SharpDX.D3DCompiler The assembly is a managed Direct3D Compiler API. dd607340 D3DCompiler D3DCompiler Shader compilation results. Initializes a new instance of the class. The bytecode. The result code. The message. Performs an implicit conversion from to . The input. The result of the conversion. Performs an implicit conversion from to byte array The input. The result of the conversion.

[This documentation is preliminary and is subject to change.]

A function-linking-graph interface is used for constructing shaders that consist of a sequence of precompiled function calls that pass values to each other .

To get a function-linking-graph interface, call .

You can use the function-linking-graph (FLG) interface methods to construct shaders that consist of a sequence of precompiled function calls that pass values to each other. You don't need to write HLSL and then call the HLSL compiler. Instead, the shader structure is specified programmatically via a C++ API. FLG nodes represent input and output signatures and invocations of precompiled library functions. The order of registering the function-call nodes defines the sequence of invocations. You must specify the input signature node first and the output signature node last. FLG edges define how values are passed from one node to another. The data types of passed values must be the same; there is no implicit type conversion. Shape and swizzling rules follow the HLSL behavior. Values can only be passed forward in this sequence.

dn280535 ID3D11FunctionLinkingGraph ID3D11FunctionLinkingGraph

A function-linking-graph interface is used for constructing shaders that consist of a sequence of precompiled function calls that pass values to each other.

Note??This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a function-linking-graph interface, call .

You can use the function-linking-graph (FLG) interface methods to construct shaders that consist of a sequence of precompiled function calls that pass values to each other. You don't need to write HLSL and then call the HLSL compiler. Instead, the shader structure is specified programmatically via a C++ API. FLG nodes represent input and output signatures and invocations of precompiled library functions. The order of registering the function-call nodes defines the sequence of invocations. You must specify the input signature node first and the output signature node last. FLG edges define how values are passed from one node to another. The data types of passed values must be the same; there is no implicit type conversion. Shape and swizzling rules follow the HLSL behavior. Values can only be passed forward in this sequence.

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280535 ID3D11FunctionLinkingGraph ID3D11FunctionLinkingGraph
Initializes a new instance of .

[This documentation is preliminary and is subject to change.]

Sets the input signature of the function-linking-graph.

An array of structures for the parameters of the input signature.

A reference to the interface that represents the input signature of the function-linking-graph.

dn280542 HRESULT ID3D11FunctionLinkingGraph::SetInputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pInputParameters,[In] unsigned int cInputParameters,[Out] ID3D11LinkingNode** ppInputNode) ID3D11FunctionLinkingGraph::SetInputSignature

[This documentation is preliminary and is subject to change.]

Sets the output signature of the function-linking-graph.

An array of structures for the parameters of the output signature.

A reference to the interface that represents the output signature of the function-linking-graph.

dn280543 HRESULT ID3D11FunctionLinkingGraph::SetOutputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pOutputParameters,[In] unsigned int cOutputParameters,[Out] ID3D11LinkingNode** ppOutputNode) ID3D11FunctionLinkingGraph::SetOutputSignature

[This documentation is preliminary and is subject to change.]

Initializes a shader module from the function-linking-graph object.

A reference to an interface for the shader module to initialize.

dn280537 HRESULT ID3D11FunctionLinkingGraph::CreateModuleInstance([Out] ID3D11ModuleInstance** ppModuleInstance,[Out, Optional] ID3D10Blob** ppErrorBuffer) ID3D11FunctionLinkingGraph::CreateModuleInstance Is thrown when creation fails and the error text is available. Is thrown when creation fails and the error text is not available.
Gets the error from the last function call of the function-linking-graph, as a string

[This documentation is preliminary and is subject to change.]

Creates a call-function linking node to use in the function-linking-graph.

A reference to the interface for the library module that contains the function prototype.

The name of the function.

A reference to a variable that receives a reference to the interface that represents the function in the function-linking-graph.

dn280536 HRESULT ID3D11FunctionLinkingGraph::CallFunction([In, Optional] const char* pModuleInstanceNamespace,[In] ID3D11Module* pModuleWithFunctionPrototype,[In] const char* pFunctionName,[Out] ID3D11LinkingNode** ppCallNode) ID3D11FunctionLinkingGraph::CallFunction

[This documentation is preliminary and is subject to change.]

Passes the return value from a source linking node to a destination linking node.

As return value is used the constant D3D_RETURN_PARAMETER_INDEX.

A reference to the interface for the source linking node.

A reference to the interface for the destination linking node.

The zero-based index of the destination parameter.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280540 HRESULT ID3D11FunctionLinkingGraph::PassValue([In] ID3D11LinkingNode* pSrcNode,[In] int SrcParameterIndex,[In] ID3D11LinkingNode* pDstNode,[In] int DstParameterIndex) ID3D11FunctionLinkingGraph::PassValue
Generates hlsl code for function linking grpah Flags (unused by the runtime for now) Hlsl code as string Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Gets the error from the last function call of the function-linking-graph.

dn280539 GetLastError GetLastError HRESULT ID3D11FunctionLinkingGraph::GetLastError([Out, Optional] ID3D10Blob** ppErrorBuffer)

Initializes a shader module from the function-linking-graph object.

The address of a reference to an interface for the shader module to initialize.

An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or null if there are no errors.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280537 HRESULT ID3D11FunctionLinkingGraph::CreateModuleInstance([Out] ID3D11ModuleInstance** ppModuleInstance,[Out, Optional] ID3D10Blob** ppErrorBuffer) ID3D11FunctionLinkingGraph::CreateModuleInstance

Sets the input signature of the function-linking-graph.

An array of structures for the parameters of the input signature.

The number of input parameters in the pInputParameters array.

A reference to a variable that receives a reference to the interface that represents the input signature of the function-linking-graph.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280542 HRESULT ID3D11FunctionLinkingGraph::SetInputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pInputParameters,[In] unsigned int cInputParameters,[Out] ID3D11LinkingNode** ppInputNode) ID3D11FunctionLinkingGraph::SetInputSignature

Sets the output signature of the function-linking-graph.

An array of structures for the parameters of the output signature.

The number of output parameters in the pOutputParameters array.

A reference to a variable that receives a reference to the interface that represents the output signature of the function-linking-graph.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280543 HRESULT ID3D11FunctionLinkingGraph::SetOutputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pOutputParameters,[In] unsigned int cOutputParameters,[Out] ID3D11LinkingNode** ppOutputNode) ID3D11FunctionLinkingGraph::SetOutputSignature

Creates a call-function linking node to use in the function-linking-graph.

The optional namespace for the function, or null if no namespace is needed.

A reference to the interface for the library module that contains the function prototype.

The name of the function.

A reference to a variable that receives a reference to the interface that represents the function in the function-linking-graph.

dn280536 HRESULT ID3D11FunctionLinkingGraph::CallFunction([In, Optional] const char* pModuleInstanceNamespace,[In] ID3D11Module* pModuleWithFunctionPrototype,[In] const char* pFunctionName,[Out] ID3D11LinkingNode** ppCallNode) ID3D11FunctionLinkingGraph::CallFunction

Passes a value from a source linking node to a destination linking node.

A reference to the interface for the source linking node.

The zero-based index of the source parameter.

A reference to the interface for the destination linking node.

The zero-based index of the destination parameter.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280540 HRESULT ID3D11FunctionLinkingGraph::PassValue([In] ID3D11LinkingNode* pSrcNode,[In] int SrcParameterIndex,[In] ID3D11LinkingNode* pDstNode,[In] int DstParameterIndex) ID3D11FunctionLinkingGraph::PassValue

Passes a value with swizzle from a source linking node to a destination linking node.

