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ID3D11Device::CreateInputLayout method

Create an input-layout object to describe the input-buffer data for the input-assembler stage.

Syntax


HRESULT CreateInputLayout(
  [in]            const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs,
  [in]                  UINT                     NumElements,
  [in]            const void                     *pShaderBytecodeWithInputSignature,
  [in]                  SIZE_T                   BytecodeLength,
  [out, optional]       ID3D11InputLayout        **ppInputLayout
);

Parameters

pInputElementDescs [in]

Type: const D3D11_INPUT_ELEMENT_DESC*

An array of the input-assembler stage input data types; each type is described by an element description (see D3D11_INPUT_ELEMENT_DESC).

NumElements [in]

Type: UINT

The number of input-data types in the array of input-elements.

pShaderBytecodeWithInputSignature [in]

Type: const void*

A pointer to the compiled shader. The compiled shader code contains a input signature which is validated against the array of elements. See remarks.

BytecodeLength [in]

Type: SIZE_T

Size of the compiled shader.

ppInputLayout [out, optional]

Type: ID3D11InputLayout**

A pointer to the input-layout object created (see ID3D11InputLayout). To validate the other input parameters, set this pointer to be NULL and verify that the method returns S_FALSE.

Return value

Type: HRESULT

If the method succeeds, the return code is S_OK. See Direct3D 11 Return Codes for failing error codes.

Remarks

After creating an input layout object, it must be bound to the input-assembler stage before calling a draw API.

Once an input-layout object is created from a shader signature, the input-layout object can be reused with any other shader that has an identical input signature (semantics included). This can simplify the creation of input-layout objects when you are working with many shaders with identical inputs.

If a data type in the input-layout declaration does not match the data type in a shader-input signature, CreateInputLayout will generate a warning during compilation. The warning is simply to call attention to the fact that the data may be reinterpreted when read from a register. You may either disregard this warning (if reinterpretation is intentional) or make the data types match in both declarations to eliminate the warning.

Windows Phone 8: This API is supported.

Requirements

Header

D3D11.h

Library

D3D11.lib

See also

ID3D11Device

 

 

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