D3D11_TEX2D_ARRAY_SRV structure

Specifies the subresources from an array of 2D textures to use in a shader-resource view.

Syntax

typedef struct D3D11_TEX2D_ARRAY_SRV {
  UINT MostDetailedMip;
  UINT MipLevels;
  UINT FirstArraySlice;
  UINT ArraySize;
} D3D11_TEX2D_ARRAY_SRV;

Members

        `MostDetailedMip`

        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">UINT</a></b>

Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture2D for which ID3D11Device::CreateShaderResourceView creates a view) -1.

        `MipLevels`

        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">UINT</a></b>

The maximum number of mipmap levels for the view of the texture. See the remarks in D3D11_TEX1D_SRV.

Set to -1 to indicate all the mipmap levels from MostDetailedMip on down to least detailed.

        `FirstArraySlice`

        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">UINT</a></b>

The index of the first texture to use in an array of textures.

        `ArraySize`

        Type: <b><a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">UINT</a></b>

Number of textures in the array.

## Remarks
    This structure is one member of a shader-resource-view description (see <a href="https://docs.microsoft.com/windows/desktop/api/d3d11/ns-d3d11-d3d11_shader_resource_view_desc">D3D11_SHADER_RESOURCE_VIEW_DESC</a>).

Requirements

   
Header d3d11.h
## See Also

    <a href="https://docs.microsoft.com/windows/desktop/direct3d11/d3d11-graphics-reference-resource-structures">Resource Structures</a>