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:
UINTThe most detailed mipmap level to use. This value is 0 for the most detailed mipmap.
MipLevels-
Type:
UINTThe maximum number of mipmap levels to use for the view. Use -1 to indicate all mipmap levels from
MostDetailedMipdown to the least detailed mipmap. First2DArrayFace-
Type:
UINTThe 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:
UINTThe 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