CD3D11_TEXTURE2D_DESC Constructor (DXGI_FORMAT, UINT, UINT, UINT, UINT, UINT, D3D11_USAGE, UINT, UINT, UINT, UINT)

Instantiates a new instance of a CD3D11_TEXTURE2D_DESC structure that is initialized with D3D11_TEXTURE2D_DESC values.

Syntax

public:
CD3D11_TEXTURE2D_DESC(
         DXGI_FORMAT format,
         UINT width,
         UINT height,
         UINT arraySize,
         UINT mipLevels,
         UINT bindFlags,
         D3D11_USAGE usage,
         UINT cpuaccessFlags,
         UINT sampleCount,
         UINT sampleQuality,
         UINT miscFlags
)  

Parameters

format
Type: DXGI_FORMAT 

A DXGI_FORMAT-typed value that specifies the texture format.

width
Type: UINT 

Texture width (in texels). The range is from 1 to D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION (16384). For a texture cube-map, the range is from 1 to D3D11_REQ_TEXTURECUBE_DIMENSION (16384). However, the range is actually constrained by the feature level at which you create the rendering device.

height
Type: UINT 

Texture height (in texels). The range is from 1 to D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION (16384). For a texture cube-map, the range is from 1 to D3D11_REQ_TEXTURECUBE_DIMENSION (16384). However, the range is actually constrained by the feature level at which you create the rendering device.

arraySize
Type: UINT 

Number of textures in the texture array. The range is from 1 to D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION (2048). For a texture cube-map, this value is a multiple of 6 (that is, 6 times the value in the NumCubes member of D3D11_TEXCUBE_ARRAY_SRV), and the range is from 6 to 2046. The range is actually constrained by the feature level at which you create the rendering device.

mipLevels
Type: UINT 

The maximum number of mipmap levels in the texture. See the remarks in D3D11_TEX1D_SRV. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.

bindFlags
Type: UINT 

A combination of D3D11_BIND_FLAG-typed values that are combined by using a bitwise OR operation. The resulting value specifies how to bind the texture to pipeline stages.

usage
Type: D3D11_USAGE 

A D3D11_USAGE-typed value that identifies how the texture is to be read from and written to.

cpuaccessFlags
Type: UINT 

A combination of D3D11_CPU_ACCESS_FLAG-typed values that are combined by using a bitwise OR operation. The resulting value specifies the types of CPU access allowed.

sampleCount
Type: UINT 

The sample count. On Xbox One this can be 1, 2, 4 or 8. This is the number of points stored per pixel.

sampleQuality
Type: UINT 

The sample quality. On Xbox One this can be 0 (no multisampling, use the same number of points stored and pixels rendered). For higher quality antialiasing set this to a value from 1 to 4, which enables EQAA (enhanced quality antialiasing). The higher the number the better the antialiasing but the higher the cost. The interpretation depends on sampleCount.

sampleCount Description
1 If sampleQuality is 0 this indicates no multisampling. A sampleQuality of 1 to 4 results in 2, 4, 8 or 16 samples (respectively) of EQAA.
2 A sampleQuality of 0 or 1 indicates 2 x multisampling (2 samples of EQAA match the 2 samples of multisampling, so EQAA is effectively not used). A sampleQuality of 2, 3 or 4 indicates 4, 8 or 16 samples (respectively) of EQAA.
4 A sampleQuality of 0, 1 or 2 indicates 4 x multisampling, a sampleQuality of 3 or 4 indicates 8 or 16 samples (respectively) of EQAA.
8 A sampleQuality of 0, 1, 2 or 3 indicates 8 x multisampling, a sampleQuality of 4 indicates 16 samples of EQAA.

miscFlags
Type: UINT 

A combination of D3D11_RESOURCE_MISC_FLAG-typed values that are combined by using a bitwise OR operation. The resulting value identifies other, less common resource options. For a texture cube-map, set the D3D11_RESOURCE_MISC_TEXTURECUBE flag. Cube-map arrays (that is, arraySize > 6) require feature level D3D_FEATURE_LEVEL_10_1 or higher.

Requirements

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

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