_D3D_SHADER_INPUT_TYPE Enumeration

These flags identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.

Syntax

typedef enum _D3D_SHADER_INPUT_TYPE {
  D3D_SIT_CBUFFER                          ,
  D3D_SIT_TBUFFER                          ,
  D3D_SIT_TEXTURE                          ,
  D3D_SIT_SAMPLER                          ,
  D3D_SIT_UAV_RWTYPED                      ,
  D3D_SIT_STRUCTURED                       ,
  D3D_SIT_UAV_RWSTRUCTURED                 ,
  D3D_SIT_BYTEADDRESS                      ,
  D3D_SIT_UAV_RWBYTEADDRESS                ,
  D3D_SIT_UAV_APPEND_STRUCTURED            ,
  D3D_SIT_UAV_CONSUME_STRUCTURED           ,
  D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER    ,
  D3D10_SIT_CBUFFER                        ,
  D3D10_SIT_TBUFFER                        ,
  D3D10_SIT_TEXTURE                        ,
  D3D10_SIT_SAMPLER                        ,
  D3D11_SIT_UAV_RWTYPED                    ,
  D3D11_SIT_STRUCTURED                     ,
  D3D11_SIT_UAV_RWSTRUCTURED               ,
  D3D11_SIT_BYTEADDRESS                    ,
  D3D11_SIT_UAV_RWBYTEADDRESS              ,
  D3D11_SIT_UAV_APPEND_STRUCTURED          ,
  D3D11_SIT_UAV_CONSUME_STRUCTURED         ,
  D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
} D3D_SHADER_INPUT_TYPE;

Constants

D3D_SIT_CBUFFER
D3D_SIT_TBUFFER
D3D_SIT_TEXTURE
D3D_SIT_SAMPLER
D3D_SIT_UAV_RWTYPED
D3D_SIT_STRUCTURED
D3D_SIT_UAV_RWSTRUCTURED
D3D_SIT_BYTEADDRESS
D3D_SIT_UAV_RWBYTEADDRESS
D3D_SIT_UAV_APPEND_STRUCTURED
D3D_SIT_UAV_CONSUME_STRUCTURED
D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
D3D10_SIT_CBUFFER The shader resource is a constant buffer.
D3D10_SIT_TBUFFER The shader resource is a texture buffer.
D3D10_SIT_TEXTURE The shader resource is a texture.
D3D10_SIT_SAMPLER The shader resource is a sampler.
D3D11_SIT_UAV_RWTYPED The shader resource is a read and write buffer.
D3D11_SIT_STRUCTURED The shader resource is a structured buffer.

For more information about structured buffers, see the Remarks section.

D3D11_SIT_UAV_RWSTRUCTURED The shader resource is a read-and-write structured buffer.
D3D11_SIT_BYTEADDRESS The shader resource is a byte-address buffer.
D3D11_SIT_UAV_RWBYTEADDRESS The shader resource is a read-and-write byte-address buffer.
D3D11_SIT_UAV_APPEND_STRUCTURED The shader resource is an append-structured buffer.
D3D11_SIT_UAV_CONSUME_STRUCTURED The shader resource is a consume-structured buffer.
D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume.

Remarks

These flags describe a shader resource that is used as an input in a shader-input-signature description (see D3D10_SHADER_INPUT_BIND_DESC).

The types in a structured buffer describe the structure of the elements in the buffer. The layout of these types generally match their C++ struct counterparts, and are available through the type-reflection system. The following examples show structured buffers:

struct mystruct {float4 val; uint ind;}; RWStructuredBuffer<mystruct> rwbuf;
RWStructuredBuffer<float3> rwbuf2;
The D3D10_SHADER_INPUT_TYPE enumeration is type defined in the D3D10shader.h header file as a D3D_SHADER_INPUT_TYPE enumeration, which is fully defined in the D3DCommon.h header file.
typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;

Requirements

   
Header d3dcommon.h

See Also

Shader Enumerations