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NS:d3d11.CD3D11_TEXTURE2D_DESC |
CD3D11_TEXTURE2D_DESC (d3d11.h) |
Represents a 2D texture and provides convenience methods for creating 2D textures. |
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direct3d11\cd3d11_texture2d_desc.htm |
direct3d11 |
BD0FB68A-17DF-412C-9CAD-26D95AF2E16F |
12/05/2018 |
CD3D11_TEXTURE2D_DESC, CD3D11_TEXTURE2D_DESC structure [Direct3D 11], d3d11/CD3D11_TEXTURE2D_DESC, direct3d11.cd3d11_texture2d_desc |
d3d11.h |
Windows |
Windows 7 [desktop apps \| UWP apps] |
Windows Server 2008 R2 [desktop apps \| UWP apps] |
Windows |
19H1 |
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Represents a 2D texture and provides convenience methods for creating 2D textures.
Here is how D3D11.h defines CD3D11_TEXTURE2D_DESC:
struct CD3D11_TEXTURE2D_DESC : public D3D11_TEXTURE2D_DESC { CD3D11_TEXTURE2D_DESC() {} explicit CD3D11_TEXTURE2D_DESC( const D3D11_TEXTURE2D_DESC& o ) : D3D11_TEXTURE2D_DESC( o ) {} explicit CD3D11_TEXTURE2D_DESC( DXGI_FORMAT format, UINT width, UINT height, UINT arraySize = 1, UINT mipLevels = 0, UINT bindFlags = D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, UINT cpuaccessFlags = 0, UINT sampleCount = 1, UINT sampleQuality = 0, UINT miscFlags = 0 ) { Width = width; Height = height; MipLevels = mipLevels; ArraySize = arraySize; Format = format; SampleDesc.Count = sampleCount; SampleDesc.Quality = sampleQuality; Usage = usage; BindFlags = bindFlags; CPUAccessFlags = cpuaccessFlags; MiscFlags = miscFlags; } ~CD3D11_TEXTURE2D_DESC() {} operator const D3D11_TEXTURE2D_DESC&() const { return *this; } }; |