CD3D11_RENDER_TARGET_VIEW_DESC Structure

Represents a render-target view and provides convenience methods for creating render-target views.

Syntax

struct CD3D11_RENDER_TARGET_VIEW_DESC : public D3D11_RENDER_TARGET_VIEW_DESC  

Remarks

Here is how D3D11.h defines CD3D11_RENDER_TARGET_VIEW_DESC:

struct CD3D11_RENDER_TARGET_VIEW_DESC : public D3D11_RENDER_TARGET_VIEW_DESC
{
    CD3D11_RENDER_TARGET_VIEW_DESC()
    {}
    explicit CD3D11_RENDER_TARGET_VIEW_DESC( const D3D11_RENDER_TARGET_VIEW_DESC& o ) :
        D3D11_RENDER_TARGET_VIEW_DESC( o )
    {}
    explicit CD3D11_RENDER_TARGET_VIEW_DESC(
        D3D11_RTV_DIMENSION viewDimension,
        DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN,
        UINT mipSlice = 0, // FirstElement for BUFFER
        UINT firstArraySlice = 0, // NumElements for BUFFER, FirstWSlice for TEXTURE3D
        UINT arraySize = -1 ) // WSize for TEXTURE3D
    {
        Format = format;
        ViewDimension = viewDimension;
        switch (viewDimension)
        {
        case D3D11_RTV_DIMENSION_BUFFER:
            Buffer.FirstElement = mipSlice;
            Buffer.NumElements = firstArraySlice;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE1D:
            Texture1D.MipSlice = mipSlice;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
            Texture1DArray.MipSlice = mipSlice;
            Texture1DArray.FirstArraySlice = firstArraySlice;
            Texture1DArray.ArraySize = arraySize;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2D:
            Texture2D.MipSlice = mipSlice;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
            Texture2DArray.MipSlice = mipSlice;
            Texture2DArray.FirstArraySlice = firstArraySlice;
            Texture2DArray.ArraySize = arraySize;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2DMS:
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
            Texture2DMSArray.FirstArraySlice = firstArraySlice;
            Texture2DMSArray.ArraySize = arraySize;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE3D:
            Texture3D.MipSlice = mipSlice;
            Texture3D.FirstWSlice = firstArraySlice;
            Texture3D.WSize = arraySize;
            break;
        default: break;
        }
    }
    explicit CD3D11_RENDER_TARGET_VIEW_DESC(
        _In_ ID3D11Buffer*,
        DXGI_FORMAT format,
        UINT firstElement,
        UINT numElements )
    {
        Format = format;
        ViewDimension = D3D11_RTV_DIMENSION_BUFFER;
        Buffer.FirstElement = firstElement;
        Buffer.NumElements = numElements;
    }
    explicit CD3D11_RENDER_TARGET_VIEW_DESC(
        _In_ ID3D11Texture1D* pTex1D,
        D3D11_RTV_DIMENSION viewDimension,
        DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN,
        UINT mipSlice = 0,
        UINT firstArraySlice = 0,
        UINT arraySize = -1 )
    {
        ViewDimension = viewDimension;
        if (DXGI_FORMAT_UNKNOWN == format ||
            (-1 == arraySize && D3D11_RTV_DIMENSION_TEXTURE1DARRAY == viewDimension))
        {
            D3D11_TEXTURE1D_DESC TexDesc;
            pTex1D->GetDesc( &TexDesc );
            if (DXGI_FORMAT_UNKNOWN == format) format = TexDesc.Format;
            if (-1 == arraySize) arraySize = TexDesc.ArraySize - firstArraySlice;
        }
        Format = format;
        switch (viewDimension)
        {
        case D3D11_RTV_DIMENSION_TEXTURE1D:
            Texture1D.MipSlice = mipSlice;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
            Texture1DArray.MipSlice = mipSlice;
            Texture1DArray.FirstArraySlice = firstArraySlice;
            Texture1DArray.ArraySize = arraySize;
            break;
        default: break;
        }
    }
    explicit CD3D11_RENDER_TARGET_VIEW_DESC(
        _In_ ID3D11Texture2D* pTex2D,
        D3D11_RTV_DIMENSION viewDimension,
        DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN,
        UINT mipSlice = 0,
        UINT firstArraySlice = 0,
        UINT arraySize = -1 )
    {
        ViewDimension = viewDimension;
        if (DXGI_FORMAT_UNKNOWN == format || 
            (-1 == arraySize &&
                (D3D11_RTV_DIMENSION_TEXTURE2DARRAY == viewDimension ||
                D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY == viewDimension)))
        {
            D3D11_TEXTURE2D_DESC TexDesc;
            pTex2D->GetDesc( &TexDesc );
            if (DXGI_FORMAT_UNKNOWN == format) format = TexDesc.Format;
            if (-1 == arraySize) arraySize = TexDesc.ArraySize - firstArraySlice;
        }
        Format = format;
        switch (viewDimension)
        {
        case D3D11_RTV_DIMENSION_TEXTURE2D:
            Texture2D.MipSlice = mipSlice;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
            Texture2DArray.MipSlice = mipSlice;
            Texture2DArray.FirstArraySlice = firstArraySlice;
            Texture2DArray.ArraySize = arraySize;
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2DMS:
            break;
        case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
            Texture2DMSArray.FirstArraySlice = firstArraySlice;
            Texture2DMSArray.ArraySize = arraySize;
            break;
        default: break;
        }
    }
    explicit CD3D11_RENDER_TARGET_VIEW_DESC(
        _In_ ID3D11Texture3D* pTex3D,
        DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN,
        UINT mipSlice = 0,
        UINT firstWSlice = 0,
        UINT wSize = -1 )
    {
        ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
        if (DXGI_FORMAT_UNKNOWN == format || -1 == wSize)
        {
            D3D11_TEXTURE3D_DESC TexDesc;
            pTex3D->GetDesc( &TexDesc );
            if (DXGI_FORMAT_UNKNOWN == format) format = TexDesc.Format;
            if (-1 == wSize) wSize = TexDesc.Depth - firstWSlice;
        }
        Format = format;
        Texture3D.MipSlice = mipSlice;
        Texture3D.FirstWSlice = firstWSlice;
        Texture3D.WSize = wSize;
    }
    ~CD3D11_RENDER_TARGET_VIEW_DESC() {}
    operator const D3D11_RENDER_TARGET_VIEW_DESC&() const { return *this; }
};  

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).