Graphics Reference
In-Depth Information
For array-based ID texture resources, the unordered access view still specifies a sin-
gle mip-map level, but it also specifies an array subset in the same way as the render target
view did. These parameters are specified in the D3D11_TEX1D_ARRAY_UAV structure within
the D3D11_UN0RDERED_ACCESS_VIEW_DESC structure. This range is depicted graphically in
Figure 2.30 for a variety of different unordered access views.
struct D3D11_TEX1D_ARRAY_UAV {
UINT MipSlice;
UINT FirstArraySlice;
UINT ArraySize;
}
Listing 2.23. The members of the D3D11_TEX1D_ARRAY_UAV structure.
TexturelD render target view. When a 1D texture resource is used as a render target,
the render target view only specifies a single mip-map level. This is due to the way that
a render target is written to, which does not allow for multiple mip-map subresources to
be written to simultaneously. This mip-map level selection is performed with the D3D11_
TEX1D_RTV structure within the D3D11_RENDER_TARGET_VIEW_DESC structure, as shown in
Listing 2.24.
struct D3D11_TEX1D_RTV {
UINT MipSlice;
}
Listing 2.24. The members of the D3D11TEX1DRTV structure.
When a render target view is used with a ID texture array resource, it exposes a
single mip-map level of a subrange of the array elements of the resource. This selection
pattern is the same as that of the unordered access view with array-based resources. The
subresource selection is performed with the D3D11_TEX1D_ARRAY_RTV structure within the
D3D11_RENDER_TARGET_VIEW_DESC structure, as shown in Listing 2.25.
struct D3D11_TEX1D_ARRAY_RTV {
UINT MipSlice;
UINT FirstArraySlice;
UINT ArraySize;
}
Listing 2.25. The members of the D3D11 TEX1DARRAYRTV structure.
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