D3DXSHADER_CONSTANTTABLE structure
Helper structure for managing a shader constant table. This can also be done using ID3DXConstantTable.
Syntax
typedef struct D3DXSHADER_CONSTANTTABLE {
DWORD Size;
DWORD Creator;
DWORD Version;
DWORD Constants;
DWORD ConstantInfo;
DWORD Flags;
DWORD Target;
} D3DXSHADER_CONSTANTTABLE, *LPD3DXSHADER_CONSTANTTABLE;
Members
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Size
-
Type: DWORD
-
Size of the structure. See Remarks.
-
Creator
-
Type: DWORD
-
Offset from the beginning of this structure, in bytes, to the string that contains the name of the creator.
-
Version
-
Type: DWORD
-
Shader version.
-
Constants
-
Type: DWORD
-
Number of constants.
-
ConstantInfo
-
Type: DWORD
-
Array of constant information, D3DXSHADER_CONSTANTINFO[Constants]. See D3DXSHADER_CONSTANTINFO.
-
Flags
-
Type: DWORD
-
The D3DXSHADER Flags flags used to compile the shader.
-
Target
-
Type: DWORD
-
Offset into the string that contains the target.
Remarks
Shader constant information is included in a tab-delimited table of comments. All offsets are measured in bytes from the beginning of the structure. Entries in the constant table are sorted by Creator in ascending order.
A shader constant table can be managed with the ID3DXConstantTable interfaces. Alternatively, you can manage the constant table with D3DXSHADER_CONSTANTTABLE.
This size member is often initialized using the following:
D3DXSHADER_CONSTANTTABLE constantTable;
constantTable.Size = sizeof(D3DXSHADER_CONSTANTTABLE)
Requirements
Requirement | Value |
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Header |
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See also