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D3D11_TEXCUBE_ARRAY_SRV Structure

The D3D11_TEXCUBE_ARRAY_SRV structure specifies the subresource elements of a texture cube array to be accessed by a shader resource view.

Syntax

typedef struct D3D11_TEXCUBE_ARRAY_SRV {
  UINT MostDetailedMip;
  UINT MipLevels;
  UINT First2DArrayFace;
  UINT NumFaces;
} D3D11_TEXCUBE_ARRAY_SRV;

Members

MostDetailedMip

Type: UINT

The most detailed mipmap level to use. This value is 0 for the most detailed mipmap.

MipLevels

Type: UINT

The maximum number of mipmap levels to use for the view. Use -1 to indicate all mipmap levels from MostDetailedMip down to the least detailed mipmap.

First2DArrayFace

Type: UINT

The starting face index for the first texture in the array. For a texture cube, this is the index of the first face to access. This value must be less than the total number of faces in the texture.

NumFaces

Type: UINT

The number of faces in the array slice to access. This value must be less than or equal to the total number of faces in the texture.

Remarks

A shader resource view can access a subset of the texture's elements. Use this structure to specify which subset.

The shader resource view description that holds this structure is the D3D11_SHADER_RESOURCE_VIEW_DESC structure.

Requirements

Header: D3D11.h

Library: D3D11.lib

SDK Version: Windows 7 SDK on Windows 7 and later

See Also