ID3D11Device::CreateInputLayout method (d3d11.h)
Create an input-layout object to describe the input-buffer data for the input-assembler stage.
HRESULT CreateInputLayout( [in] const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, [in] UINT NumElements, [in] const void *pShaderBytecodeWithInputSignature, [in] SIZE_T BytecodeLength, [out, optional] ID3D11InputLayout **ppInputLayout );
Type: const D3D11_INPUT_ELEMENT_DESC*
An array of the input-assembler stage input data types; each type is described by an element description (see D3D11_INPUT_ELEMENT_DESC).
The number of input-data types in the array of input-elements.
Type: const void*
A pointer to the compiled shader. The compiled shader code contains a input signature which is validated against the array of elements. See remarks.
Size of the compiled shader.
[out, optional] ppInputLayout
A pointer to the input-layout object created (see ID3D11InputLayout). To validate the other input parameters, set this pointer to be NULL and verify that the method returns S_FALSE.
If the method succeeds, the return code is S_OK. See Direct3D 11 Return Codes for failing error codes.
After creating an input layout object, it must be bound to the input-assembler stage before calling a draw API.
Once an input-layout object is created from a shader signature, the input-layout object can be reused with any other shader that has an identical input signature (semantics included). This can simplify the creation of input-layout objects when you are working with many shaders with identical inputs.
If a data type in the input-layout declaration does not match the data type in a shader-input signature, CreateInputLayout will generate a warning during compilation. The warning is simply to call attention to the fact that the data may be reinterpreted when read from a register. You may either disregard this warning (if reinterpretation is intentional) or make the data types match in both declarations to eliminate the warning.
Windows Phone 8: This API is supported.