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CalcPrivateTessellationShaderSize routine

The CalcPrivateTessellationShaderSize function determines the size of the user-mode display driver's private region of memory (that is, the size of internal driver structures, not the size of the resource video memory) for a hull or domain shader.

Syntax


PFND3D11DDI_CALCPRIVATETESSELLATIONSHADERSIZE CalcPrivateTessellationShaderSize;

SIZE_T APIENTRY CalcPrivateTessellationShaderSize(
  _In_       D3D10DDI_HDEVICE                       hDevice,
  _In_ const UINT                                   *pCode,
  _In_ const D3D11DDIARG_TESSELLATION_IO_SIGNATURES *pSignatures
)
{ ... }

Parameters

hDevice [in]

A handle to the display device (graphics context).

pCode [in]

An array of CONST UINT tokens that form the hull-shader code or domain-shader code.

pSignatures [in]

A pointer to a D3D11DDIARG_TESSELLATION_IO_SIGNATURES structure that forms the hull or domain shader's signature.

Return value

CalcPrivateTessellationShaderSize returns the size of the memory region that the driver requires to create a hull or domain shader.

Remarks

The Direct3D runtime calls the driver's CalcPrivateTessellationShaderSize function to calculate the size of the memory region for a hull or domain shader. This is similar to the way that the Direct3D runtime calls the driver's CalcPrivateShaderSize function to calculate the size of the memory region for a pixel, vertex, or geometry shader (that is, a geometry shader without stream output).

Requirements

Target platform

Desktop

Version

CalcPrivateTessellationShaderSize is supported beginning with the Windows 7 operating system.

Header

D3d10umddi.h (include D3d10umddi.h)

See also

CalcPrivateShaderSize
D3D11DDI_DEVICEFUNCS
D3D11DDIARG_TESSELLATION_IO_SIGNATURES

 

 

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