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D3D_NAME enumeration

Values that identify shader parameters that use system-value semantics.

Syntax


typedef enum D3D_NAME { 
  D3D_NAME_UNDEFINED                        = 0,
  D3D_NAME_POSITION                         = 1,
  D3D_NAME_CLIP_DISTANCE                    = 2,
  D3D_NAME_CULL_DISTANCE                    = 3,
  D3D_NAME_RENDER_TARGET_ARRAY_INDEX        = 4,
  D3D_NAME_VIEWPORT_ARRAY_INDEX             = 5,
  D3D_NAME_VERTEX_ID                        = 6,
  D3D_NAME_PRIMITIVE_ID                     = 7,
  D3D_NAME_INSTANCE_ID                      = 8,
  D3D_NAME_IS_FRONT_FACE                    = 9,
  D3D_NAME_SAMPLE_INDEX                     = 10,
  D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR       = 11,
  D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR     = 12,
  D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR        = 13,
  D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR      = 14,
  D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR     = 15,
  D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR    = 16,
  D3D_NAME_TARGET                           = 64,
  D3D_NAME_DEPTH                            = 65,
  D3D_NAME_COVERAGE                         = 66,
  D3D_NAME_DEPTH_GREATER_EQUAL              = 67,
  D3D_NAME_DEPTH_LESS_EQUAL                 = 68,
  D3D_NAME_STENCIL_REF                      = 69,
  D3D_NAME_INNER_COVERAGE                   = 70,
  D3D10_NAME_UNDEFINED                      = D3D_NAME_UNDEFINED,
  D3D10_NAME_POSITION                       = D3D_NAME_POSITION,
  D3D10_NAME_CLIP_DISTANCE                  = D3D_NAME_CLIP_DISTANCE,
  D3D10_NAME_CULL_DISTANCE                  = D3D_NAME_CULL_DISTANCE,
  D3D10_NAME_RENDER_TARGET_ARRAY_INDEX      = D3D_NAME_RENDER_TARGET_ARRAY_INDEX,
  D3D10_NAME_VIEWPORT_ARRAY_INDEX           = D3D_NAME_VIEWPORT_ARRAY_INDEX,
  D3D10_NAME_VERTEX_ID                      = D3D_NAME_VERTEX_ID,
  D3D10_NAME_PRIMITIVE_ID                   = D3D_NAME_PRIMITIVE_ID,
  D3D10_NAME_INSTANCE_ID                    = D3D_NAME_INSTANCE_ID,
  D3D10_NAME_IS_FRONT_FACE                  = D3D_NAME_IS_FRONT_FACE,
  D3D10_NAME_SAMPLE_INDEX                   = D3D_NAME_SAMPLE_INDEX,
  D3D10_NAME_TARGET                         = D3D_NAME_TARGET,
  D3D10_NAME_DEPTH                          = D3D_NAME_DEPTH,
  D3D10_NAME_COVERAGE                       = D3D_NAME_COVERAGE,
  D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR     = D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
  D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR   = D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
  D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR      = D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,
  D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR    = D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
  D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR   = D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
  D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR  = D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
  D3D11_NAME_DEPTH_GREATER_EQUAL            = D3D_NAME_DEPTH_GREATER_EQUAL,
  D3D11_NAME_DEPTH_LESS_EQUAL               = D3D_NAME_DEPTH_LESS_EQUAL,
  D3D11_NAME_STENCIL_REF                    = D3D_NAME_STENCIL_REF,
  D3D11_NAME_INNER_COVERAGE                 = D3D_NAME_INNER_COVERAGE
} D3D_NAME;

Constants

D3D_NAME_UNDEFINED

This parameter does not use a predefined system-value semantic.

D3D_NAME_POSITION

This parameter contains position data.

D3D_NAME_CLIP_DISTANCE

This parameter contains clip-distance data.

D3D_NAME_CULL_DISTANCE

This parameter contains cull-distance data.

