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ID3D11Device::CreateComputeShader method

Create a compute shader.

Syntax


HRESULT CreateComputeShader(
  [in]            const void                *pShaderBytecode,
  [in]                  SIZE_T              BytecodeLength,
  [in, optional]        ID3D11ClassLinkage  *pClassLinkage,
  [out, optional]       ID3D11ComputeShader **ppComputeShader
);

Parameters

pShaderBytecode [in]

Type: const void*

A pointer to a compiled shader.

BytecodeLength [in]

Type: SIZE_T

Size of the compiled shader in pShaderBytecode.

pClassLinkage [in, optional]

Type: ID3D11ClassLinkage*

A pointer to a ID3D11ClassLinkage, which represents class linkage interface; the value can be NULL.

ppComputeShader [out, optional]

Type: ID3D11ComputeShader**

Address of a pointer to an ID3D11ComputeShader interface. If this is NULL, all other parameters will be validated; if validation passes, CreateComputeShader returns S_FALSE instead of S_OK.

Return value

Type: HRESULT

This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader. See Direct3D 11 Return Codes for other possible return values.

Remarks

For an example, see How To: Create a Compute Shader and HDRToneMappingCS11 Sample.

Requirements

Header

D3D11.h

Library

D3D11.lib

See also

ID3D11Device

 

 

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