ID3D11Device::CreateHullShader method

Create a hull shader.

Syntax


HRESULT CreateHullShader(
  [in]   const void *pShaderBytecode,
  [in]   SIZE_T BytecodeLength,
  [in]   ID3D11ClassLinkage *pClassLinkage,
  [out]  ID3D11HullShader **ppHullShader
);

Parameters

pShaderBytecode [in]

Type: const void*

A pointer to a compiled shader.

BytecodeLength [in]

Type: SIZE_T

Size of the compiled shader.

pClassLinkage [in]

Type: ID3D11ClassLinkage*

A pointer to a class linkage interface (see ID3D11ClassLinkage); the value can be NULL.

ppHullShader [out]

Type: ID3D11HullShader**

Address of a pointer to a ID3D11HullShader interface.

Return value

Type: HRESULT

This method returns one of the Direct3D 11 Return Codes.

Remarks

The Direct3D 11.1 runtime, which is available starting with Windows 8, provides the following new functionality for CreateHullShader.

The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.

Therefore, if you use the following shader model 5.0 instructions in a hull shader, you can successfully pass the compiled hull shader to pShaderBytecode. That is, the call to CreateHullShader succeeds.

If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn’t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateHullShader fails. CreateHullShader also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.

Windows Phone 8: This API is supported.

Requirements

Header

D3D11.h

Library

D3D11.lib

See also

ID3D11Device

 

 

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