3D10_USAGE

Value that identifies how the texture is to be read from and written to. The most common value is D3D10_USAGE-DEFAULT; see D3D10_USAGE for all possible values.

BindFlags

Type: UINT

Flags (see D3D10_BIND_FLAG) for binding to pipeline stages. The flags can be combined by a logical OR.

CPUAccessFlags

Type: UINT

Flags (see D3D10_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 D3D10_RESOURCE_MISC_FLAG) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined with a logical OR.

Remarks

This structure is used in a call to ID3D10Device::CreateTexture3D. A helpful derived structure CD3D10_TEXTURE3D_DESC is declared in D3D10.h, to help create a texture description.

The device restricts the size of subsampled, block compressed (see Block Compression (Direct3D 10)), and bit format resources to be multiples of sizes specific to each format.

Requirements

Requirement Value
Header d3d10.h

See also

Resource Structures