A reference to the interface for the source linking node.

The zero-based index of the source parameter.

The name of the source swizzle.

A reference to the interface for the destination linking node.

The zero-based index of the destination parameter.

The name of the destination swizzle.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280541 HRESULT ID3D11FunctionLinkingGraph::PassValueWithSwizzle([In] ID3D11LinkingNode* pSrcNode,[In] int SrcParameterIndex,[In] const char* pSrcSwizzle,[In] ID3D11LinkingNode* pDstNode,[In] int DstParameterIndex,[In] const char* pDstSwizzle) ID3D11FunctionLinkingGraph::PassValueWithSwizzle

Gets the error from the last function call of the function-linking-graph.

An reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the error.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280539 HRESULT ID3D11FunctionLinkingGraph::GetLastError([Out, Optional] ID3D10Blob** ppErrorBuffer) ID3D11FunctionLinkingGraph::GetLastError

Generates Microsoft High Level Shader Language (HLSL) shader code that represents the function-linking-graph.

Reserved

An reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the HLSL shader source code that represents the function-linking-graph. You can compile this HLSL code, but first you must add code or include statements for the functions called in the function-linking-graph.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280538 HRESULT ID3D11FunctionLinkingGraph::GenerateHlsl([In] unsigned int uFlags,[Out] ID3D10Blob** ppBuffer) ID3D11FunctionLinkingGraph::GenerateHlsl

A function-reflection interface accesses function info.

Note??This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a function-reflection interface, call . This isn't a COM interface, so you don't need to worry about reference counts or releasing the interface when you're done with it.

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280546 ID3D11FunctionReflection ID3D11FunctionReflection

Returns all constant buffers provided by this function

All references to that represents the constant buffers.

Returns all function parameters

All references to that represents the function parameters.

Returns reflection for function return parameter Thrown if function has no return value (void)

Gets a description of how a resource is bound to a function.

A zero-based resource index.

A reference to a structure that describes input binding of the resource.

A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDesc gets info about how one resource in the set is bound as an input to the shader. The ResourceIndex parameter specifies the index for the resource.

dn280551 HRESULT ID3D11FunctionReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc) ID3D11FunctionReflection::GetResourceBindingDesc

Gets a description of how a resource is bound to a function.

Resource name.

A reference to a structure that describes input binding of the resource.

A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDesc gets info about how one resource in the set is bound as an input to the shader. The ResourceIndex parameter specifies the index for the resource.

dn280551 HRESULT ID3D11FunctionReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc) ID3D11FunctionReflection::GetResourceBindingDesc
Returns all resource bindings attached to this resource Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Fills the function descriptor structure for the function.

dn280549 GetDesc GetDesc HRESULT ID3D11FunctionReflection::GetDesc([Out] D3D11_FUNCTION_DESC* pDesc)

Fills the function descriptor structure for the function.

A reference to a structure that receives a description of the function.

Returns one of the Direct3D 11 Return Codes.

dn280549 HRESULT ID3D11FunctionReflection::GetDesc([Out] D3D11_FUNCTION_DESC* pDesc) ID3D11FunctionReflection::GetDesc

Gets a constant buffer by index for a function.

Zero-based index.

A reference to a interface that represents the constant buffer.

A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.

dn280547 ID3D11ShaderReflectionConstantBuffer* ID3D11FunctionReflection::GetConstantBufferByIndex([In] unsigned int BufferIndex) ID3D11FunctionReflection::GetConstantBufferByIndex

Gets a constant buffer by name for a function.

The constant-buffer name.

A reference to a interface that represents the constant buffer.

A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.

dn280548 ID3D11ShaderReflectionConstantBuffer* ID3D11FunctionReflection::GetConstantBufferByName([In] const char* Name) ID3D11FunctionReflection::GetConstantBufferByName

Gets a description of how a resource is bound to a function.

A zero-based resource index.

A reference to a structure that describes input binding of the resource.

Returns one of the Direct3D 11 Return Codes.

A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDesc gets info about how one resource in the set is bound as an input to the shader. The ResourceIndex parameter specifies the index for the resource.

dn280551 HRESULT ID3D11FunctionReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc) ID3D11FunctionReflection::GetResourceBindingDesc

Gets a variable by name.

A reference to a string containing the variable name.

Returns a Interface interface.

dn280553 ID3D11ShaderReflectionVariable* ID3D11FunctionReflection::GetVariableByName([In] const char* Name) ID3D11FunctionReflection::GetVariableByName

Gets a description of how a resource is bound to a function.

The constant-buffer name of the resource.

A reference to a structure that describes input binding of the resource.

Returns one of the Direct3D 11 Return Codes.

A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDescByName gets info about how one resource in the set is bound as an input to the shader. The Name parameter specifies the name of the resource.

dn280552 HRESULT ID3D11FunctionReflection::GetResourceBindingDescByName([In] const char* Name,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc) ID3D11FunctionReflection::GetResourceBindingDescByName

Gets the function parameter reflector.

The zero-based index of the function parameter reflector to retrieve.

A reference to a interface that represents the function parameter reflector.

dn280550 ID3D11FunctionParameterReflection* ID3D11FunctionReflection::GetFunctionParameter([In] int ParameterIndex) ID3D11FunctionReflection::GetFunctionParameter

Values that identify the indended use of a constant-data buffer.

-typed values are specified in the uFlags member of the structure.

ff728729 D3D_SHADER_CBUFFER_FLAGS D3D_SHADER_CBUFFER_FLAGS

Bind the constant buffer to an input slot defined in HLSL code (instead of letting the compiler choose the input slot).

ff728729 D3D_CBF_USERPACKED D3D_CBF_USERPACKED
None. None None

Values that identify the intended use of constant-buffer data.

ff728722 D3D_CBUFFER_TYPE D3D_CBUFFER_TYPE

A buffer containing scalar constants.

ff728722 D3D_CT_CBUFFER D3D_CT_CBUFFER

A buffer containing texture data.

ff728722 D3D_CT_TBUFFER D3D_CT_TBUFFER

A buffer containing interface references.

ff728722 D3D_CT_INTERFACE_POINTERS D3D_CT_INTERFACE_POINTERS

A buffer containing binding information.

ff728722 D3D_CT_RESOURCE_BIND_INFO D3D_CT_RESOURCE_BIND_INFO
No documentation. D3DCOMPILE_DISASM_FLAGS D3DCOMPILE_DISASM_FLAGS No documentation. D3D_DISASM_ENABLE_COLOR_CODE D3D_DISASM_ENABLE_COLOR_CODE No documentation. D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS No documentation. D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING No documentation. D3D_DISASM_ENABLE_INSTRUCTION_CYCLE D3D_DISASM_ENABLE_INSTRUCTION_CYCLE No documentation. D3D_DISASM_DISABLE_DEBUG_INFO D3D_DISASM_DISABLE_DEBUG_INFO No documentation. D3D_DISASM_ENABLE_INSTRUCTION_OFFSET D3D_DISASM_ENABLE_INSTRUCTION_OFFSET No documentation. D3D_DISASM_INSTRUCTION_ONLY D3D_DISASM_INSTRUCTION_ONLY No documentation. D3D_DISASM_PRINT_HEX_LITERALS D3D_DISASM_PRINT_HEX_LITERALS None. None None No documentation. D3DCOMPILE_EFFECT_FLAGS D3DCOMPILE_EFFECT_FLAGS No documentation. D3DCOMPILE_EFFECT_CHILD_EFFECT D3DCOMPILE_EFFECT_CHILD_EFFECT No documentation. D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS None. None None

Values that indicate the location of a shader #include file.

