D3D_SHADER_INPUT_FLAGS enumeration
Values that identify shader-input options.
Syntax
typedef enum _D3D_SHADER_INPUT_FLAGS { D3D_SIF_USERPACKED = 0x1, D3D_SIF_COMPARISON_SAMPLER = 0x2, D3D_SIF_TEXTURE_COMPONENT_0 = 0x4, D3D_SIF_TEXTURE_COMPONENT_1 = 0x8, D3D_SIF_TEXTURE_COMPONENTS = 0xc, D3D_SIF_UNUSED = 0x10, D3D10_SIF_USERPACKED = D3D_SIF_USERPACKED, D3D10_SIF_COMPARISON_SAMPLER = D3D_SIF_COMPARISON_SAMPLER, D3D10_SIF_TEXTURE_COMPONENT_0 = D3D_SIF_TEXTURE_COMPONENT_0, D3D10_SIF_TEXTURE_COMPONENT_1 = D3D_SIF_TEXTURE_COMPONENT_1, D3D10_SIF_TEXTURE_COMPONENTS = D3D_SIF_TEXTURE_COMPONENTS, D3D_SIF_FORCE_DWORD = 0x7fffffff } D3D_SHADER_INPUT_FLAGS;
Constants
- D3D_SIF_USERPACKED
-
Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register).
- D3D_SIF_COMPARISON_SAMPLER
-
Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions.
- D3D_SIF_TEXTURE_COMPONENT_0
-
A 2-bit value for encoding texture components.
- D3D_SIF_TEXTURE_COMPONENT_1
-
A 2-bit value for encoding texture components.
- D3D_SIF_TEXTURE_COMPONENTS
-
A 2-bit value for encoding texture components.
- D3D_SIF_UNUSED
-
This value is reserved.
- D3D10_SIF_USERPACKED
-
Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register).
- D3D10_SIF_COMPARISON_SAMPLER
-
Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions.
- D3D10_SIF_TEXTURE_COMPONENT_0
-
A 2-bit value for encoding texture components.
- D3D10_SIF_TEXTURE_COMPONENT_1
-
A 2-bit value for encoding texture components.
- D3D10_SIF_TEXTURE_COMPONENTS
-
A 2-bit value for encoding texture components.
- D3D_SIF_FORCE_DWORD
-
Forces the enumeration to compile to 32 bits. This value is not used directly by titles.
Remarks
D3D_SHADER_INPUT_FLAGS-typed values are specified in the uFlags member of the D3D11_SHADER_INPUT_BIND_DESC structure.
Requirements
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See also