ID3D10Texture2D interface

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


The ID3D10Texture2D interface has these methods.

Method Description
ID3D10Texture2D::GetDesc Get the properties of the texture resource.
ID3D10Texture2D::Map Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.
ID3D10Texture2D::Unmap Invalidate the pointer to the resource that was retrieved by ID3D10Texture2D::Map, and re-enable GPU access to the resource.


To create an empty Texture2D resource, call ID3D10Device::CreateTexture2D. For more details on creating and loading textures, see Creating Texture Resources.

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 ID3D10Device::CreateRenderTargetView, and ID3D10Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D10Device::CreateShaderResourceView.


Target Platform Windows
Header d3d10.h

See Also


Resource Interfaces