D3D12_TEX1D_SRV structure

Specifies the subresource from a 1D texture to use in a shader-resource view.


typedef struct D3D12_TEX1D_SRV {
  UINT  MostDetailedMip;
  UINT  MipLevels;
  FLOAT ResourceMinLODClamp;
} D3D12_TEX1D_SRV;



Index of the most detailed mipmap level to use; this number is between 0 and MipLevels (from the original Texture1D for which ID3D12Device::CreateShaderResourceView creates a view) -1.


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

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


A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.


This structure is one member of a shader-resource-view description, D3D12_SHADER_RESOURCE_VIEW_DESC.

As an example, assuming MostDetailedMip = 6 and MipLevels = 2, the view will have access to 2 mipmap levels, 6 and 7, of the original texture for which ID3D12Device::CreateShaderResourceView creates the view. In this situation, MostDetailedMip is greater than the MipLevels in the view. However, MostDetailedMip is not greater than the MipLevels in the original resource.


Header d3d12.h

See Also

Core Structures