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CreateHullShader(D3D11_1) routine

Creates a hull shader.

Syntax


PFND3D11_1DDI_CREATEHULLSHADER CreateHullShader(D3D11_1);

VOID APIENTRY* CreateHullShader(D3D11_1)(
  D3D10DDI_HDEVICE hDevice,
  _In_  const UINT *pShaderCode,
  D3D10DDI_HSHADER hShader,
  D3D10DDI_HRTSHADER hRTShader,
  _In_  const D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES *pSignatures
)
{ ... }

Parameters

hDevice

A handle to the display device (graphics context).

pShaderCode [in]

A pointer to an array of CONST UINT tokens that form the shader code. The first token in the shader code stream is always the version token. The next token in the stream is the length token that determines the end of the shader code stream. For more information about the format of Direct3D version 11.1 shader code, see the comments inside the D3d11tokenizedprogramformat.hpp header file that is included with the WDK.

hShader

A handle to the driver's private data for the hull shader. The driver returns the size, in bytes, of the memory region that the Microsoft Direct3D runtime must allocate for the private data from a call to the driver's CalcPrivateTessellationShaderSize(D3D11_1) function. The handle is just a pointer to a region of memory, the size of which the driver requested. The driver uses this region of memory to store internal data structures that are related to its tessellation-shader object.

hRTShader

A handle to the hull shader that the driver should use when it calls back into the Direct3D runtime.

pSignatures [in]

A pointer to a D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES structure that forms the tessellation-shader's signature.

Return value

This routine does not return a value.

Requirements

Minimum supported client

Windows 8

Minimum supported server

Windows Server 2012

Header

D3d10umddi.h (include D3d10umddi.h)

See also

CalcPrivateTessellationShaderSize(D3D11_1)
D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES

 

 

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