dcl_resource (sm4 - asm)
Declares a non-multisampled shader-input resource.
dcl_resource tN, resourceType, returnType(s) |
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Declares a multisampled shader-input resource.
dcl_resource tN, resourceType[size]NN, returnType(s) |
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Item | Description |
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tN |
[in] The texture register, where N is an integer that denotes the register number. |
resourceType |
[in] Any object type listed in the texture-object page. |
resourceType[size]NN |
[in] A Texture2D or a Texture2DArray object type (see the texture-object page); size is an optional integer that denotes the number of elements in the array; NN is an integer that denotes the number of multisamples. |
returnType(s) |
[in] Per-component return type which is one of the following: UNORM, SNORM, SINT, UINT, or FLOAT. The number of return types can be as few as 1 (if all components are the same type), but can be as many as four. |
A resource is accessed in HLSL using load; a non-multisampled texture can also be accessed using any of the HLSL texture object sample methods.
If a resource is bound to a shader stage, the resource format will be validated against the return type.
This instruction applies to the following shader stages:
Vertex Shader | Geometry Shader | Pixel Shader |
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x | x | x |
This instruction is included to aid in debugging a shader in assembly; you cannot author a shader in assembly language using Shader Model 4.
Example
Here is an example.
dcl_resource t3, buffer, UNORM
Minimum Shader Model
This function is supported in the following shader models.
Shader Model | Supported |
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Shader Model 5 | yes |
Shader Model 4.1 | yes |
Shader Model 4 | yes |
Shader Model 3 (DirectX HLSL) | no |
Shader Model 2 (DirectX HLSL) | no |
Shader Model 1 (DirectX HLSL) | no |