D3D_NAME Enumeration

Values that identify shader parameters that use system-value semantics.

Syntax

typedef enum D3D_NAME {
  D3D_NAME_UNDEFINED,
  D3D_NAME_POSITION,
  D3D_NAME_CLIP_DISTANCE,
  D3D_NAME_CULL_DISTANCE,
  D3D_NAME_RENDER_TARGET_ARRAY_INDEX,
  D3D_NAME_VIEWPORT_ARRAY_INDEX,
  D3D_NAME_VERTEX_ID,
  D3D_NAME_PRIMITIVE_ID,
  D3D_NAME_INSTANCE_ID,
  D3D_NAME_IS_FRONT_FACE,
  D3D_NAME_SAMPLE_INDEX,
  D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
  D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
  D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,
  D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
  D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
  D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
  D3D_NAME_BARYCENTRICS,
  D3D_NAME_TARGET,
  D3D_NAME_SHADINGRATE,
  D3D_NAME_DEPTH,
  D3D_NAME_COVERAGE,
  D3D_NAME_DEPTH_GREATER_EQUAL,
  D3D_NAME_DEPTH_LESS_EQUAL,
  D3D_NAME_STENCIL_REF,
  D3D_NAME_INNER_COVERAGE,
  D3D10_NAME_UNDEFINED,
  D3D10_NAME_POSITION,
  D3D10_NAME_CLIP_DISTANCE,
  D3D10_NAME_CULL_DISTANCE,
  D3D10_NAME_RENDER_TARGET_ARRAY_INDEX,
  D3D10_NAME_VIEWPORT_ARRAY_INDEX,
  D3D10_NAME_VERTEX_ID,
  D3D10_NAME_PRIMITIVE_ID,
  D3D10_NAME_INSTANCE_ID,
  D3D10_NAME_IS_FRONT_FACE,
  D3D10_NAME_SAMPLE_INDEX,
  D3D10_NAME_TARGET,
  D3D10_NAME_DEPTH,
  D3D10_NAME_COVERAGE,
  D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
  D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
  D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR,
  D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
  D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
  D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
  D3D11_NAME_DEPTH_GREATER_EQUAL,
  D3D11_NAME_DEPTH_LESS_EQUAL,
  D3D11_NAME_STENCIL_REF,
  D3D11_NAME_INNER_COVERAGE,
  D3D12_NAME_BARYCENTRICS,
  D3D12_NAME_SHADINGRATE
} ;

Constants

D3D_NAME_UNDEFINED This parameter does not use a predefined system-value semantic.
D3D_NAME_POSITION This parameter contains position data.
D3D_NAME_CLIP_DISTANCE This parameter contains clip-distance data.
D3D_NAME_CULL_DISTANCE This parameter contains cull-distance data.
D3D_NAME_RENDER_TARGET_ARRAY_INDEX This parameter contains a render-target-array index.
D3D_NAME_VIEWPORT_ARRAY_INDEX This parameter contains a viewport-array index.
D3D_NAME_VERTEX_ID This parameter contains a vertex ID.
D3D_NAME_PRIMITIVE_ID This parameter contains a primitive ID.
D3D_NAME_INSTANCE_ID This parameter contains an instance ID.
D3D_NAME_IS_FRONT_FACE This parameter contains data that identifies whether or not the primitive faces the camera.
D3D_NAME_SAMPLE_INDEX This parameter contains a sampler-array index.
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.
D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.
D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.
D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.
D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR This parameter contains the tessellation factor that corresponds to the number of lines broken into within the patch. This flag is used to tessellate an isolines patch.
D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR This parameter contains the tessellation factor that corresponds to the number of lines that are created within the patch. This flag is used to tessellate an isolines patch.
D3D_NAME_BARYCENTRICS This parameter contains barycentric coordinate data.
D3D_NAME_TARGET This parameter contains render-target data.
D3D_NAME_DEPTH This parameter contains depth data.
D3D_NAME_COVERAGE This parameter contains alpha-coverage data.
D3D_NAME_DEPTH_GREATER_EQUAL This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.
D3D_NAME_DEPTH_LESS_EQUAL This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.
D3D_NAME_STENCIL_REF This parameter contains a stencil reference. See Shader Specified Stencil Reference Value.
D3D_NAME_INNER_COVERAGE This parameter contains inner input coverage data. See Conservative Rasterization.
D3D10_NAME_UNDEFINED This parameter does not use a predefined system-value semantic.
D3D10_NAME_POSITION This parameter contains position data.
D3D10_NAME_CLIP_DISTANCE This parameter contains clip-distance data.
D3D10_NAME_CULL_DISTANCE This parameter contains cull-distance data.
D3D10_NAME_RENDER_TARGET_ARRAY_INDEX This parameter contains a render-target-array index.
D3D10_NAME_VIEWPORT_ARRAY_INDEX This parameter contains a viewport-array index.
D3D10_NAME_VERTEX_ID This parameter contains a vertex ID.
D3D10_NAME_PRIMITIVE_ID This parameter contains a primitive ID.
D3D10_NAME_INSTANCE_ID This parameter contains a instance ID.
D3D10_NAME_IS_FRONT_FACE This parameter contains data that identifies whether or not the primitive faces the camera.
D3D10_NAME_SAMPLE_INDEX This parameter contains a sampler-array index.
D3D10_NAME_TARGET This parameter contains render-target data.
D3D10_NAME_DEPTH This parameter contains depth data.
D3D10_NAME_COVERAGE This parameter contains alpha-coverage data.
D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.
D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.
D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.
D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.
D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR This parameter contains the tessellation factor that corresponds to the amount of lines broken into within the patch. This flag is used to tessellate an isolines patch.
D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR This parameter contains the tessellation factor that corresponds to the amount of lines that are created within the patch. This flag is used to tessellate an isolines patch.
D3D11_NAME_DEPTH_GREATER_EQUAL This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.
D3D11_NAME_DEPTH_LESS_EQUAL This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.
D3D11_NAME_STENCIL_REF This parameter contains a stencil reference. See Shader Specified Stencil Reference Value.
D3D11_NAME_INNER_COVERAGE This parameter contains inner input coverage data. See Conservative Rasterization.
D3D12_NAME_BARYCENTRICS This parameter contains barycentric coordinate data.

Remarks

The D3D_NAME values identify shader parameters that have predefined system-value semantics. These values are used in a shader-signature description. For more information about shader-signature description, see D3D11_SIGNATURE_PARAMETER_DESC.

Requirements

   
Header d3dcommon.h

See Also

Common Version Enumerations

D3D11_SIGNATURE_PARAMETER_DESC