Microsoft Docs

D3D11_TEXTURE1D_DESC Structure

The D3D11_TEXTURE1D_DESC structure describes a one‑dimensional texture resource.

Syntax

typedef struct D3D11_TEXTURE1D_DESC {
    UINT                Width;
    UINT                MipLevels;
    DXGI_FORMAT         Format;
    D3D11_USAGE         Usage;
    UINT                BindFlags;
    UINT                CPUAccessFlags;
    UINT                MiscFlags;
} D3D11_TEXTURE1D_DESC;

Members

MemberTypeDescription
Width UINT Width of the texture in texels. Must be non‑zero.
MipLevels UINT Number of mipmap levels. 0 to generate a full set of sub‑textures.
Format DXGI_FORMAT Data format of the texture (e.g., DXGI_FORMAT_R8G8B8A8_UNORM).
Usage D3D11_USAGE Specifies how the texture will be used (e.g., D3D11_USAGE_DEFAULT).
BindFlags UINT Flags indicating how the texture can be bound to the pipeline (e.g., D3D11_BIND_SHADER_RESOURCE).
CPUAccessFlags UINT Specifies CPU access permissions (e.g., D3D11_CPU_ACCESS_WRITE).
MiscFlags UINT Additional options (e.g., D3D11_RESOURCE_MISC_GENERATE_MIPS).

Example: Creating a 1‑D Texture

ID3D11Device*           device = nullptr;   // Assume already created
ID3D11Texture1D*        tex1D  = nullptr;

D3D11_TEXTURE1D_DESC desc = {};
desc.Width           = 256;
desc.MipLevels       = 1;
desc.Format          = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Usage           = D3D11_USAGE_DEFAULT;
desc.BindFlags       = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags  = 0;
desc.MiscFlags       = 0;

HRESULT hr = device->CreateTexture1D(&desc, nullptr, &tex1D);
if (FAILED(hr)) {
    // handle error
}