D3D_NAME_RENDER_TARGET_ARRAY_INDEX

This parameter contains a render-target-array index.

D3D_NAME_VIEWPORT_ARRAY_INDEX

This parameter contains a viewport-array index.

D3D_NAME_VERTEX_ID

This parameter contains a vertex ID.

D3D_NAME_PRIMITIVE_ID

This parameter contains a primitive ID.

D3D_NAME_INSTANCE_ID

This parameter contains an instance ID.

D3D_NAME_IS_FRONT_FACE

This parameter contains data that identifies whether or not the primitive faces the camera.

D3D_NAME_SAMPLE_INDEX

This parameter contains a sampler-array index.

D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR

This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.

D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR

This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.

D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR

This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.

D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR

This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.

D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR

This parameter contains the tessellation factor that corresponds to the number of lines broken into within the patch. This flag is used to tessellate an isolines patch.

D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR

This parameter contains the tessellation factor that corresponds to the number of lines that are created within the patch. This flag is used to tessellate an isolines patch.

D3D_NAME_TARGET

This parameter contains render-target data.

D3D_NAME_DEPTH

This parameter contains depth data.

D3D_NAME_COVERAGE

This parameter contains alpha-coverage data.

D3D_NAME_DEPTH_GREATER_EQUAL

This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.

D3D_NAME_DEPTH_LESS_EQUAL

This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.

D3D_NAME_STENCIL_REF

This parameter contains a stencil reference. See Shader Specified Stencil Reference Value.

D3D_NAME_INNER_COVERAGE

This parameter contains inner input coverage data. See Conservative Rasterization.

D3D10_NAME_UNDEFINED

This parameter does not use a predefined system-value semantic.

D3D10_NAME_POSITION

This parameter contains position data.

D3D10_NAME_CLIP_DISTANCE

This parameter contains clip-distance data.

D3D10_NAME_CULL_DISTANCE

This parameter contains cull-distance data.

D3D10_NAME_RENDER_TARGET_ARRAY_INDEX

This parameter contains a render-target-array index.

D3D10_NAME_VIEWPORT_ARRAY_INDEX

This parameter contains a viewport-array index.

D3D10_NAME_VERTEX_ID

This parameter contains a vertex ID.

D3D10_NAME_PRIMITIVE_ID

This parameter contains a primitive ID.

D3D10_NAME_INSTANCE_ID

This parameter contains a instance ID.

D3D10_NAME_IS_FRONT_FACE

This parameter contains data that identifies whether or not the primitive faces the camera.

D3D10_NAME_SAMPLE_INDEX

This parameter contains a sampler-array index.

D3D10_NAME_TARGET

This parameter contains render-target data.

D3D10_NAME_DEPTH

This parameter contains depth data.

D3D10_NAME_COVERAGE

This parameter contains alpha-coverage data.

D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR

This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.

D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR

This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.

D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR

This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.

D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR

This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.

D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR

This parameter contains the tessellation factor that corresponds to the amount of lines broken into within the patch. This flag is used to tessellate an isolines patch.

D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR

This parameter contains the tessellation factor that corresponds to the amount of lines that are created within the patch. This flag is used to tessellate an isolines patch.

D3D11_NAME_DEPTH_GREATER_EQUAL

This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.

D3D11_NAME_DEPTH_LESS_EQUAL

This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.

D3D11_NAME_STENCIL_REF

This parameter contains a stencil reference. See Shader Specified Stencil Reference Value.

D3D11_NAME_INNER_COVERAGE

This parameter contains inner input coverage data. See Conservative Rasterization.

Remarks

The D3D_NAME values identify shader parameters that have predefined system-value semantics. These values are used in a shader-signature description. For more information about shader-signature description, see D3D11_SIGNATURE_PARAMETER_DESC.

Requirements

Header

D3DCommon.h

See also

Common Version Enumerations
D3D11_SIGNATURE_PARAMETER_DESC

 

 

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