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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
| Requirement | Value |
|---|---|
| Header | d3d10shader.h |