You pass a -typed value to the IncludeType parameter in a call to the method to indicate the location of the #include file.

ff728723 D3D_INCLUDE_TYPE D3D_INCLUDE_TYPE

The local directory.

ff728723 D3D_INCLUDE_LOCAL D3D_INCLUDE_LOCAL

The system directory.

ff728723 D3D_INCLUDE_SYSTEM D3D_INCLUDE_SYSTEM

Values that indicate how the pipeline interprets geometry or hull shader input primitives.

The method returns a -typed value.

ff728725 D3D_PRIMITIVE D3D_PRIMITIVE

The shader has not been initialized with an input primitive type.

ff728725 D3D_PRIMITIVE_UNDEFINED D3D_PRIMITIVE_UNDEFINED

Interpret the input primitive as a point.

ff728725 D3D_PRIMITIVE_POINT D3D_PRIMITIVE_POINT

Interpret the input primitive as a line.

ff728725 D3D_PRIMITIVE_LINE D3D_PRIMITIVE_LINE

Interpret the input primitive as a triangle.

ff728725 D3D_PRIMITIVE_TRIANGLE D3D_PRIMITIVE_TRIANGLE

Interpret the input primitive as a line with adjacency data.

ff728725 D3D_PRIMITIVE_LINE_ADJ D3D_PRIMITIVE_LINE_ADJ

Interpret the input primitive as a triangle with adjacency data.

ff728725 D3D_PRIMITIVE_TRIANGLE_ADJ D3D_PRIMITIVE_TRIANGLE_ADJ

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_1_CONTROL_POINT_PATCH D3D_PRIMITIVE_1_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_2_CONTROL_POINT_PATCH D3D_PRIMITIVE_2_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_3_CONTROL_POINT_PATCH D3D_PRIMITIVE_3_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_4_CONTROL_POINT_PATCH D3D_PRIMITIVE_4_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_5_CONTROL_POINT_PATCH D3D_PRIMITIVE_5_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_6_CONTROL_POINT_PATCH D3D_PRIMITIVE_6_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_7_CONTROL_POINT_PATCH D3D_PRIMITIVE_7_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_8_CONTROL_POINT_PATCH D3D_PRIMITIVE_8_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_9_CONTROL_POINT_PATCH D3D_PRIMITIVE_9_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_10_CONTROL_POINT_PATCH D3D_PRIMITIVE_10_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_11_CONTROL_POINT_PATCH D3D_PRIMITIVE_11_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_12_CONTROL_POINT_PATCH D3D_PRIMITIVE_12_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_13_CONTROL_POINT_PATCH D3D_PRIMITIVE_13_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_14_CONTROL_POINT_PATCH D3D_PRIMITIVE_14_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_15_CONTROL_POINT_PATCH D3D_PRIMITIVE_15_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_16_CONTROL_POINT_PATCH D3D_PRIMITIVE_16_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_17_CONTROL_POINT_PATCH D3D_PRIMITIVE_17_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_18_CONTROL_POINT_PATCH D3D_PRIMITIVE_18_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_19_CONTROL_POINT_PATCH D3D_PRIMITIVE_19_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_20_CONTROL_POINT_PATCH D3D_PRIMITIVE_20_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_21_CONTROL_POINT_PATCH D3D_PRIMITIVE_21_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_22_CONTROL_POINT_PATCH D3D_PRIMITIVE_22_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_23_CONTROL_POINT_PATCH D3D_PRIMITIVE_23_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_24_CONTROL_POINT_PATCH D3D_PRIMITIVE_24_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_25_CONTROL_POINT_PATCH D3D_PRIMITIVE_25_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_26_CONTROL_POINT_PATCH D3D_PRIMITIVE_26_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_27_CONTROL_POINT_PATCH D3D_PRIMITIVE_27_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_28_CONTROL_POINT_PATCH D3D_PRIMITIVE_28_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_29_CONTROL_POINT_PATCH D3D_PRIMITIVE_29_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_30_CONTROL_POINT_PATCH D3D_PRIMITIVE_30_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_31_CONTROL_POINT_PATCH D3D_PRIMITIVE_31_CONTROL_POINT_PATCH

Interpret the input primitive as a control point patch.

ff728725 D3D_PRIMITIVE_32_CONTROL_POINT_PATCH D3D_PRIMITIVE_32_CONTROL_POINT_PATCH

Indicates semantic flags for function parameters.

dn280475 D3D_PARAMETER_FLAGS D3D_PARAMETER_FLAGS

The parameter has no semantic flags.

dn280475 D3D_PF_NONE D3D_PF_NONE

Indicates an input parameter.

dn280475 D3D_PF_IN D3D_PF_IN

Indicates an output parameter.

dn280475 D3D_PF_OUT D3D_PF_OUT

Values that identify the data types that can be stored in a register.

A register component type is specified in the ComponentType member of the structure.

ff728727 D3D_REGISTER_COMPONENT_TYPE D3D_REGISTER_COMPONENT_TYPE

The data type is unknown.

ff728727 D3D_REGISTER_COMPONENT_UNKNOWN D3D_REGISTER_COMPONENT_UNKNOWN

32-bit unsigned integer.

ff728727 D3D_REGISTER_COMPONENT_UINT32 D3D_REGISTER_COMPONENT_UINT32

32-bit signed integer.

ff728727 D3D_REGISTER_COMPONENT_SINT32 D3D_REGISTER_COMPONENT_SINT32

32-bit floating-point number.

ff728727 D3D_REGISTER_COMPONENT_FLOAT32 D3D_REGISTER_COMPONENT_FLOAT32

Values that identify the return type of a resource.

A resource return type is specified in the ReturnType member of the structure.

ff728728 D3D_RESOURCE_RETURN_TYPE D3D_RESOURCE_RETURN_TYPE

Return type is an unsigned integer value normalized to a value between 0 and 1.

ff728728 D3D_RETURN_TYPE_UNORM D3D_RETURN_TYPE_UNORM

Return type is a signed integer value normalized to a value between -1 and 1.

ff728728 D3D_RETURN_TYPE_SNORM D3D_RETURN_TYPE_SNORM

Return type is a signed integer.

ff728728 D3D_RETURN_TYPE_SINT D3D_RETURN_TYPE_SINT

Return type is an unsigned integer.

ff728728 D3D_RETURN_TYPE_UINT D3D_RETURN_TYPE_UINT

Return type is a floating-point number.

ff728728 D3D_RETURN_TYPE_FLOAT D3D_RETURN_TYPE_FLOAT

Return type is unknown.

ff728728 D3D_RETURN_TYPE_MIXED D3D_RETURN_TYPE_MIXED

Return type is a double-precision value.

ff728728 D3D_RETURN_TYPE_DOUBLE D3D_RETURN_TYPE_DOUBLE

Return type is a multiple-dword type, such as a double or uint64, and the component is continued from the previous component that was declared. The first component represents the lower bits.

ff728728 D3D_RETURN_TYPE_CONTINUED D3D_RETURN_TYPE_CONTINUED
No documentation. D3DCOMPILE_SECDATA_FLAGS D3DCOMPILE_SECDATA_FLAGS No documentation. D3DCOMPILE_SECDATA_MERGE_UAV_SLOTS D3DCOMPILE_SECDATA_MERGE_UAV_SLOTS No documentation. D3DCOMPILE_SECDATA_PRESERVE_TEMPLATE_SLOTS D3DCOMPILE_SECDATA_PRESERVE_TEMPLATE_SLOTS No documentation. D3DCOMPILE_SECDATA_REQUIRE_TEMPLATE_MATCH D3DCOMPILE_SECDATA_REQUIRE_TEMPLATE_MATCH None. None None

Values that identify parts of the content of an arbitrary length data buffer.

