D3D12_SHADER_INPUT_BIND_DESC structure (d3d12shader.h)
Describes how a shader resource is bound to a shader input.
Syntax
typedef struct _D3D12_SHADER_INPUT_BIND_DESC {
LPCSTR Name;
D3D_SHADER_INPUT_TYPE Type;
UINT BindPoint;
UINT BindCount;
UINT uFlags;
D3D_RESOURCE_RETURN_TYPE ReturnType;
D3D_SRV_DIMENSION Dimension;
UINT NumSamples;
UINT Space;
UINT uID;
} D3D12_SHADER_INPUT_BIND_DESC;
Members
Name
Name of the shader resource.
Type
A D3D_SHADER_INPUT_TYPE-typed value that identifies the type of data in the resource.
BindPoint
Starting bind point.
BindCount
Number of contiguous bind points for arrays.
uFlags
A combination of D3D_SHADER_INPUT_FLAGS-typed values for shader input-parameter options.
ReturnType
If the input is a texture, the D3D_RESOURCE_RETURN_TYPE-typed value that identifies the return type.
Dimension
A D3D_SRV_DIMENSION-typed value that identifies the dimensions of the bound resource.
NumSamples
The number of samples for a multisampled texture; when a texture isn't multisampled, the value is set to -1 (0xFFFFFFFF). This is zero if the shader resource is not a recognized texture. If the shader resource is a structured buffer, the field contains the stride of the type in bytes.
Space
The register space.
uID
The range ID in the bytecode.
Remarks
Get a shader-input-signature description by calling ID3D12ShaderReflection::GetResourceBindingDesc or ID3D12ShaderReflection::GetResourceBindingDescByName.
Requirements
Requirement | Value |
---|---|
Header | d3d12shader.h |