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;
Mitglieder
Stream
Typ: UINTZero-based, stream number.
SemanticName
Typ: LPCSTRType 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
Typ: UINTOutput element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.
StartComponent
Typ: BYTEWhich 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
Typ: BYTEThe 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
Typ: BYTEThe associated stream output buffer that is bound to the pipeline (see ID3D11DeviceContext::SOSetTargets). The valid range for OutputSlot is 0 to 3.
Anforderungen
Header |
D3D11.h |