D3D_NAME enumeration (d3dcommon.h)

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

Note

For programming with Direct3D 10, this API has a type alias that begins D3D10_ instead of D3D_. These Direct3D 10 type aliases are defined in d3d10.h, d3d10misc.h, and d3d10shader.h.

Syntax

typedef enum D3D_NAME {
  D3D_NAME_UNDEFINED = 0,
  D3D_NAME_POSITION = 1,
  D3D_NAME_CLIP_DISTANCE = 2,
  D3D_NAME_CULL_DISTANCE = 3,
  D3D_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
  D3D_NAME_VIEWPORT_ARRAY_INDEX = 5,
  D3D_NAME_VERTEX_ID = 6,
  D3D_NAME_PRIMITIVE_ID = 7,
  D3D_NAME_INSTANCE_ID = 8,
  D3D_NAME_IS_FRONT_FACE = 9,
  D3D_NAME_SAMPLE_INDEX = 10,
  D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR = 11,
  D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = 12,
  D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR = 13,
  D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 14,
  D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 15,
  D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 16,
  D3D_NAME_BARYCENTRICS = 23,
  D3D_NAME_SHADINGRATE,
  D3D_NAME_CULLPRIMITIVE,
  D3D_NAME_TARGET = 64,
  D3D_NAME_DEPTH = 65,
  D3D_NAME_COVERAGE = 66,
  D3D_NAME_DEPTH_GREATER_EQUAL = 67,
  D3D_NAME_DEPTH_LESS_EQUAL = 68,
  D3D_NAME_STENCIL_REF = 69,
  D3D_NAME_INNER_COVERAGE = 70,
  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,
  D3D12_NAME_CULLPRIMITIVE
} ;

Constants

 
D3D_NAME_UNDEFINED
Value: 0
This parameter does not use a predefined system-value semantic.
D3D_NAME_POSITION
Value: 1
This parameter contains position data.
D3D_NAME_CLIP_DISTANCE
Value: 2
This parameter contains clip-distance data.
D3D_NAME_CULL_DISTANCE
Value: 3
This parameter contains cull-distance data.
D3D_NAME_RENDER_TARGET_ARRAY_INDEX
Value: 4
This parameter contains a render-target-array index.
D3D_NAME_VIEWPORT_ARRAY_INDEX
Value: 5
This parameter contains a viewport-array index.
D3D_NAME_VERTEX_ID
Value: 6
This parameter contains a vertex ID.
D3D_NAME_PRIMITIVE_ID
Value: 7
This parameter contains a primitive ID.
D3D_NAME_INSTANCE_ID
Value: 8
This parameter contains an instance ID.
D3D_NAME_IS_FRONT_FACE
Value: 9
This parameter contains data that identifies whether or not the primitive faces the camera.
D3D_NAME_SAMPLE_INDEX
Value: 10
This parameter contains a sampler-array index.
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR
Value: 11
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
Value: 12
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
Value: 13
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
Value: 14
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
Value: 15
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
Value: 16
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
Value: 23
This parameter contains barycentric coordinate data.
D3D_NAME_TARGET
Value: 64
This parameter contains render-target data.
D3D_NAME_DEPTH
Value: 65
This parameter contains depth data.
D3D_NAME_COVERAGE
Value: 66
This parameter contains alpha-coverage data.
D3D_NAME_DEPTH_GREATER_EQUAL
Value: 67
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
Value: 68
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
Value: 69
This parameter contains a stencil reference.
See Shader Specified Stencil Reference Value.
D3D_NAME_INNER_COVERAGE
Value: 70
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

Requirement Value
Header d3dcommon.h

See also

Common Version Enumerations

D3D11_SIGNATURE_PARAMETER_DESC