CD3D11_SHADER_RESOURCE_VIEW_DESC 結構 (d3d11.h)
表示著色器資源檢視,並提供建立著色器資源檢視的便利方法。
Syntax
struct CD3D11_SHADER_RESOURCE_VIEW_DESC : D3D11_SHADER_RESOURCE_VIEW_DESC {
void CD3D11_SHADER_RESOURCE_VIEW_DESC();
void CD3D11_SHADER_RESOURCE_VIEW_DESC(
const D3D11_SHADER_RESOURCE_VIEW_DESC & o
);
void CD3D11_SHADER_RESOURCE_VIEW_DESC(
D3D11_SRV_DIMENSION viewDimension,
DXGI_FORMAT format,
UINT mostDetailedMip,
UINT mipLevels,
UINT firstArraySlice,
UINT arraySize,
UINT flags
);
void CD3D11_SHADER_RESOURCE_VIEW_DESC(
ID3D11Buffer *unnamedParam1,
DXGI_FORMAT format,
UINT firstElement,
UINT numElements,
UINT flags
);
void CD3D11_SHADER_RESOURCE_VIEW_DESC(
ID3D11Texture1D *pTex1D,
D3D11_SRV_DIMENSION viewDimension,
DXGI_FORMAT format,
UINT mostDetailedMip,
UINT mipLevels,
UINT firstArraySlice,
UINT arraySize
);
void CD3D11_SHADER_RESOURCE_VIEW_DESC(
ID3D11Texture2D *pTex2D,
D3D11_SRV_DIMENSION viewDimension,
DXGI_FORMAT format,
UINT mostDetailedMip,
UINT mipLevels,
UINT firstArraySlice,
UINT arraySize
);
void CD3D11_SHADER_RESOURCE_VIEW_DESC(
ID3D11Texture3D *pTex3D,
DXGI_FORMAT format,
UINT mostDetailedMip,
UINT mipLevels
);
void ~CD3D11_SHADER_RESOURCE_VIEW_DESC();
};
繼承
CD3D11_SHADER_RESOURCE_VIEW_DESC 結構會實作 D3D11_SHADER_RESOURCE_VIEW_DESC。
成員
void CD3D11_SHADER_RESOURCE_VIEW_DESC ()
具現化未初始化 CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的新實例。
void CD3D11_SHADER_RESOURCE_VIEW_DESC ( const D3D11_SHADER_RESOURCE_VIEW_DESC & o)
具現化使用 D3D11_SHADER_RESOURCE_VIEW_DESC 結構初始化之CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的新實例。
具現化以D3D11_SHADER_RESOURCE_VIEW_DESC值初始化之CD3D11_SHADER_RESOURCE_VIEW_DESC結構的新實例。
具現化使用 D3D11_BUFFEREX_SRV 值初始化之CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的新實例。
具現化以 D3D11_TEX1D_SRV 或 D3D11_TEX1D_ARRAY_SRV 值初始化之CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的新實例。
具現化以 2D 紋理值初始化 之CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的新實例。
具現化以 3D 紋理值初始化 之CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的新實例。
void ~CD3D11_SHADER_RESOURCE_VIEW_DESC ()
終結 CD3D11_SHADER_RESOURCE_VIEW_DESC 結構的實例。
備註
以下是 D3D11.h 定義 CD3D11_SHADER_RESOURCE_VIEW_DESC的方式:
struct CD3D11_SHADER_RESOURCE_VIEW_DESC : public D3D11_SHADER_RESOURCE_VIEW_DESC { CD3D11_SHADER_RESOURCE_VIEW_DESC() {} explicit CD3D11_SHADER_RESOURCE_VIEW_DESC( const D3D11_SHADER_RESOURCE_VIEW_DESC& o ) : D3D11_SHADER_RESOURCE_VIEW_DESC( o ) {} explicit CD3D11_SHADER_RESOURCE_VIEW_DESC( D3D11_SRV_DIMENSION viewDimension, DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN, UINT mostDetailedMip = 0, // FirstElement for BUFFER UINT mipLevels = -1, // NumElements for BUFFER UINT firstArraySlice = 0, // First2DArrayFace for TEXTURECUBEARRAY UINT arraySize = -1, // NumCubes for TEXTURECUBEARRAY UINT flags = 0 ) // BUFFEREX only { Format = format; ViewDimension = viewDimension; switch (viewDimension) { case D3D11_SRV_DIMENSION_BUFFER: Buffer.FirstElement = mostDetailedMip; Buffer.NumElements = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURE1D: Texture1D.MostDetailedMip = mostDetailedMip; Texture1D.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: Texture1DArray.MostDetailedMip = mostDetailedMip; Texture1DArray.MipLevels = mipLevels; Texture1DArray.FirstArraySlice = firstArraySlice; Texture1DArray.ArraySize = arraySize; break; case D3D11_SRV_DIMENSION_TEXTURE2D: Texture2D.MostDetailedMip = mostDetailedMip; Texture2D.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: Texture2DArray.MostDetailedMip = mostDetailedMip; Texture2DArray.MipLevels = mipLevels; Texture2DArray.FirstArraySlice = firstArraySlice; Texture2DArray.ArraySize = arraySize; break; case D3D11_SRV_DIMENSION_TEXTURE2DMS: break; case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: Texture2DMSArray.FirstArraySlice = firstArraySlice; Texture2DMSArray.ArraySize = arraySize; break; case D3D11_SRV_DIMENSION_TEXTURE3D: Texture3D.MostDetailedMip = mostDetailedMip; Texture3D.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURECUBE: TextureCube.MostDetailedMip = mostDetailedMip; TextureCube.