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DX11 [D3D11 ShaderResourceView] Texture Question

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I posted this in the beginners section alomst 24 hours ago and i havent gotten a singel view on the post :/
I'm re asking the question here instead.

I started programming with DX11 last week (bought a book). And i've come to 2D Rendering with D3D, more specific, i've finished that chapter. Now i'm doing the exercises on that chapter, one of them is about loading in an extra image and use it as a second sprite.

I can't get my head around the "D3D11ShaderResourceView" completly. I understand that it's used to bind the loaded texture so that it's data can be accessed. But i can't seem to find anything describing if it's just one texture per resource, where i have to create an array of "D3D11ShaderResourceView", or if i can use the same resource for multiple textures.

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Make sure you keep the distinction between resources (which can be textures or buffers) and resource views (used to bind resources to the pipeline) clear. A shader resource view is just one of the resource view types, and it is used to bind resources to the various programmable shader stages.

When you author your shader programs, you will need a particular type of resource to be declared in HLSL. The type of resource that you declare there will dictate which variety of view you need to bind the resource with, as well as which variety of resource you will need. For example, if you declare the following two resources in your program:

Texture2D<float> tex01;
Texture2DArray<float4> tex02;


then you need to bind a single texture to the first one with a shader resource view that only has one surface (i.e. no array), while the second one requires a texture array resource and a properly configured resource view.

The part that might be tricky when you are getting started is that you can use a texture array, and bind a single element from it to the first variety shown above. That is the beauty of using resource views - the actual resource can come in many shapes and sizes, but you just need to use a view to grab a portion of the resource, which ensures that it provides the memory in the proper layout and format.

Which book did you pick up, by the way? I'm just curious to see what the competition has put together :)

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Hmm for some reason my reply didn't ger trough :/

Anyway i think i get it. If i want to create an array of textures i need to configure the Shader View Description differently.

I bought the "Beginning DirectX 11 Game Programming" writte by Allen Sherrod & Wendy Jones.


Thanks.

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Hooray for reviving dead threads!

I was looking for an answer to an issue I'm having, and came across this thread. What I'm attempting to do is acquire a list of Texture2D ShaderResourceViews, one for each element of a texture that was created as an array. While I am able to create a series of Texture2DArray ShaderResourceViews, each one pointing to a particular element in the texture array, I cannot find a method that allows me to create a Texture2D ShaderResourceView for each element. This is a pain, because when I set these SRV's to a shader, the HLSL code itself must be defined as having a Texture2DArray input type. The problem for me is that I have a number of post-processing utility pixel shaders, and I hate to have to have multiple versions of each of them (or otherwise compensate for) by having each version take either a Texture2D or a Texture2DArray as its input.

Jason, in your post above, you seem to indicate that what I'm attempting to do is possible, I'm just not seeing how. All I need to do is create a Texture2D SRV from each element of a texture that was created as an array texture. Any help would be greatly appreciated. Thanks!

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