Windows Dev Center

D3D10_SHADER_INPUT_BIND_DESC structure

Describes how a shader resource is bound to a shader input.

Syntax


typedef struct D3D10_SHADER_INPUT_BIND_DESC {
  LPCSTR                     Name;
  D3D10_SHADER_INPUT_TYPE    Type;
  UINT                       BindPoint;
  UINT                       BindCount;
  UINT                       uFlags;
  D3D10_RESOURCE_RETURN_TYPE ReturnType;
  D3D10_SRV_DIMENSION        Dimension;
  UINT                       NumSamples;
} D3D10_SHADER_INPUT_BIND_DESC;

Members

Name

Type: LPCSTR

Name of the shader resource.

Type

Type: D3D10_SHADER_INPUT_TYPE

Identifies the type of data in the resource. See D3D10_SHADER_INPUT_TYPE.

BindPoint

Type: UINT

Starting bind point.

BindCount

Type: UINT

Number of contiguous bind points for arrays.

uFlags

Type: UINT

Shader input-parameter options. See D3D10_SHADER_INPUT_FLAGS.

ReturnType

Type: D3D10_RESOURCE_RETURN_TYPE

If the input is a texture, the return type. See D3D10_RESOURCE_RETURN_TYPE.

Dimension

Type: D3D10_SRV_DIMENSION

Identifies the amount of data in the resource. See D3D10_SRV_DIMENSION.

NumSamples

Type: UINT

The number of samples for a multisampled texture; otherwise 0.

Remarks

Get a shader-input-signature description by calling ID3D10ShaderReflection::GetResourceBindingDesc.

Requirements

Header

D3D10Shader.h

See also

Shader Structures

 

 

Community Additions

ADD
Show:
© 2015 Microsoft