These values are passed to the or function.

ff728720 D3D_BLOB_PART D3D_BLOB_PART
No documentation. ff728720 D3D_BLOB_INPUT_SIGNATURE_BLOB D3D_BLOB_INPUT_SIGNATURE_BLOB No documentation. ff728720 D3D_BLOB_OUTPUT_SIGNATURE_BLOB D3D_BLOB_OUTPUT_SIGNATURE_BLOB No documentation. ff728720 D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB No documentation. ff728720 D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB No documentation. ff728720 D3D_BLOB_ALL_SIGNATURE_BLOB D3D_BLOB_ALL_SIGNATURE_BLOB No documentation. ff728720 D3D_BLOB_DEBUG_INFO D3D_BLOB_DEBUG_INFO No documentation. ff728720 D3D_BLOB_LEGACY_SHADER D3D_BLOB_LEGACY_SHADER No documentation. ff728720 D3D_BLOB_XNA_PREPASS_SHADER D3D_BLOB_XNA_PREPASS_SHADER No documentation. ff728720 D3D_BLOB_XNA_SHADER D3D_BLOB_XNA_SHADER No documentation. ff728720 D3D_BLOB_PDB D3D_BLOB_PDB No documentation. ff728720 D3D_BLOB_PRIVATE_DATA D3D_BLOB_PRIVATE_DATA No documentation. ff728720 D3D_BLOB_ROOT_SIGNATURE D3D_BLOB_ROOT_SIGNATURE No documentation. ff728720 D3D_BLOB_TEST_ALTERNATE_SHADER D3D_BLOB_TEST_ALTERNATE_SHADER No documentation. ff728720 D3D_BLOB_TEST_COMPILE_DETAILS D3D_BLOB_TEST_COMPILE_DETAILS No documentation. ff728720 D3D_BLOB_TEST_COMPILE_PERF D3D_BLOB_TEST_COMPILE_PERF No documentation. ff728720 D3D_BLOB_TEST_COMPILE_REPORT D3D_BLOB_TEST_COMPILE_REPORT No documentation. D3DCOMPILE_SHADER_FLAGS D3DCOMPILE_SHADER_FLAGS No documentation. D3DCOMPILE_DEBUG D3DCOMPILE_DEBUG No documentation. D3DCOMPILE_SKIP_VALIDATION D3DCOMPILE_SKIP_VALIDATION No documentation. D3DCOMPILE_SKIP_OPTIMIZATION D3DCOMPILE_SKIP_OPTIMIZATION No documentation. D3DCOMPILE_PACK_MATRIX_ROW_MAJOR D3DCOMPILE_PACK_MATRIX_ROW_MAJOR No documentation. D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR No documentation. D3DCOMPILE_PARTIAL_PRECISION D3DCOMPILE_PARTIAL_PRECISION No documentation. D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT No documentation. D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT No documentation. D3DCOMPILE_NO_PRESHADER D3DCOMPILE_NO_PRESHADER No documentation. D3DCOMPILE_AVOID_FLOW_CONTROL D3DCOMPILE_AVOID_FLOW_CONTROL No documentation. D3DCOMPILE_PREFER_FLOW_CONTROL D3DCOMPILE_PREFER_FLOW_CONTROL No documentation. D3DCOMPILE_ENABLE_STRICTNESS D3DCOMPILE_ENABLE_STRICTNESS No documentation. D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY No documentation. D3DCOMPILE_IEEE_STRICTNESS D3DCOMPILE_IEEE_STRICTNESS No documentation. D3DCOMPILE_OPTIMIZATION_LEVEL0 D3DCOMPILE_OPTIMIZATION_LEVEL0 No documentation. D3DCOMPILE_OPTIMIZATION_LEVEL1 D3DCOMPILE_OPTIMIZATION_LEVEL1 No documentation. D3DCOMPILE_OPTIMIZATION_LEVEL2 D3DCOMPILE_OPTIMIZATION_LEVEL2 No documentation. D3DCOMPILE_OPTIMIZATION_LEVEL3 D3DCOMPILE_OPTIMIZATION_LEVEL3 No documentation. D3DCOMPILE_RESERVED16 D3DCOMPILE_RESERVED16 No documentation. D3DCOMPILE_RESERVED17 D3DCOMPILE_RESERVED17 No documentation. D3DCOMPILE_WARNINGS_ARE_ERRORS D3DCOMPILE_WARNINGS_ARE_ERRORS None. None None

Values that identify shader-input options.

-typed values are specified in the uFlags member of the structure.

ff728730 D3D_SHADER_INPUT_FLAGS D3D_SHADER_INPUT_FLAGS

Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register).

ff728730 D3D_SIF_USERPACKED D3D_SIF_USERPACKED

Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions.

ff728730 D3D_SIF_COMPARISON_SAMPLER D3D_SIF_COMPARISON_SAMPLER

A 2-bit value for encoding texture components.

ff728730 D3D_SIF_TEXTURE_COMPONENT_0 D3D_SIF_TEXTURE_COMPONENT_0

A 2-bit value for encoding texture components.

ff728730 D3D_SIF_TEXTURE_COMPONENT_1 D3D_SIF_TEXTURE_COMPONENT_1

A 2-bit value for encoding texture components.

ff728730 D3D_SIF_TEXTURE_COMPONENTS D3D_SIF_TEXTURE_COMPONENTS

This value is reserved.

ff728730 D3D_SIF_UNUSED D3D_SIF_UNUSED
None. None None

Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.

-typed values are specified in the Type member of the structure.

ff728731 D3D_SHADER_INPUT_TYPE D3D_SHADER_INPUT_TYPE

The shader resource is a constant buffer.

ff728731 D3D_SIT_CBUFFER D3D_SIT_CBUFFER

The shader resource is a texture buffer.

ff728731 D3D_SIT_TBUFFER D3D_SIT_TBUFFER

The shader resource is a texture.

ff728731 D3D_SIT_TEXTURE D3D_SIT_TEXTURE

The shader resource is a sampler.

ff728731 D3D_SIT_SAMPLER D3D_SIT_SAMPLER

The shader resource is a read-and-write buffer.

ff728731 D3D_SIT_UAV_RWTYPED D3D_SIT_UAV_RWTYPED

The shader resource is a structured buffer.

