dcl_input vPrim (sm4 - asm)
Declares that a geometry shader uses its scalar input-register vPrim.
dcl_input vPrim |
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Item | Description |
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vPrim |
[in] A 32-bit scalar, which can be applied to each interior primitive in a geometry shader. |
The scalar cannot be applied to any adjacent primitives.
This instruction applies to the following shader stages:
Vertex Shader | Geometry Shader | Pixel Shader |
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x |
This instruction is included to aid in debugging a shader in assembly; you cannot author a shader in assembly language using Shader Model 4.
Minimum Shader Model
This function is supported in the following shader models.
Shader Model | Supported |
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Shader Model 5 | yes |
Shader Model 4.1 | yes |
Shader Model 4 | yes |
Shader Model 3 (DirectX HLSL) | no |
Shader Model 2 (DirectX HLSL) | no |
Shader Model 1 (DirectX HLSL) | no |