Composes a view descriptor for accessing an unordered access resource.
public:
HRESULT ComposeUnorderedAccessView(
D3D11X_DESCRIPTOR_RESOURCE *pDescriptorResource,
const D3D11X_RESOURCE_VIEW_DESC *pViewDesc,
D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW *pDescriptorUav
)
pDescriptorResource
Type: D3D11X_DESCRIPTOR_RESOURCE *
[in] A pointer to the resource descriptor that will serve as input to a shader. This resource must have been created with the D3D11_BIND_UNORDERED_ACCESS flag.
pViewDesc
Type: D3D11X_RESOURCE_VIEW_DESC *
[in] An unordered access view description, as a pointer to a D3D11X_RESOURCE_VIEW_DESC structure. To create a view that accesses the entire resource (using the format that the resource was created with), set this parameter to NULL.
pDescriptorUav
Type: D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW *
[out] A descriptor for an unordered access view, as a pointer to a D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW structure that will be initialized with the composed descriptor.
Type: HRESULT
One of the Direct3D 11 return codes.
An unordered access view descriptor binds a buffer or texture resource to the shader stages, by calling any of the following methods:
Header: Declared in d3d11_x.h.
Library: Use d3d11_x.lib.