For more information about structured buffer, see the Remarks section.

ff728731 D3D_SIT_STRUCTURED D3D_SIT_STRUCTURED

The shader resource is a read-and-write structured buffer.

ff728731 D3D_SIT_UAV_RWSTRUCTURED D3D_SIT_UAV_RWSTRUCTURED

The shader resource is a byte-address buffer.

ff728731 D3D_SIT_BYTEADDRESS D3D_SIT_BYTEADDRESS

The shader resource is a read-and-write byte-address buffer.

ff728731 D3D_SIT_UAV_RWBYTEADDRESS D3D_SIT_UAV_RWBYTEADDRESS

The shader resource is an append-structured buffer.

ff728731 D3D_SIT_UAV_APPEND_STRUCTURED D3D_SIT_UAV_APPEND_STRUCTURED

The shader resource is a consume-structured buffer.

ff728731 D3D_SIT_UAV_CONSUME_STRUCTURED D3D_SIT_UAV_CONSUME_STRUCTURED

The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume.

ff728731 D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
No documentation. D3DCOMPILE_SHADER_REQUIRES_FLAGS D3DCOMPILE_SHADER_REQUIRES_FLAGS No documentation. D3D_SHADER_REQUIRES_DOUBLES D3D_SHADER_REQUIRES_DOUBLES No documentation. D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL No documentation. D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE No documentation. D3D_SHADER_REQUIRES_64_UAVS D3D_SHADER_REQUIRES_64_UAVS No documentation. D3D_SHADER_REQUIRES_MINIMUM_PRECISION D3D_SHADER_REQUIRES_MINIMUM_PRECISION No documentation. D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS No documentation. D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS No documentation. D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING No documentation. D3D_SHADER_REQUIRES_TILED_RESOURCES D3D_SHADER_REQUIRES_TILED_RESOURCES No documentation. D3D_SHADER_REQUIRES_STENCIL_REF D3D_SHADER_REQUIRES_STENCIL_REF No documentation. D3D_SHADER_REQUIRES_INNER_COVERAGE D3D_SHADER_REQUIRES_INNER_COVERAGE No documentation. D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS No documentation. D3D_SHADER_REQUIRES_ROVS D3D_SHADER_REQUIRES_ROVS No documentation. D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER None. None None

Values that identify the class of a shader variable.

The class of a shader variable is not a programming class; the class identifies the variable class such as scalar, vector, object, and so on. -typed values are specified in the Class member of the structure.

ff728733 D3D_SHADER_VARIABLE_CLASS D3D_SHADER_VARIABLE_CLASS

The shader variable is a scalar.

ff728733 D3D_SVC_SCALAR D3D_SVC_SCALAR

The shader variable is a vector.

ff728733 D3D_SVC_VECTOR D3D_SVC_VECTOR

The shader variable is a row-major matrix.

ff728733 D3D_SVC_MATRIX_ROWS D3D_SVC_MATRIX_ROWS

The shader variable is a column-major matrix.

ff728733 D3D_SVC_MATRIX_COLUMNS D3D_SVC_MATRIX_COLUMNS

The shader variable is an object.

ff728733 D3D_SVC_OBJECT D3D_SVC_OBJECT

The shader variable is a structure.

ff728733 D3D_SVC_STRUCT D3D_SVC_STRUCT

The shader variable is a class.

ff728733 D3D_SVC_INTERFACE_CLASS D3D_SVC_INTERFACE_CLASS

The shader variable is an interface.

ff728733 D3D_SVC_INTERFACE_POINTER D3D_SVC_INTERFACE_POINTER

Values that identify information about a shader variable.

A call to the method returns values in the uFlags member of a structure.

ff728734 D3D_SHADER_VARIABLE_FLAGS D3D_SHADER_VARIABLE_FLAGS

Indicates that the registers assigned to this shader variable were explicitly declared in shader code (instead of automatically assigned by the compiler).

ff728734 D3D_SVF_USERPACKED D3D_SVF_USERPACKED

Indicates that this variable is used by this shader. This value confirms that a particular shader variable (which can be common to many different shaders) is indeed used by a particular shader.

ff728734 D3D_SVF_USED D3D_SVF_USED

Indicates that this variable is an interface.

ff728734 D3D_SVF_INTERFACE_POINTER D3D_SVF_INTERFACE_POINTER

Indicates that this variable is a parameter of an interface.

ff728734 D3D_SVF_INTERFACE_PARAMETER D3D_SVF_INTERFACE_PARAMETER
None. None None

Values that identify various data, texture, and buffer types that can be assigned to a shader variable.

A call to the method returns a value in the Type member of a structure.

The types in a structured buffer describe the structure of the elements in the buffer. The layout of these types generally match their C++ struct counterparts. The following examples show structured buffers:

struct mystruct {float4 val; uint ind;}; RWStructuredBuffer<mystruct> rwbuf; RWStructuredBuffer<float3> rwbuf2;
ff728735 D3D_SHADER_VARIABLE_TYPE D3D_SHADER_VARIABLE_TYPE

The variable is a void reference.

ff728735 D3D_SVT_VOID D3D_SVT_VOID

The variable is a boolean.

ff728735 D3D_SVT_BOOL D3D_SVT_BOOL

The variable is an integer.

ff728735 D3D_SVT_INT D3D_SVT_INT

The variable is a floating-point number.

ff728735 D3D_SVT_FLOAT D3D_SVT_FLOAT

The variable is a string.

ff728735 D3D_SVT_STRING D3D_SVT_STRING

The variable is a texture.

ff728735 D3D_SVT_TEXTURE D3D_SVT_TEXTURE

The variable is a 1D texture.

ff728735 D3D_SVT_TEXTURE1D D3D_SVT_TEXTURE1D

The variable is a 2D texture.

ff728735 D3D_SVT_TEXTURE2D D3D_SVT_TEXTURE2D

The variable is a 3D texture.

ff728735 D3D_SVT_TEXTURE3D D3D_SVT_TEXTURE3D

The variable is a texture cube.

ff728735 D3D_SVT_TEXTURECUBE D3D_SVT_TEXTURECUBE

The variable is a sampler.

ff728735 D3D_SVT_SAMPLER D3D_SVT_SAMPLER

The variable is a 1D sampler.

ff728735 D3D_SVT_SAMPLER1D D3D_SVT_SAMPLER1D

The variable is a 2D sampler.

ff728735 D3D_SVT_SAMPLER2D D3D_SVT_SAMPLER2D

The variable is a 3D sampler.

ff728735 D3D_SVT_SAMPLER3D D3D_SVT_SAMPLER3D

The variable is a cube sampler.

ff728735 D3D_SVT_SAMPLERCUBE D3D_SVT_SAMPLERCUBE

The variable is a pixel shader.

ff728735 D3D_SVT_PIXELSHADER D3D_SVT_PIXELSHADER

The variable is a vertex shader.

ff728735 D3D_SVT_VERTEXSHADER D3D_SVT_VERTEXSHADER

The variable is a pixel fragment.

ff728735 D3D_SVT_PIXELFRAGMENT D3D_SVT_PIXELFRAGMENT

The variable is a vertex fragment.

ff728735 D3D_SVT_VERTEXFRAGMENT D3D_SVT_VERTEXFRAGMENT

The variable is an unsigned integer.

ff728735 D3D_SVT_UINT D3D_SVT_UINT

The variable is an 8-bit unsigned integer.

ff728735 D3D_SVT_UINT8 D3D_SVT_UINT8

The variable is a geometry shader.

ff728735 D3D_SVT_GEOMETRYSHADER D3D_SVT_GEOMETRYSHADER

The variable is a rasterizer-state object.

ff728735 D3D_SVT_RASTERIZER D3D_SVT_RASTERIZER

The variable is a depth-stencil-state object.

ff728735 D3D_SVT_DEPTHSTENCIL D3D_SVT_DEPTHSTENCIL

The variable is a blend-state object.

ff728735 D3D_SVT_BLEND D3D_SVT_BLEND

The variable is a buffer.

ff728735 D3D_SVT_BUFFER D3D_SVT_BUFFER

The variable is a constant buffer.

ff728735 D3D_SVT_CBUFFER D3D_SVT_CBUFFER

The variable is a texture buffer.

ff728735 D3D_SVT_TBUFFER D3D_SVT_TBUFFER

The variable is a 1D-texture array.

