Create a depth-stencil view for accessing resource data.
public:
HRESULT CreateDepthStencilView(
ID3D11Resource *pResource,
const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc,
ID3D11DepthStencilView **ppDepthStencilView
)
pResource
Type: ID3D11Resource *
[in] Pointer to the resource that will serve as the depth-stencil surface. This resource must have been created with the D3D11_BIND_DEPTH_STENCIL flag.
pDesc
Type: D3D11_DEPTH_STENCIL_VIEW_DESC *
[in, optional] Pointer to a depth-stencil-view description (see D3D11_DEPTH_STENCIL_VIEW_DESC). Set this parameter to NULL to create a view that accesses mipmap level 0 of the entire resource (using the format the resource was created with).
ppDepthStencilView
Type: ID3D11DepthStencilView **
[out, optional] Address of a pointer to an ID3D11DepthStencilView. Set this parameter to NULL to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).
Type: HRESULT
This method returns one of the following Direct3D 11 return codes.
A depth-stencil view can be bound to the output-merger stage by calling ID3D11DeviceContext::OMSetRenderTargets.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).