ID3D11Device::CreateTexture3D method (d3d11.h)
Create a single 3D texture.
HRESULT CreateTexture3D( [in] const D3D11_TEXTURE3D_DESC *pDesc, [in, optional] const D3D11_SUBRESOURCE_DATA *pInitialData, [out, optional] ID3D11Texture3D **ppTexture3D );
Type: const D3D11_TEXTURE3D_DESC*
A pointer to a D3D11_TEXTURE3D_DESC structure that describes a 3D texture resource. To create a typeless resource that can be interpreted at runtime into different, compatible formats, specify a typeless format in the texture description. To generate mipmap levels automatically, set the number of mipmap levels to 0.
[in, optional] pInitialData
Type: const D3D11_SUBRESOURCE_DATA*
A pointer to an array of D3D11_SUBRESOURCE_DATA structures that describe subresources for the 3D texture resource. Applications cannot specify NULL for pInitialData when creating IMMUTABLE resources (see D3D11_USAGE). If the resource is multisampled, pInitialData must be NULL because multisampled resources cannot be initialized with data when they are created.
If you don't pass anything to pInitialData, the initial content of the memory for the resource is undefined. In this case, you need to write the resource content some other way before the resource is read.
You can determine the size of this array from the value in the MipLevels member of the D3D11_TEXTURE3D_DESC structure to which pDesc points. Arrays of 3D volume textures are not supported.
For more information about this array size, see Remarks.
[out, optional] ppTexture3D
A pointer to a buffer that receives a pointer to a ID3D11Texture3D interface for the created texture. Set this parameter to NULL to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).
If the method succeeds, the return code is S_OK. See Direct3D 11 Return Codes for failing error codes.
CreateTexture3D creates a 3D texture resource, which can contain a number of 3D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.
All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of D3D11_SUBRESOURCE_DATA structures pointed to by pInitialData, or they can use one of the D3DX texture functions such as D3DX11CreateTextureFromFile.
Each element of pInitialData provides all of the slices that are defined for a given miplevel. For example, for a 32 x 32 x 4 volume texture with a full mipmap chain, the array has the following 6 elements:
- pInitialData = 32x32 with 4 slices
- pInitialData = 16x16 with 2 slices
- pInitialData = 8x8 with 1 slice
- pInitialData = 4x4 with 1 slice
- pInitialData = 2x2 with 1 slice
- pInitialData = 1x1 with 1 slice