dcl_resource (sm4 - asm)
Declares a non-multisampled shader-input resource.
|dcl_resource tN, resourceType, returnType(s)|
Declares a multisampled shader-input resource.
|dcl_resource tN, resourceType[size]NN, returnType(s)|
[in] The texture register, where N is an integer that denotes the register number.
[in] Any object type listed in the texture-object page.
[in] A Texture2D or a Texture2DArray object type (see the texture-object page); size is an optional integer that denotes the number of elements in the array; NN is an integer that denotes the number of multisamples.
[in] Per-component return type which is one of the following: UNORM, SNORM, SINT, UINT, or FLOAT. The number of return types can be as few as 1 (if all components are the same type), but can be as many as four.
If a resource is bound to a shader stage, the resource format will be validated against the return type.
This instruction applies to the following shader stages:
|Vertex Shader||Geometry Shader||Pixel Shader|
This instruction is included to aid in debugging a shader in assembly; you cannot author a shader in assembly language using Shader Model 4.
Here is an example.
dcl_resource t3, buffer, UNORM
This function is supported in the following shader models.
|Shader Model 5||yes|
|Shader Model 4.1||yes|
|Shader Model 4||yes|
|Shader Model 3 (DirectX HLSL)||no|
|Shader Model 2 (DirectX HLSL)||no|
|Shader Model 1 (DirectX HLSL)||no|