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: TextureCubeArray.MostDetailedMip = mostDetailedMip; TextureCubeArray.MipLevels = mipLevels; TextureCubeArray.First2DArrayFace = firstArraySlice; TextureCubeArray.NumCubes = arraySize; break; case D3D11_SRV_DIMENSION_BUFFEREX: BufferEx.FirstElement = mostDetailedMip; BufferEx.NumElements = mipLevels; BufferEx.Flags = flags; break; default: break; } } explicit CD3D11_SHADER_RESOURCE_VIEW_DESC( _In_ ID3D11Buffer*, DXGI_FORMAT format, UINT firstElement, UINT numElements, UINT flags = 0 ) { Format = format; ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX; BufferEx.FirstElement = firstElement; BufferEx.NumElements = numElements; BufferEx.Flags = flags; } explicit CD3D11_SHADER_RESOURCE_VIEW_DESC( _In_ ID3D11Texture1D* pTex1D, D3D11_SRV_DIMENSION viewDimension, DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN, UINT mostDetailedMip = 0, UINT mipLevels = -1, UINT firstArraySlice = 0, UINT arraySize = -1 ) { ViewDimension = viewDimension; if (DXGI_FORMAT_UNKNOWN == format || -1 == mipLevels || (-1 == arraySize && D3D11_SRV_DIMENSION_TEXTURE1DARRAY == viewDimension)) { D3D11_TEXTURE1D_DESC TexDesc; pTex1D->GetDesc( &TexDesc ); if (DXGI_FORMAT_UNKNOWN == format) format = TexDesc.Format; if (-1 == mipLevels) mipLevels = TexDesc.MipLevels - mostDetailedMip; if (-1 == arraySize) arraySize = TexDesc.ArraySize - firstArraySlice; } Format = format; switch (viewDimension) { case D3D11_SRV_DIMENSION_TEXTURE1D: Texture1D.MostDetailedMip = mostDetailedMip; Texture1D.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: Texture1DArray.MostDetailedMip = mostDetailedMip; Texture1DArray.MipLevels = mipLevels; Texture1DArray.FirstArraySlice = firstArraySlice; Texture1DArray.ArraySize = arraySize; break; default: break; } } explicit CD3D11_SHADER_RESOURCE_VIEW_DESC( _In_ ID3D11Texture2D* pTex2D, D3D11_SRV_DIMENSION viewDimension, DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN, UINT mostDetailedMip = 0, UINT mipLevels = -1, UINT firstArraySlice = 0, // First2DArrayFace for TEXTURECUBEARRAY UINT arraySize = -1 ) // NumCubes for TEXTURECUBEARRAY { ViewDimension = viewDimension; if (DXGI_FORMAT_UNKNOWN == format || (-1 == mipLevels && D3D11_SRV_DIMENSION_TEXTURE2DMS != viewDimension && D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY != viewDimension) || (-1 == arraySize && (D3D11_SRV_DIMENSION_TEXTURE2DARRAY == viewDimension || D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY == viewDimension || D3D11_SRV_DIMENSION_TEXTURECUBEARRAY == viewDimension))) { D3D11_TEXTURE2D_DESC TexDesc; pTex2D->GetDesc( &TexDesc ); if (DXGI_FORMAT_UNKNOWN == format) format = TexDesc.Format; if (-1 == mipLevels) mipLevels = TexDesc.MipLevels - mostDetailedMip; if (-1 == arraySize) { arraySize = TexDesc.ArraySize - firstArraySlice; if (D3D11_SRV_DIMENSION_TEXTURECUBEARRAY == viewDimension) arraySize /= 6; } } Format = format; switch (viewDimension) { case D3D11_SRV_DIMENSION_TEXTURE2D: Texture2D.MostDetailedMip = mostDetailedMip; Texture2D.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: Texture2DArray.MostDetailedMip = mostDetailedMip; Texture2DArray.MipLevels = mipLevels; Texture2DArray.FirstArraySlice = firstArraySlice; Texture2DArray.ArraySize = arraySize; break; case D3D11_SRV_DIMENSION_TEXTURE2DMS: break; case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: Texture2DMSArray.FirstArraySlice = firstArraySlice; Texture2DMSArray.ArraySize = arraySize; break; case D3D11_SRV_DIMENSION_TEXTURECUBE: TextureCube.MostDetailedMip = mostDetailedMip; TextureCube.MipLevels = mipLevels; break; case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: TextureCubeArray.MostDetailedMip = mostDetailedMip; TextureCubeArray.MipLevels = mipLevels; TextureCubeArray.First2DArrayFace = firstArraySlice; TextureCubeArray.NumCubes = arraySize; break; default: break; } } explicit CD3D11_SHADER_RESOURCE_VIEW_DESC( _In_ ID3D11Texture3D* pTex3D, DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN, UINT mostDetailedMip = 0, UINT mipLevels = -1 ) { ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; if (DXGI_FORMAT_UNKNOWN == format || -1 == mipLevels) { D3D11_TEXTURE3D_DESC TexDesc; pTex3D->GetDesc( &TexDesc ); if (DXGI_FORMAT_UNKNOWN == format) format = TexDesc.Format; if (-1 == mipLevels) mipLevels = TexDesc.MipLevels - mostDetailedMip; } Format = format; Texture3D.MostDetailedMip = mostDetailedMip; Texture3D.MipLevels = mipLevels; } ~CD3D11_SHADER_RESOURCE_VIEW_DESC() {} operator const D3D11_SHADER_RESOURCE_VIEW_DESC&() const { return *this; } }; |
規格需求
需求 | 值 |
---|---|
最低支援的用戶端 | Windows 7 [傳統型應用程式 |UWP 應用程式] |
最低支援的伺服器 | Windows Server 2008 R2 [傳統型應用程式 |UWP 應用程式] |
標頭 | d3d11.h |