ID3D11DeviceX::ComposeUnorderedAccessView Method

Composes a view descriptor for accessing an unordered access resource.

Syntax

public:
HRESULT ComposeUnorderedAccessView(
         D3D11X_DESCRIPTOR_RESOURCE *pDescriptorResource,
         const D3D11X_RESOURCE_VIEW_DESC *pViewDesc,
         D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW *pDescriptorUav
)  

Parameters

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.

Return value

Type: HRESULT 

One of the Direct3D 11 return codes.

Remarks

An unordered access view descriptor binds a buffer or texture resource to the shader stages, by calling any of the following methods:

Requirements

Header: Declared in d3d11_x.h.

Library: Use d3d11_x.lib.

See also

Reference

ID3D11DeviceX Interface

ID3D11DeviceX Members