dcl_resource_structured (sm5 - asm)
Declare a shader resource input and assign it to a t# - a placeholder register for the resource.
dcl_resource_structured dstSRV, structByteStride |
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Item | Description |
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dstSRV |
[in] A t# register declared as a reference to a ShaderResourceView of a structured buffer with the specified stride that must be bound to SRV slot # at the API. |
structByteStride |
[in] A uint that specifies the size of the structure in bytes in the buffer being declared. This value must be greater than zero. |
Remarks
The contents of the structure have no type; operations performed on the memory may implicitly interpret the data as having a type.
Instructions that reference a structured t# take a 2D address, where the first component picks [struct], and the second component picks [offset within struct, multiple of 32-bits].
cs_4_0 and cs_4_1 support this instruction.
This instruction applies to the following shader stages:
Vertex | Hull | Domain | Geometry | Pixel | Compute |
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X | X | X | X | X | X |
Minimum Shader Model
This instruction is supported in the following shader models:
Shader Model | Supported |
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Shader Model 5 | yes |
Shader Model 4.1 | no |
Shader Model 4 | no |
Shader Model 3 (DirectX HLSL) | no |
Shader Model 2 (DirectX HLSL) | no |
Shader Model 1 (DirectX HLSL) | no |