> ## Documentation Index
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> Use this file to discover all available pages before exploring further.

# D3D12_TEXCUBE_ARRAY_SRV

> Describes the subresources from an array of cube textures to use in a shader-resource view.

Describes the subresources from an array of cube textures to use in a shader-resource view.

## Syntax

```cpp theme={null}
typedef struct D3D12_TEXCUBE_ARRAY_SRV
{
    UINT MostDetailedMip;
    UINT MipLevels;
    UINT First2DArrayFace;
    UINT NumCubes;
    FLOAT ResourceMinLODClamp;
} D3D12_TEXCUBE_ARRAY_SRV
```

### Members

*MostDetailedMip*\
Type: UINT

Index of the most detailed mipmap level to use; this number is between 0 and **MipLevels** (from the original TextureCube for which [ID3D12Device::CreateShaderResourceView](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createshaderresourceview_public) creates a view) -1.

*MipLevels*\
Type: UINT

The maximum number of mipmap levels for the view of the texture. See the remarks in [D3D12\_TEX1D\_SRV](/reference/graphics/d3d12/structs/d3d12_tex1d_srv_public).

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

*First2DArrayFace*\
Type: UINT

Index of the first 2D texture to use.

*NumCubes*\
Type: UINT

Number of cube textures in the array.

*ResourceMinLODClamp*\
Type: FLOAT

Specifies the minimum mipmap level that you can access. Specifying 0.0f means that you can access all of the mipmap levels. Specifying 3.0f means that you can access mipmap levels from 3.0f to *MipCount - 1*.

We recommend that you don't set *MostDetailedMip* and *ResourceMinLODClamp* at the same time. Instead, set one of those two members to 0 (to get default behavior). That's because *MipLevels* is interpreted differently in conjunction with different fields:

* For *MostDetailedMip*, mips are in the range \[*MostDetailedMip*, *MostDetailedMip* + *MipLevels* - 1].
* For *ResourceMinLODClamp*, mips are in the range \[*ResourceMinLODClamp*, *MipLevels* - 1].

## Remarks

This structure is one member of a shader-resource-view description, [D3D12\_SHADER\_RESOURCE\_VIEW\_DESC](/reference/graphics/d3d12/structs/d3d12_shader_resource_view_desc_public).

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[Core Structures](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/direct3d-12-structures)


## Related topics

- [D3D12_SHADER_RESOURCE_VIEW_DESC](/reference/graphics/d3d12/structs/d3d12_shader_resource_view_desc_public.md)
- [D3D12_TEXCUBE_SRV](/reference/graphics/d3d12/structs/d3d12_texcube_srv_public.md)
- [D3D12_TEX2D_ARRAY_SRV](/reference/graphics/d3d12/structs/d3d12_tex2d_array_srv_public.md)
- [D3D12_TEX1D_ARRAY_SRV](/reference/graphics/d3d12/structs/d3d12_tex1d_array_srv_public.md)
- [D3D12_TEX2DMS_ARRAY_SRV](/reference/graphics/d3d12/structs/d3d12_tex2dms_array_srv_public.md)
