PFND3D11_1DDI_CREATEDOMAINSHADER callback function (d3d10umddi.h)
Creates a domain shader.
Syntax
PFND3D11_1DDI_CREATEDOMAINSHADER Pfnd3d111DdiCreatedomainshader;
void Pfnd3d111DdiCreatedomainshader(
D3D10DDI_HDEVICE unnamedParam1,
[in] const UINT *pShaderCode,
D3D10DDI_HSHADER unnamedParam3,
D3D10DDI_HRTSHADER unnamedParam4,
const D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES *unnamedParam5
)
{...}
Parameters
unnamedParam1
hDevice [in]
A handle to the display device (graphics context).
[in] pShaderCode
A pointer to an array of CONST UINT tokens that form the shader code. The first token in the shader code stream is always the version token. The next token in the stream is the length token that determines the end of the shader code stream. For more information about the format of Direct3D version 11 shader code, see the comments inside the D3d11tokenizedprogramformat.hpp header file that is included with the WDK.
unnamedParam3
hShader [in]
A handle to the driver's private data for the domain shader. The driver returns the size, in bytes, of the memory region that the Microsoft Direct3D runtime must allocate for the private data from a call to the driver's CalcPrivateTessellationShaderSize(D3D11_1) function. The handle is just a pointer to a region of memory, the size of which the driver requested. The driver uses this region of memory to store internal data structures that are related to its tessellation-shader object.
unnamedParam4
hRTShader [in]
A handle to the domain shader that the driver should use when it calls back into the Direct3D runtime.
unnamedParam5
pSignatures [in]
A pointer to a D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES structure that forms the tessellation-shader's signature.
Return value
None
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 8 |
Minimum supported server | Windows Server 2012 |
Target Platform | Desktop |
Header | d3d10umddi.h (include D3d10umddi.h) |