I am new to Direct3D11 and I am currently trying to create a texture programatically within my code using this code I found online:
// Some Constants
int w = 256;
int h = 256;
int bpp = 4;
int *buf = new int[w*h];
//declarations
ID3D11Texture2D* tex;
D3D11_TEXTURE2D_DESC sTexDesc;
D3D11_SUBRESOURCE_DATA tbsd;
// filling the image
for (int i = 0; i<h; i++)
for (int j = 0; j<w; j++)
{
if ((i & 32) == (j & 32))
buf[i*w + j] = 0x00000000;
else
buf[i*w + j] = 0xffffffff;
}
// setting up D3D11_SUBRESOURCE_DATA
tbsd.pSysMem = (void *)buf;
tbsd.SysMemPitch = w*bpp;
tbsd.SysMemSlicePitch = w*h*bpp; // Not needed since this is a 2d texture
// initializing sTexDesc
sTexDesc.Width = w;
sTexDesc.Height = h;
sTexDesc.MipLevels = 1;
sTexDesc.ArraySize = 1;
sTexDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sTexDesc.SampleDesc.Count = 1;
sTexDesc.SampleDesc.Quality = 0;
sTexDesc.Usage = D3D11_USAGE_DEFAULT;
sTexDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
sTexDesc.CPUAccessFlags = 0;
sTexDesc.MiscFlags = 0;
hr = m_pd3dDevice->CreateTexture2D(&sTexDesc, &tbsd, &tex);
and that' all fine and dandy, but I am a bit confused about how to actually load this into the shader. Below I initialized this ID3D11ShaderResourceView:
ID3D11ShaderResourceView* m_pTextureRV = nullptr;
I found on the Microsoft tutorials I need to use the CreateShaderResourceView. But how exactly do I use it? I tried this:
hr = m_pd3dDevice->CreateShaderResourceView(tex, NULL , m_pTextureRV);
but it gives me an error, telling me that m_pTextureRV is not a valid argument for the function. What am I doing wrong here?