MSDN Documentation

Textures in DirectX 12

Textures are fundamental resources for rendering detailed surfaces. DirectX provides a flexible API for creating, binding, and sampling textures across a wide range of formats.

Overview[show]

Textures can be 1D, 2D, 3D, cube maps, or arrays. They are stored in ID3D12Resource objects and accessed via Shader Resource Views (SRV) or Render Target Views (RTV).

Texture Types[show]

Creating Textures[show]

Steps to create a texture include defining a D3D12_RESOURCE_DESC, allocating memory, and uploading data.

Mapping & Sampling[show]

Shaders sample textures using SamplerState objects. Configure address modes, filter types, and LOD settings.

Resource Management[show]

Efficient texture usage involves proper state transitions, mipmap generation, and descriptor heap management.

Reference[show]

For full API details, see the official DirectX 12 documentation.