D3DX11_EFFECT_SHADER_DESC structure
Describes an effect shader.
Syntax
typedef struct _D3DX11_EFFECT_SHADER_DESC {
const BYTE *pInputSignature;
BOOL IsInline;
const BYTE *pBytecode;
UINT BytecodeLength;
LPCSTR SODecls[D3D11_SO_STREAM_COUNT];
UINT RasterizedStream;
UINT NumInputSignatureEntries;
UINT NumOutputSignatureEntries;
UINT NumPatchConstantSignatureEntries;
} D3DX11_EFFECT_SHADER_DESC;
Members
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pInputSignature
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Type: const BYTE*
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Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See ID3D11Device::CreateInputLayout.
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IsInline
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Type: BOOL
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TRUE is the shader is defined inline; otherwise FALSE.
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pBytecode
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Type: const BYTE*
-
Shader bytecode.
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BytecodeLength
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Type: UINT
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The length of pBytecode.
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SODecls
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Type: LPCSTR
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Stream out declaration string (for geometry shader with SO).
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RasterizedStream
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Type: UINT
-
Indicates which stream is rasterized. D3D11 geometry shaders can output up to four streams of data, one of which can be rasterized.
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NumInputSignatureEntries
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Type: UINT
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Number of entries in the input signature.
-
NumOutputSignatureEntries
-
Type: UINT
-
Number of entries in the output signature.
-
NumPatchConstantSignatureEntries
-
Type: UINT
-
Number of entries in the patch constant signature.
Remarks
D3DX11_EFFECT_SHADER_DESC is used with ID3DX11EffectShaderVariable::GetShaderDesc.
Requirements
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