ff728735 D3D_SVT_TEXTURE1DARRAY D3D_SVT_TEXTURE1DARRAY

The variable is a 2D-texture array.

ff728735 D3D_SVT_TEXTURE2DARRAY D3D_SVT_TEXTURE2DARRAY

The variable is a render-target view.

ff728735 D3D_SVT_RENDERTARGETVIEW D3D_SVT_RENDERTARGETVIEW

The variable is a depth-stencil view.

ff728735 D3D_SVT_DEPTHSTENCILVIEW D3D_SVT_DEPTHSTENCILVIEW

The variable is a 2D-multisampled texture.

ff728735 D3D_SVT_TEXTURE2DMS D3D_SVT_TEXTURE2DMS

The variable is a 2D-multisampled-texture array.

ff728735 D3D_SVT_TEXTURE2DMSARRAY D3D_SVT_TEXTURE2DMSARRAY

The variable is a texture-cube array.

ff728735 D3D_SVT_TEXTURECUBEARRAY D3D_SVT_TEXTURECUBEARRAY

The variable holds a compiled hull-shader binary.

ff728735 D3D_SVT_HULLSHADER D3D_SVT_HULLSHADER

The variable holds a compiled domain-shader binary.

ff728735 D3D_SVT_DOMAINSHADER D3D_SVT_DOMAINSHADER

The variable is an interface.

ff728735 D3D_SVT_INTERFACE_POINTER D3D_SVT_INTERFACE_POINTER

The variable holds a compiled compute-shader binary.

ff728735 D3D_SVT_COMPUTESHADER D3D_SVT_COMPUTESHADER

The variable is a double precision (64-bit) floating-point number.

ff728735 D3D_SVT_DOUBLE D3D_SVT_DOUBLE

The variable is a 1D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE1D D3D_SVT_RWTEXTURE1D

The variable is an array of 1D read-and-write textures.

ff728735 D3D_SVT_RWTEXTURE1DARRAY D3D_SVT_RWTEXTURE1DARRAY

The variable is a 2D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE2D D3D_SVT_RWTEXTURE2D

The variable is an array of 2D read-and-write textures.

ff728735 D3D_SVT_RWTEXTURE2DARRAY D3D_SVT_RWTEXTURE2DARRAY

The variable is a 3D read-and-write texture.

ff728735 D3D_SVT_RWTEXTURE3D D3D_SVT_RWTEXTURE3D

The variable is a read-and-write buffer.

ff728735 D3D_SVT_RWBUFFER D3D_SVT_RWBUFFER

The variable is a byte-address buffer.

ff728735 D3D_SVT_BYTEADDRESS_BUFFER D3D_SVT_BYTEADDRESS_BUFFER

The variable is a read-and-write byte-address buffer.

ff728735 D3D_SVT_RWBYTEADDRESS_BUFFER D3D_SVT_RWBYTEADDRESS_BUFFER

The variable is a structured buffer.

For more information about structured buffer, see the Remarks section.

ff728735 D3D_SVT_STRUCTURED_BUFFER D3D_SVT_STRUCTURED_BUFFER

The variable is a read-and-write structured buffer.

ff728735 D3D_SVT_RWSTRUCTURED_BUFFER D3D_SVT_RWSTRUCTURED_BUFFER

The variable is an append structured buffer.

ff728735 D3D_SVT_APPEND_STRUCTURED_BUFFER D3D_SVT_APPEND_STRUCTURED_BUFFER

The variable is a consume structured buffer.

ff728735 D3D_SVT_CONSUME_STRUCTURED_BUFFER D3D_SVT_CONSUME_STRUCTURED_BUFFER

The variable is an 8-byte FLOAT.

ff728735 D3D_SVT_MIN8FLOAT D3D_SVT_MIN8FLOAT

The variable is a 10-byte FLOAT.

ff728735 D3D_SVT_MIN10FLOAT D3D_SVT_MIN10FLOAT

The variable is a 16-byte FLOAT.

ff728735 D3D_SVT_MIN16FLOAT D3D_SVT_MIN16FLOAT

The variable is a 12-byte INT.

ff728735 D3D_SVT_MIN12INT D3D_SVT_MIN12INT

The variable is a 16-byte INT.

ff728735 D3D_SVT_MIN16INT D3D_SVT_MIN16INT

The variable is a 16-byte INT.

ff728735 D3D_SVT_MIN16UINT D3D_SVT_MIN16UINT

Indicates shader type.

ff476214 D3D11_SHADER_VERSION_TYPE D3D11_SHADER_VERSION_TYPE

Pixel shader.

ff476214 D3D11_SHVER_PIXEL_SHADER D3D11_SHVER_PIXEL_SHADER

Vertex shader.

ff476214 D3D11_SHVER_VERTEX_SHADER D3D11_SHVER_VERTEX_SHADER

Geometry shader.

ff476214 D3D11_SHVER_GEOMETRY_SHADER D3D11_SHVER_GEOMETRY_SHADER

Hull shader.

ff476214 D3D11_SHVER_HULL_SHADER D3D11_SHVER_HULL_SHADER

Domain shader.

ff476214 D3D11_SHVER_DOMAIN_SHADER D3D11_SHVER_DOMAIN_SHADER

Compute shader.

ff476214 D3D11_SHVER_COMPUTE_SHADER D3D11_SHVER_COMPUTE_SHADER

Indicates the end of the enumeration constants.

ff476214 D3D11_SHVER_RESERVED0 D3D11_SHVER_RESERVED0

Strip flag options.

These flags are used by .

dd607325 D3DCOMPILER_STRIP_FLAGS D3DCOMPILER_STRIP_FLAGS
No documentation. dd607325 D3DCOMPILER_STRIP_REFLECTION_DATA D3DCOMPILER_STRIP_REFLECTION_DATA No documentation. dd607325 D3DCOMPILER_STRIP_DEBUG_INFO D3DCOMPILER_STRIP_DEBUG_INFO No documentation. dd607325 D3DCOMPILER_STRIP_TEST_BLOBS D3DCOMPILER_STRIP_TEST_BLOBS No documentation. dd607325 D3DCOMPILER_STRIP_PRIVATE_DATA D3DCOMPILER_STRIP_PRIVATE_DATA No documentation. dd607325 D3DCOMPILER_STRIP_ROOT_SIGNATURE D3DCOMPILER_STRIP_ROOT_SIGNATURE None. None None

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

The 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 .

ff728724 D3D_NAME D3D_NAME

This parameter does not use a predefined system-value semantic.

ff728724 D3D_NAME_UNDEFINED D3D_NAME_UNDEFINED

This parameter contains position data.

ff728724 D3D_NAME_POSITION D3D_NAME_POSITION

This parameter contains clip-distance data.

ff728724 D3D_NAME_CLIP_DISTANCE D3D_NAME_CLIP_DISTANCE

This parameter contains cull-distance data.

ff728724 D3D_NAME_CULL_DISTANCE D3D_NAME_CULL_DISTANCE

This parameter contains a render-target-array index.

ff728724 D3D_NAME_RENDER_TARGET_ARRAY_INDEX D3D_NAME_RENDER_TARGET_ARRAY_INDEX

This parameter contains a viewport-array index.

ff728724 D3D_NAME_VIEWPORT_ARRAY_INDEX D3D_NAME_VIEWPORT_ARRAY_INDEX

This parameter contains a vertex ID.

ff728724 D3D_NAME_VERTEX_ID D3D_NAME_VERTEX_ID

This parameter contains a primitive ID.

ff728724 D3D_NAME_PRIMITIVE_ID D3D_NAME_PRIMITIVE_ID

This parameter contains an instance ID.

