Effect Variable Syntax (Direct3D 11)
An effect variable is declared with the syntax described in this section.
Syntax
Basic syntax:
DataType VariableName [ : SemanticName ] < Annotations > [ = InitialValue ];
See Variable Syntax (DirectX HLSL) for full syntax.
Name | Description |
---|---|
DataType | Any basic, texture, unordered access view, shader or state block type. |
VariableName | An ASCII string that uniquely identifies the name of the effect variable. |
SemanticName | A ASCII string that denotes additional information about how a variable should be used. A semantic is an ASCII string that can be either a predefined system-value or a custom-user string. |
Annotations | One or more pieces of user-supplied information (metadata) that is ignored by the effect system. For syntax, see Annotation Syntax (Direct3D 11). |
InitialValue | The default value of the variable. |
An effect variable that is declared outside of all functions, is considered global in scope; variables declared within a function are local to that function.
Example
This example illustrates global effect numeric variables.
float4 g_MaterialAmbientColor; // Material's ambient color
float4 g_MaterialDiffuseColor; // Material's diffuse color
float3 g_LightDir[3]; // Light's direction in world space
float4x4 g_mWorld; // World matrix for object
This example illustrates effect variables that are local to a shader function.
VS_OUTPUT RenderSceneVS( ... )
{
float3 vNormalWorldSpace;
float4 vAnimatedPos;
// shader body
}
This example illustrates function parameters that have semantics.
VS_OUTPUT RenderSceneVS( float4 vPos : SV_POSITION,
float3 vNormal : NORMAL,
float2 vTexCoord0 : TEXCOORD0,
uniform int nNumLights,
uniform bool bTexture,
uniform bool bAnimate )
{
...
}
This example illustrates declaring a global texture variable.
Texture2D g_MeshTexture; // Color texture for mesh
Sampling a texture is done with a texture sampler. To set up a sampler in an effect, see the sampler type.
This example illustrates declaring global unordered access view variables.
RWStructuredBuffer<uint> bc : register(u2) < string name="bc"; >;
RWBuffer<uint> bRW;
struct S
{
uint key;
uint value;
};
AppendStructuredBuffer<S> asb : register(u5);
RWByteAddressBuffer rwbab : register(u1);
RWStructuredBuffer<uint> rwsb : register(u3);
RWTexture1D<float> rwt1d : register(u1);
RWTexture1DArray<uint> rwt1da : register(u4);
RWTexture2D<uint> rwt2d : register(u2);
RWTexture2DArray<uint> rwt2da : register(u6);
RWTexture3D<uint> rwt3d : register(u7);
This example illustrates declaring global shader variables.
VertexShader pVS = CompileShader( vs_5_0, VS() );
HullShader pHS = NULL;
DomainShader pDS = NULL;
GeometryShader pGS = ConstructGSWithSO( CompileShader( gs_5_0, VS() ),
"0:Position.xy; 1:Position.zw; 2:Color.xy",
"3:Texcoord.xyzw; 3:$SKIP.x;",
NULL,
NULL,
1 );
PixelShader pPS = NULL;
ComputeShader pCS = NULL;
This example illustrates declaring global state block variables.
BlendState myBS[2] < bool IsValid = true; >
{
{
BlendEnable[0] = false;
},
{
BlendEnable[0] = true;
SrcBlendAlpha[0] = Inv_Src_Alpha;
}
};
RasterizerState myRS
{
FillMode = Solid;
CullMode = NONE;
MultisampleEnable = true;
DepthClipEnable = false;
};
DepthStencilState myDS
{
DepthEnable = false;
DepthWriteMask = Zero;
DepthFunc = Less;
};
sampler mySS[2] : register(s3)
{
{
Filter = ANISOTROPIC;
MaxAnisotropy = 3;
},
{
Filter = ANISOTROPIC;
MaxAnisotropy = 4;
}
};
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