dcl_resource_structured (sm5 - asm)

Declare a shader resource input and assign it to a t# - a placeholder register for the resource.

dcl_resource_structured dstSRV, structByteStride
Item Description
dstSRV
[in] A t# register declared as a reference to a ShaderResourceView of a structured buffer with the specified stride that must be bound to SRV slot # at the API.
structByteStride
[in] A uint that specifies the size of the structure in bytes in the buffer being declared. This value must be greater than zero.

Remarks

The contents of the structure have no type; operations performed on the memory may implicitly interpret the data as having a type.

Instructions that reference a structured t# take a 2D address, where the first component picks [struct], and the second component picks [offset within struct, multiple of 32-bits].

cs_4_0 and cs_4_1 support this instruction.

This instruction applies to the following shader stages:

Vertex Hull Domain Geometry Pixel Compute
X X X X X X

Minimum Shader Model

This instruction is supported in the following shader models:

Shader Model Supported
Shader Model 5 yes
Shader Model 4.1 no
Shader Model 4 no
Shader Model 3 (DirectX HLSL) no
Shader Model 2 (DirectX HLSL) no
Shader Model 1 (DirectX HLSL) no

Shader Model 5 Assembly (DirectX HLSL)