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UID title description helpviewer_keywords old-location tech.root ms.assetid ms.date ms.keywords req.header req.include-header req.target-type req.target-min-winverclnt req.target-min-winversvr req.kmdf-ver req.umdf-ver req.ddi-compliance req.unicode-ansi req.idl req.max-support req.namespace req.assembly req.type-library req.lib req.dll req.irql targetos req.typenames req.redist ms.custom f1_keywords dev_langs topic_type api_type api_location api_name
NN:d3d11.ID3D11Texture2D
ID3D11Texture2D (d3d11.h)
A 2D texture interface manages texel data, which is structured memory. (ID3D11Texture2D)
92f1d183-b220-944f-113a-e7696cd05d2f
ID3D11Texture2D
ID3D11Texture2D interface [Direct3D 11]
ID3D11Texture2D interface [Direct3D 11]
described
d3d11/ID3D11Texture2D
direct3d11.id3d11texture2d
direct3d11\id3d11texture2d.htm
direct3d11
49cd6e21-6cb1-45ea-b83a-3c93f0560915
12/05/2018
92f1d183-b220-944f-113a-e7696cd05d2f, ID3D11Texture2D, ID3D11Texture2D interface [Direct3D 11], ID3D11Texture2D interface [Direct3D 11],described, d3d11/ID3D11Texture2D, direct3d11.id3d11texture2d
d3d11.h
Windows
Windows 7 [desktop apps \| UWP apps]
Windows Server 2008 R2 [desktop apps \| UWP apps]
D3D11.lib
Windows
19H1
ID3D11Texture2D
d3d11/ID3D11Texture2D
c++
APIRef
kbSyntax
COM
D3D11.lib
D3D11.dll
ID3D11Texture2D

ID3D11Texture2D interface

-description

A 2D texture interface manages texel data, which is structured memory.

-inheritance

The ID3D11Texture2D interface inherits from ID3D11Resource. ID3D11Texture2D also has these types of members:

-remarks

To create an empty Texture2D resource, call ID3D11Device::CreateTexture2D. For info about how to create a 2D texture, see How to: Create a Texture.

Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call ID3D11Device::CreateRenderTargetView, and ID3D11Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D11Device::CreateShaderResourceView.

-see-also

ID3D11Resource

Resource Interfaces