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;
  D3D_SHADER_INPUT_TYPE    Type;
  UINT                     BindPoint;
  UINT                     BindCount;
  UINT                     uFlags;
  D3D_RESOURCE_RETURN_TYPE ReturnType;
  D3D_SRV_DIMENSION        Dimension;
  UINT                     NumSamples;
} D3D11_SHADER_INPUT_BIND_DESC;

Members

Name

Type: LPCSTR

Name of the shader resource.

Type

Type: D3D_SHADER_INPUT_TYPE

A D3D_SHADER_INPUT_TYPE-typed value that identifies the type of data in the resource.

BindPoint

Type: UINT

Starting bind point.

BindCount

Type: UINT

Number of contiguous bind points for arrays.

uFlags

Type: UINT

A combination of D3D_SHADER_INPUT_FLAGS-typed values for shader input-parameter options.

ReturnType

Type: D3D_RESOURCE_RETURN_TYPE

If the input is a texture, the D3D_RESOURCE_RETURN_TYPE-typed value that identifies the return type.

Dimension

Type: D3D_SRV_DIMENSION

A D3D_SRV_DIMENSION-typed value that identifies the dimensions of the bound resource.

NumSamples

Type: UINT

The number of samples for a multisampled texture; when a texture isn't multisampled, the value is set to -1 (0xFFFFFFFF).

Remarks

Get a shader-input-signature description by calling ID3D11ShaderReflection::GetResourceBindingDesc or ID3D11ShaderReflection::GetResourceBindingDescByName.

Requirements

Header

D3D11Shader.h

See also

Shader Structures

 

 

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