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Processing Shader Codes

Last Updated: 2/14/2017

The user-mode display driver uses vertex declarations, and the tokens within each individual pixel and vertex shader code, to program shader assemblers.

The user-mode display driver receives vertex and pixel shader code when the Microsoft Direct3D runtime calls the driver's CreateVertexShaderFunc and CreatePixelShader functions, respectively. The user-mode display driver receives vertex declarations when the runtime calls the driver's CreateVertexShaderDecl function. The vertex declarations consist of arrays of D3DDDIVERTEXELEMENT structures. The user-mode display driver converts shader code and vertex shader declarations into a hardware-specific format and associates the shader code and declarations with shader and declaration handles. The runtime uses the created handles in calls to the SetVertexShaderDecl, SetVertexShaderFunc, and SetPixelShader functions to set the vertex shader declaration and the vertex and pixel shaders so that all subsequent drawing operations use them.

For more information about the format of an individual shader code and the tokens that comprise each shader code, see Direct3D Shader Codes.

Note When an application creates vertex shaders, pixel shaders, and vertex declarations, the shader code and declaration for each ends with an end token. When the Direct3D runtime, in turn, passes vertex and pixel shader creation requests to the user-mode display driver, the vertex and pixel shader code that accompanies the requests ends with end tokens. However, when the runtime passes vertex declaration creation requests, the vertex declarations that accompany the requests do not end with end tokens.

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