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D3D11_SO_DECLARATION_ENTRY structure

Description of a vertex element in a vertex buffer in an output slot.

Syntax


typedef struct D3D11_SO_DECLARATION_ENTRY {
  UINT   Stream;
  LPCSTR SemanticName;
  UINT   SemanticIndex;
  BYTE   StartComponent;
  BYTE   ComponentCount;
  BYTE   OutputSlot;
} D3D11_SO_DECLARATION_ENTRY;

Members

Stream

Type: UINT

Zero-based, stream number.

SemanticName

Type: LPCSTR

Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.

SemanticIndex

Type: UINT

Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.

StartComponent

Type: BYTE

Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.

ComponentCount

Type: BYTE

The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.

OutputSlot

Type: BYTE

The associated stream output buffer that is bound to the pipeline (see ID3D11DeviceContext::SOSetTargets). The valid range for OutputSlot is 0 to 3.

Requirements

Header

D3D11.h

See also

Core Structures

 

 

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