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D3D11_INPUT_ELEMENT_DESC structure

A description of a single element for the input-assembler stage.

Syntax


typedef struct D3D11_INPUT_ELEMENT_DESC {
  LPCSTR                     SemanticName;
  UINT                       SemanticIndex;
  DXGI_FORMAT                Format;
  UINT                       InputSlot;
  UINT                       AlignedByteOffset;
  D3D11_INPUT_CLASSIFICATION InputSlotClass;
  UINT                       InstanceDataStepRate;
} D3D11_INPUT_ELEMENT_DESC;

Members

SemanticName

Type: LPCSTR

The HLSL semantic associated with this element in a shader input-signature.

SemanticIndex

Type: UINT

The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name


matrix

, however each of the four component would have different semantic indices (0, 1, 2, and 3).

Format

Type: DXGI_FORMAT

The data type of the element data. See DXGI_FORMAT.

InputSlot

Type: UINT

An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15, defined in D3D11.h.

AlignedByteOffset

Type: UINT

Optional. Offset (in bytes) between each element. Use D3D11_APPEND_ALIGNED_ELEMENT for convenience to define the current element directly after the previous one, including any packing if necessary.

InputSlotClass

Type: D3D11_INPUT_CLASSIFICATION

Identifies the input data class for a single input slot (see D3D11_INPUT_CLASSIFICATION).

InstanceDataStepRate

Type: UINT

The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data (the slot class is set to D3D11_INPUT_PER_VERTEX_DATA).

Remarks

An input-layout object contains an array of structures, each structure defines one element being read from an input slot. Create an input-layout object by calling ID3D11Device::CreateInputLayout. For an example, see the "Create the Input-Layout Object" subtopic under the Getting Started with the Input-Assembler Stage topic.

Requirements

Header

D3D11.h

See also

Core Structures

 

 

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