D3D10_EFFECT_SHADER_DESC structure (d3d10effect.h)
Describes an effect shader.
Syntax
typedef struct _D3D10_EFFECT_SHADER_DESC {
const BYTE *pInputSignature;
BOOL IsInline;
const BYTE *pBytecode;
UINT BytecodeLength;
LPCSTR SODecl;
UINT NumInputSignatureEntries;
UINT NumOutputSignatureEntries;
} D3D10_EFFECT_SHADER_DESC;
Members
pInputSignature
Type: const BYTE*
Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See ID3D10Device_CreateInputLayout.
IsInline
Type: BOOL
TRUE is the shader is defined inline; otherwise FALSE.
pBytecode
Type: const BYTE*
A pointer to the compiled shader.
BytecodeLength
Type: UINT
The length of pBytecode.
SODecl
Type: LPCSTR
A string that contains a declaration of the stream output from a geometry shader.
NumInputSignatureEntries
Type: UINT
The number of entries in the input signature.
NumOutputSignatureEntries
Type: UINT
The number of entries in the output signature.
Remarks
To get an effect-shader description, call ID3D10EffectShaderVariable::GetShaderDesc.
Requirements
Requirement | Value |
---|---|
Header | d3d10effect.h (include D3D10.h) |