ff728724 D3D_NAME_INSTANCE_ID D3D_NAME_INSTANCE_ID

This parameter contains data that identifies whether or not the primitive faces the camera.

ff728724 D3D_NAME_IS_FRONT_FACE D3D_NAME_IS_FRONT_FACE

This parameter contains a sampler-array index.

ff728724 D3D_NAME_SAMPLE_INDEX D3D_NAME_SAMPLE_INDEX

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.

ff728724 D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR D3D_NAME_FINAL_QUAD_EDGE_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.

ff728724 D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR D3D_NAME_FINAL_QUAD_INSIDE_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.

ff728724 D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR D3D_NAME_FINAL_TRI_EDGE_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.

ff728724 D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR D3D_NAME_FINAL_TRI_INSIDE_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.

ff728724 D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR D3D_NAME_FINAL_LINE_DETAIL_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.

ff728724 D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR

This parameter contains render-target data.

ff728724 D3D_NAME_TARGET D3D_NAME_TARGET

This parameter contains depth data.

ff728724 D3D_NAME_DEPTH D3D_NAME_DEPTH

This parameter contains alpha-coverage data.

ff728724 D3D_NAME_COVERAGE D3D_NAME_COVERAGE

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.

ff728724 D3D_NAME_DEPTH_GREATER_EQUAL D3D_NAME_DEPTH_GREATER_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.

ff728724 D3D_NAME_DEPTH_LESS_EQUAL D3D_NAME_DEPTH_LESS_EQUAL

This parameter contains a stencil reference. See Shader Specified Stencil Reference Value.

ff728724 D3D_NAME_STENCIL_REF D3D_NAME_STENCIL_REF

This parameter contains inner input coverage data. See Conservative Rasterization.

ff728724 D3D_NAME_INNER_COVERAGE D3D_NAME_INNER_COVERAGE

Values that identify domain options for tessellator data.

The data domain defines the type of data. This enumeration is used by .

ff728737 D3D_TESSELLATOR_DOMAIN D3D_TESSELLATOR_DOMAIN

The data type is undefined.

ff728737 D3D_TESSELLATOR_DOMAIN_UNDEFINED D3D_TESSELLATOR_DOMAIN_UNDEFINED

Isoline data.

ff728737 D3D_TESSELLATOR_DOMAIN_ISOLINE D3D_TESSELLATOR_DOMAIN_ISOLINE

Triangle data.

ff728737 D3D_TESSELLATOR_DOMAIN_TRI D3D_TESSELLATOR_DOMAIN_TRI

Quad data.

ff728737 D3D_TESSELLATOR_DOMAIN_QUAD D3D_TESSELLATOR_DOMAIN_QUAD

Values that identify output primitive types.

The output primitive type determines how the tessellator output data is organized; this enumeration is used by .

ff728738 D3D_TESSELLATOR_OUTPUT_PRIMITIVE D3D_TESSELLATOR_OUTPUT_PRIMITIVE

The output primitive type is undefined.

ff728738 D3D_TESSELLATOR_OUTPUT_UNDEFINED D3D_TESSELLATOR_OUTPUT_UNDEFINED

The output primitive type is a point.

ff728738 D3D_TESSELLATOR_OUTPUT_POINT D3D_TESSELLATOR_OUTPUT_POINT

The output primitive type is a line.

ff728738 D3D_TESSELLATOR_OUTPUT_LINE D3D_TESSELLATOR_OUTPUT_LINE

The output primitive type is a clockwise triangle.

ff728738 D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW

The output primitive type is a counter clockwise triangle.

ff728738 D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW

Values that identify partitioning options.

During tessellation, the partition option helps to determine how the algorithm chooses the next partition value; this enumeration is used by .

ff728739 D3D_TESSELLATOR_PARTITIONING D3D_TESSELLATOR_PARTITIONING

The partitioning type is undefined.

ff728739 D3D_TESSELLATOR_PARTITIONING_UNDEFINED D3D_TESSELLATOR_PARTITIONING_UNDEFINED

Partition with integers only.

ff728739 D3D_TESSELLATOR_PARTITIONING_INTEGER D3D_TESSELLATOR_PARTITIONING_INTEGER

Partition with a power-of-two number only.

ff728739 D3D_TESSELLATOR_PARTITIONING_POW2 D3D_TESSELLATOR_PARTITIONING_POW2

Partition with an odd, fractional number.

ff728739 D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD

Partition with an even, fractional number.

ff728739 D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
Functions Note??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?

Reads a file that is on disk into memory.

A reference to a constant null-terminated string that contains the name of the file to read into memory.

A reference to a variable that receives a reference to the ID3DBlob interface that contains information that read from the pFileName file. You can use this ID3DBlob interface to access the file information and pass it to other compiler functions.

Returns one of the Direct3D 11 return codes.

Note??The D3dcompiler_44.dll or later version of the file contains the compiler function.? hh446877 HRESULT D3DReadFileToBlob([In] const wchar_t* pFileName,[Out] ID3D10Blob** ppContents) D3DReadFileToBlob
Note??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?

Writes a memory blob to a file on disk.

A reference to a ID3DBlob interface that contains the memory blob to write to the file that the pFileName parameter specifies.

A reference to a constant null-terminated string that contains the name of the file to which to write.

A Boolean value that specifies whether to overwrite information in the pFileName file. TRUE specifies to overwrite information and specifies not to overwrite information.

Returns one of the Direct3D 11 return codes.

Note??The D3dcompiler_44.dll or later version of the file contains the compiler function.? hh446883 HRESULT D3DWriteBlobToFile([In] ID3D10Blob* pBlob,[In] const wchar_t* pFileName,[In] BOOL bOverwrite) D3DWriteBlobToFile

Compile HLSL code or an effect file into bytecode for a given target.

A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.

Length of pSrcData.

You can use this parameter for strings that specify error messages. If not used, set to null.

An array of null-terminated macro definitions (see ).

Optional. A reference to an for handling include files. Setting this to null will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.

#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((*)()1)

The name of the shader entry point function where shader execution begins. When you compile using a fx profile (for example, fx_4_0, fx_5_0, and so on), ignores pEntrypoint. In this case, we recommend that you set pEntrypoint to null because it is good programming practice to set a reference parameter to null if the called function will not use it. For all other shader profiles, a valid pEntrypoint is required.

A string that specifies the shader target or set of shader features to compile against. The shader target can be shader model 2, shader model 3, shader model 4, or shader model 5. The target can also be an effect type (for example, fx_4_1). For info about the targets that various profiles support, see Specifying Compiler Targets.

Flags defined by D3D compile constants.

Flags defined by D3D compile effect constants. When you compile a shader and not an effect file, ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or null if there are no errors.

Returns one of the Direct3D 11 return codes.

The difference between and is that the latter method takes some optional parameters that can be used to control some aspects of how bytecode is generated. If this extra flexibility is not required, there is no performance gain from using .

dd607324 HRESULT D3DCompile([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In, Optional] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs) D3DCompile

Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target.

A reference to uncompiled shader data (ASCII HLSL code).

The size, in bytes, of the block of memory that pSrcData points to.

An optional reference to a constant null-terminated string containing the name that identifies the source data to use in error messages. If not used, set to null.

An optional array of structures that define shader macros. Each macro definition contains a name and a null-terminated definition. If not used, set to null.

A reference to an interface that the compiler uses to handle include files. If you set this parameter to null and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.

#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((*)()1)

A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, ignores pEntrypoint; we recommend that you set pEntrypoint to null because it is good programming practice to set a reference parameter to null if the called function will not use it.

