D3D11_SHADER_INPUT_BIND_DESC Structure
Describes how a shader resource is bound to a shader input.
Syntax
typedef struct D3D11_SHADER_INPUT_BIND_DESC {
LPCSTR Name;
D3D10_SHADER_INPUT_TYPE Type;
UINT BindPoint;
UINT BindCount;
UINT uFlags;
D3D11_RESOURCE_RETURN_TYPE ReturnType;
D3D10_SRV_DIMENSION Dimension;
UINT NumSamples;
} D3D11_SHADER_INPUT_BIND_DESC;
Mitglieder
Name
Typ: LPCSTRName of the shader resource.
Type
Typ: D3D10_SHADER_INPUT_TYPEIdentifies the type of data in the resource. See D3D10_SHADER_INPUT_TYPE.
BindPoint
Typ: UINTStarting bind point.
BindCount
Typ: UINTNumber of contiguous bind points for arrays.
uFlags
Typ: UINTShader input-parameter options. See D3D10_SHADER_INPUT_FLAGS.
ReturnType
Typ: D3D11_RESOURCE_RETURN_TYPEIf the input is a texture, the return type. See D3D11_RESOURCE_RETURN_TYPE.
Dimension
Typ: D3D10_SRV_DIMENSIONIdentifies the dimensions of the bound resource. For a list of values that ID3D11ShaderReflection::GetResourceBindingDesc or ID3D11ShaderReflection::GetResourceBindingDescByName can return, see D3D11_SRV_DIMENSION.
NumSamples
Typ: UINTThe number of samples for a multisampled texture; otherwise 0.
Hinweise
Get a shader-input-signature description by calling ID3D11ShaderReflection::GetResourceBindingDesc or ID3D11ShaderReflection::GetResourceBindingDescByName.
Anforderungen
Header |
D3D11Shader.h |