D3D11_SHADER_INPUT_BIND_DESC structure (d3d11shader.h)
Describes how a shader resource is bound to a shader input.
Syntax
typedef struct _D3D11_SHADER_INPUT_BIND_DESC {
LPCSTR Name;
D3D_SHADER_INPUT_TYPE Type;
UINT BindPoint;
UINT BindCount;
UINT uFlags;
D3D_RESOURCE_RETURN_TYPE ReturnType;
D3D_SRV_DIMENSION Dimension;
UINT NumSamples;
} D3D11_SHADER_INPUT_BIND_DESC;
Members
Name
Type: LPCSTR
Name of the shader resource.
Type
Type: D3D_SHADER_INPUT_TYPE
A D3D_SHADER_INPUT_TYPE-typed value that identifies the type of data in the resource.
BindPoint
Type: UINT
Starting bind point.
BindCount
Type: UINT
Number of contiguous bind points for arrays.
uFlags
Type: UINT
A combination of D3D_SHADER_INPUT_FLAGS-typed values for shader input-parameter options.
ReturnType
Type: D3D_RESOURCE_RETURN_TYPE
If the input is a texture, the D3D_RESOURCE_RETURN_TYPE-typed value that identifies the return type.
Dimension
Type: D3D_SRV_DIMENSION
A D3D_SRV_DIMENSION-typed value that identifies the dimensions of the bound resource.
NumSamples
Type: UINT
The number of samples for a multisampled texture; when a texture isn't multisampled, the value is set to -1 (0xFFFFFFFF).
Remarks
Get a shader-input-signature description by calling ID3D11ShaderReflection::GetResourceBindingDesc or ID3D11ShaderReflection::GetResourceBindingDescByName.
Requirements
Requirement | Value |
---|---|
Header | d3d11shader.h |