D3D_SHADER_INPUT_TYPE enumeration
Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.
Syntax
typedef enum _D3D_SHADER_INPUT_TYPE { D3D_SIT_CBUFFER = 0, D3D_SIT_TBUFFER = ( D3D_SIT_CBUFFER + 1 ), D3D_SIT_TEXTURE = ( D3D_SIT_TBUFFER + 1 ), D3D_SIT_SAMPLER = ( D3D_SIT_TEXTURE + 1 ), D3D_SIT_UAV_RWTYPED = ( D3D_SIT_SAMPLER + 1 ), D3D_SIT_STRUCTURED = ( D3D_SIT_UAV_RWTYPED + 1 ), D3D_SIT_UAV_RWSTRUCTURED = ( D3D_SIT_STRUCTURED + 1 ), D3D_SIT_BYTEADDRESS = ( D3D_SIT_UAV_RWSTRUCTURED + 1 ), D3D_SIT_UAV_RWBYTEADDRESS = ( D3D_SIT_BYTEADDRESS + 1 ), D3D_SIT_UAV_APPEND_STRUCTURED = ( D3D_SIT_UAV_RWBYTEADDRESS + 1 ), D3D_SIT_UAV_CONSUME_STRUCTURED = ( D3D_SIT_UAV_APPEND_STRUCTURED + 1 ), D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER = ( D3D_SIT_UAV_CONSUME_STRUCTURED + 1 ), D3D10_SIT_CBUFFER = D3D_SIT_CBUFFER, D3D10_SIT_TBUFFER = D3D_SIT_TBUFFER, D3D10_SIT_TEXTURE = D3D_SIT_TEXTURE, D3D10_SIT_SAMPLER = D3D_SIT_SAMPLER, D3D11_SIT_UAV_RWTYPED = D3D_SIT_UAV_RWTYPED, D3D11_SIT_STRUCTURED = D3D_SIT_STRUCTURED, D3D11_SIT_UAV_RWSTRUCTURED = D3D_SIT_UAV_RWSTRUCTURED, D3D11_SIT_BYTEADDRESS = D3D_SIT_BYTEADDRESS, D3D11_SIT_UAV_RWBYTEADDRESS = D3D_SIT_UAV_RWBYTEADDRESS, D3D11_SIT_UAV_APPEND_STRUCTURED = D3D_SIT_UAV_APPEND_STRUCTURED, D3D11_SIT_UAV_CONSUME_STRUCTURED = D3D_SIT_UAV_CONSUME_STRUCTURED, D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER = D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER } D3D_SHADER_INPUT_TYPE;
Constants
- D3D_SIT_CBUFFER
-
The shader resource is a constant buffer.
- D3D_SIT_TBUFFER
-
The shader resource is a texture buffer.
- D3D_SIT_TEXTURE
-
The shader resource is a texture.
- D3D_SIT_SAMPLER
-
The shader resource is a sampler.
- D3D_SIT_UAV_RWTYPED
-
The shader resource is a read-and-write buffer.
- D3D_SIT_STRUCTURED
-
The shader resource is a structured buffer.
For more information about structured buffer, see the Remarks section.
- D3D_SIT_UAV_RWSTRUCTURED
-
The shader resource is a read-and-write structured buffer.
- D3D_SIT_BYTEADDRESS
-
The shader resource is a byte-address buffer.
- D3D_SIT_UAV_RWBYTEADDRESS
-
The shader resource is a read-and-write byte-address buffer.
- D3D_SIT_UAV_APPEND_STRUCTURED
-
The shader resource is an append-structured buffer.
- D3D_SIT_UAV_CONSUME_STRUCTURED
-
The shader resource is a consume-structured buffer.
- D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
-
The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume.
- D3D10_SIT_CBUFFER
-
The shader resource is a constant buffer.
- D3D10_SIT_TBUFFER
-
The shader resource is a texture buffer.
- D3D10_SIT_TEXTURE
-
The shader resource is a texture.
- D3D10_SIT_SAMPLER
-
The shader resource is a sampler.
- D3D11_SIT_UAV_RWTYPED
-
The shader resource is a read-and-write buffer.
- D3D11_SIT_STRUCTURED
-
The shader resource is a structured buffer.
For more information about structured buffer, see the Remarks section.
- D3D11_SIT_UAV_RWSTRUCTURED
-
The shader resource is a read-and-write structured buffer.
- D3D11_SIT_BYTEADDRESS
-
The shader resource is a byte-address buffer.
- D3D11_SIT_UAV_RWBYTEADDRESS
-
The shader resource is a read-and-write byte-address buffer.
- D3D11_SIT_UAV_APPEND_STRUCTURED
-
The shader resource is an append-structured buffer.
- D3D11_SIT_UAV_CONSUME_STRUCTURED
-
The shader resource is a consume-structured buffer.
- D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
-
The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume.
Remarks
D3D_SHADER_INPUT_TYPE-typed values are specified in the Type member of the D3D11_SHADER_INPUT_BIND_DESC structure.
Requirements
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See also