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;
Members
- Stream
-
Type: UINT
-
Zero-based, stream number.
- SemanticName
-
Type: 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
-
Type: 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
-
Type: 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
-
Type: 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
-
Type: BYTE
-
The associated stream output buffer that is bound to the pipeline (see ID3D11DeviceContext::SOSetTargets). The valid range for OutputSlot is 0 to 3.
Requirements
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See also