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
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See also