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CreateGeometryShader(D3D11_1) routine

Creates a geometry shader.



VOID APIENTRY CreateGeometryShader(D3D11_1)(
  _In_  D3D10DDI_HDEVICE hDevice,
  _In_  const UINT *pShaderCode,
  _In_  D3D10DDI_HSHADER hShader,
  _In_  D3D10DDI_HRTSHADER hRTShader,
  _In_  const D3D11_1DDIARG_STAGE_IO_SIGNATURES *pSignatures
{ ... }


hDevice [in]

A handle to the display device (graphics context).

pShaderCode [in]

A pointer to an array of CONST UINT tokens that make up the shader code. The first token in the shader code stream is always the version token. The next token in the stream is the length token that determines the end of the shader code stream. For more information about the format of Direct3D version 11.1 shader code, see the comments inside the D3d10tokenizedprogramformat.hpp header file that is included with the WDK.

hShader [in]

A handle to the driver's private data for the geometry shader. The driver returns the size, in bytes, of the memory region that the Microsoft Direct3D runtime must allocate for the private data from a call to the driver's CalcPrivateShaderSize(D3D11_1) function. The handle is really just a pointer to a region of memory, the size of which the driver requested. The driver uses this region of memory to store internal data structures that are related to its shader object.

hRTShader [in]

A handle to the geometry shader that the driver should use when it calls back into the Direct3D runtime.

pSignatures [in]

A pointer to a D3D11_1DDIARG_STAGE_IO_SIGNATURES structure that makes up the shader's signature.

Return value

The driver can use the pfnSetErrorCb callback function to set an error code. For more information about setting error codes, see the following Remarks section.


The driver can pass E_OUTOFMEMORY (if the driver runs out of memory) or D3DDDIERR_DEVICEREMOVED (if the device has been removed) in a call to the pfnSetErrorCb function. The Direct3D runtime will determine that any other errors are critical. If the driver passes any errors, including D3DDDIERR_DEVICEREMOVED, the Direct3D runtime will determine that the handle is incorrect; therefore, the runtime will not call the DestroyShader function to destroy the handle that the hShader parameter specifies.


Minimum supported client

Windows 8

Minimum supported server

Windows Server 2012


D3d10umddi.h (include D3d10umddi.h)

See also




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