ID3D11Texture2D1 interface (d3d11_3.h)

A 2D texture interface represents texel data, which is structured memory.


The ID3D11Texture2D1 interface inherits from ID3D11Texture2D. ID3D11Texture2D1 also has these types of members:


The ID3D11Texture2D1 interface has these methods.


Gets the properties of the texture resource. (ID3D11Texture2D1.GetDesc1)


To create an empty Texture2D resource, call ID3D11Device3::CreateTexture2D1. For info about how to create a 2D texture, see How to: Create a Texture.

Textures can't be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render-target or depth-stencil resource, call ID3D11Device3::CreateRenderTargetView1, and ID3D11Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, call ID3D11Device3::CreateShaderResourceView1.


Minimum supported client Windows 10 [desktop apps | UWP apps]
Minimum supported server Windows Server 2016 [desktop apps | UWP apps]
Target Platform Windows
Header d3d11_3.h

See also


Resource Interfaces