A 1D texture interface accesses texel data, which is structured memory.
The ID3D11Texture1D interface has these methods.
|ID3D11Texture1D::GetDesc||Get the properties of the texture resource.|
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.
|Windows version||Windows 7 [desktop apps | UWP apps] Windows Server 2008 R2 [desktop apps | UWP apps]|