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: UINT

    Zero-based, stream number.

  • SemanticName
    Typ: 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
    Typ: 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
    Typ: 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
    Typ: 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
    Typ: BYTE

    The 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

Siehe auch

Core Structures