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

See also

Shader Structures