D3DX11_EFFECT_SHADER_DESC structure

Describes an effect shader.

Syntax

typedef struct _D3DX11_EFFECT_SHADER_DESC {
  const BYTE *pInputSignature;
  BOOL       IsInline;
  const BYTE *pBytecode;
  UINT       BytecodeLength;
  LPCSTR     SODecls[D3D11_SO_STREAM_COUNT];
  UINT       RasterizedStream;
  UINT       NumInputSignatureEntries;
  UINT       NumOutputSignatureEntries;
  UINT       NumPatchConstantSignatureEntries;
} D3DX11_EFFECT_SHADER_DESC;

Members

pInputSignature

Type: const BYTE*

Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See ID3D11Device::CreateInputLayout.

IsInline

Type: BOOL

TRUE is the shader is defined inline; otherwise FALSE.

pBytecode

Type: const BYTE*

Shader bytecode.

BytecodeLength

Type: UINT

The length of pBytecode.

SODecls

Type: LPCSTR

Stream out declaration string (for geometry shader with SO).

RasterizedStream

Type: UINT

Indicates which stream is rasterized. D3D11 geometry shaders can output up to four streams of data, one of which can be rasterized.

NumInputSignatureEntries

Type: UINT

Number of entries in the input signature.

NumOutputSignatureEntries

Type: UINT

Number of entries in the output signature.

NumPatchConstantSignatureEntries

Type: UINT

Number of entries in the patch constant signature.

Remarks

D3DX11_EFFECT_SHADER_DESC is used with ID3DX11EffectShaderVariable::GetShaderDesc.

Requirements

Requirement Value
Header
D3dx11effect.h

See also

Effects 11 Structures