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D3D10_RENDER_TARGET_VIEW_DESC structure (d3d10.h)

Specifies the subresource(s) from a resource that are accessible using a render-target view.

Syntax

typedef struct D3D10_RENDER_TARGET_VIEW_DESC {
 DXGI_FORMAT Format;
 D3D10_RTV_DIMENSION ViewDimension;
 union {
 D3D10_BUFFER_RTV Buffer;
 D3D10_TEX1D_RTV Texture1D;
 D3D10_TEX1D_ARRAY_RTV Texture1DArray;
 D3D10_TEX2D_RTV Texture2D;
 D3D10_TEX2D_ARRAY_RTV Texture2DArray;
 D3D10_TEX2DMS_RTV Texture2DMS;
 D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray;
 D3D10_TEX3D_RTV Texture3D;
 };
} D3D10_RENDER_TARGET_VIEW_DESC;

Members

Format

Type: DXGI_FORMAT

The data format (see DXGI_FORMAT).

ViewDimension

Type: D3D10_RTV_DIMENSION

The resource type (see D3D10_RTV_DIMENSION), which specifies how the render-target resource will be accessed.

Buffer

Type: D3D10_BUFFER_RTV

Specifies which buffer elements can be accessed (see D3D10_BUFFER_RTV).

Texture1D

Type: D3D10_TEX1D_RTV

Specifies the subresources in a 1D texture that can be accessed (see D3D10_TEX1D_RTV).

Texture1DArray

Type: D3D10_TEX1D_ARRAY_RTV

Specifies the subresources in a 1D texture array that can be accessed (see D3D10_TEX1D_ARRAY_RTV).

Texture2D

Type: D3D10_TEX2D_RTV

Specifies the subresources in a 2D texture that can be accessed (see D3D10_TEX2D_RTV).

Texture2DArray

Type: D3D10_TEX2D_ARRAY_RTV

Specifies the subresources in a 2D texture array that can be accessed (see D3D10_TEX2D_ARRAY_RTV).

Texture2DMS

Type: D3D10_TEX2DMS_RTV

Specifies a single subresource because a multisampled 2D texture only contains one subresource (see D3D10_TEX2DMS_RTV).

Texture2DMSArray

Type: D3D10_TEX2DMS_ARRAY_RTV

Specifies the subresources in a multisampled 2D texture array that can be accessed (see D3D10_TEX2DMS_ARRAY_RTV).

Texture3D

Type: D3D10_TEX3D_RTV

Specifies subresources in a 3D texture that can be accessed (see D3D10_TEX3D_RTV).

Remarks

A render-target-view description is passed into ID3D10Device::CreateRenderTargetView to create a render target.

A render-target-view cannot use the following formats:

If the format is set to DXGI_FORMAT, then the format of the resource that the view binds to the pipeline will be used.

Requirements

Requirement Value
Header d3d10.h

See also

Resource Structures


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