A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5). The target can also be an effect type (for example, fx_4_1). For info about the targets that various profiles support, see Specifying Compiler Targets.

A combination of shader D3D compile constants that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.

A combination of effect D3D compile effect constants that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.

A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.

FlagDescription
(0x01)Merge unordered access view (UAV) slots in the secondary data that the pSecondaryData parameter points to.
(0x02)Preserve template slots in the secondary data that the pSecondaryData parameter points to.
(0x04)Require that templates in the secondary data that the pSecondaryData parameter points to match when the compiler compiles the HLSL code.

?

If pSecondaryData is null, set to zero.

A reference to secondary data. If you don't pass secondary data, set to null. Use this secondary data to align UAV slots in two shaders. Suppose shader A has UAVs and they are bound to some slots. To compile shader B such that UAVs with the same names are mapped in B to the same slots as in A, pass A?s byte code to as the secondary data.

The size, in bytes, of the block of memory that pSecondaryData points to. If pSecondaryData is null, set to zero.

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or null if there are no errors.

Returns one of the Direct3D 11 return codes.

The difference between and is that takes some optional parameters (SecondaryDataFlags, pSecondaryData and SecondaryDataSize) that can be used to control some aspects of how bytecode is generated. Refer to the descriptions of these parameters for more details. There is no difference otherwise to the efficiency of the bytecode generated between and .

hh446869 HRESULT D3DCompile2([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[In] D3DCOMPILE_SECDATA_FLAGS SecondaryDataFlags,[In, Buffer, Optional] const void* pSecondaryData,[In] SIZE_T SecondaryDataSize,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs) D3DCompile2
Note??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store. Refer to the section, "Compiling shaders for UWP", in the remarks for .?

Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target.

No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. No documentation.

Returns one of the Direct3D 11 return codes.

Note??The D3dcompiler_44.dll or later version of the file contains the compiler function.? hh446872 HRESULT D3DCompileFromFile([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] D3DCOMPILE_SHADER_FLAGS Flags1,[In] D3DCOMPILE_EFFECT_FLAGS Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs) D3DCompileFromFile

Preprocesses uncompiled HLSL code.

A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.

Length of pSrcData.

The name of the file that contains the uncompiled HLSL code.

An array of null-terminated macro definitions (see ).

A reference to an for handling include files. Setting this to null will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.

#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((*)()1)

The address of a ID3DBlob that contains the compiled code.

A reference to an ID3DBlob that contains compiler error messages, or null if there were no errors.

Returns one of the Direct3D 11 return codes.

outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.

dd607332 HRESULT D3DPreprocess([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[Out] ID3D10Blob** ppCodeText,[Out, Optional] ID3D10Blob** ppErrorMsgs) D3DPreprocess
Note??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?

Gets shader debug information.

A reference to source data; either uncompiled or compiled HLSL code.

Length of pSrcData.

A reference to a buffer that receives the ID3DBlob interface that contains debug information.

Returns one of the Direct3D 11 return codes.

Debug information is embedded in the body of the shader after calling .

dd607328 HRESULT D3DGetDebugInfo([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppDebugInfo) D3DGetDebugInfo

Gets a reference to a reflection interface.

A reference to source data as compiled HLSL code.

Length of pSrcData.

The reference of the COM interface to use. For example, IID_ID3D11ShaderReflection.

A reference to a reflection interface.

Returns one of the Direct3D 11 return codes.

Shader code contains metadata that can be inspected using the reflection APIs.

The following code illustrates retrieving a Interface from a shader.

 pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), g_pPSClassLinkage, &g_pPixelShader ); * pReflector = null; 	
            ( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(),  IID_ID3D11ShaderReflection, (void**) &pReflector);	
            
dd607334 HRESULT D3DReflect([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] const GUID& pInterface,[Out] void** ppReflector) D3DReflect

Creates a library-reflection interface from source data that contains an HLSL library of functions.

Note??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

A reference to source data as an HLSL library of functions.

The size, in bytes, of the block of memory that pSrcData points to.

The reference of the COM interface to use. For example, IID_ID3D11LibraryReflection.

A reference to a variable that receives a reference to a library-reflection interface, .

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280343 HRESULT D3DReflectLibrary([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] const GUID& riid,[Out] void** ppReflector) D3DReflectLibrary

Disassembles compiled HLSL code.

A reference to source data as compiled HLSL code.

Length of pSrcData.

Flags affecting the behavior of . Flags can be a combination of zero or more of the following values.

FlagDescription
Enable the output of color codes.
Enable the output of default values.
Enable instruction numbering.
No effect.
Disable debug information.
Enable instruction offsets.
Disassemble instructions only.
Use hex symbols in disassemblies.

?

The comment string at the top of the shader that identifies the shader constants and variables.

A reference to a buffer that receives the ID3DBlob interface that accesses assembly text.

Returns one of the Direct3D 11 return codes.

dd607326 HRESULT D3DDisassemble([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3DCOMPILE_DISASM_FLAGS Flags,[In, Optional] const char* szComments,[Out] ID3D10Blob** ppDisassembly) D3DDisassemble

Disassembles a specific region of compiled Microsoft High Level Shader Language (HLSL) code.

A reference to compiled shader data.

The size, in bytes, of the block of memory that pSrcData points to.

A combination of zero or more of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how disassembles the compiled shader data.

FlagDescription
(0x01)Enable the output of color codes.
(0x02)Enable the output of default values.
(0x04)Enable instruction numbering.
(0x08)No effect.
(0x10)Disable the output of debug information.
(0x20)Enable the output of instruction offsets.
(0x40)This flag has no effect in . Cycle information comes from the trace; therefore, cycle information is available only in D3DDisassemble11Trace's trace disassembly.

?

A reference to a constant null-terminated string at the top of the shader that identifies the shader constants and variables.

The number of bytes offset into the compiled shader data where starts the disassembly.

The number of instructions to disassemble.

A reference to a variable that receives the number of bytes offset into the compiled shader data where finishes the disassembly.

A reference to a buffer that receives the ID3DBlob interface that accesses the disassembled HLSL code.

Returns one of the Direct3D 11 return codes.

Note??The D3dcompiler_44.dll or later version of the file contains the compiler function.? hh706344 HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly) D3DDisassembleRegion

Creates a linker interface.

Note??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

A reference to a variable that receives a reference to the interface that is used to link a shader module.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

Note??The D3dcompiler_47.dll or later version of the DLL contains the function.? dn280341 HRESULT D3DCreateLinker([Out, Fast] ID3D11Linker** ppLinker) D3DCreateLinker

Creates a shader module interface from source data for the shader module.

Note??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

A reference to the source data for the shader module.

The size, in bytes, of the block of memory that pSrcData points to.

A reference to a variable that receives a reference to the interface that is used for shader resource re-binding.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

Note??The D3dcompiler_47.dll or later version of the DLL contains the function.? dn280342 HRESULT D3DLoadModule([In] const void* pSrcData,[In] SIZE_T cbSrcDataSize,[Out, Fast] ID3D11Module** ppModule) D3DLoadModule

Creates a function-linking-graph interface.

Note??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

Reserved

A reference to a variable that receives a reference to the interface that is used for constructing shaders that consist of a sequence of precompiled function calls.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

Note??The D3dcompiler_47.dll or later version of the DLL contains the function.? dn280340 HRESULT D3DCreateFunctionLinkingGraph([In] unsigned int uFlags,[Out, Fast] ID3D11FunctionLinkingGraph** ppFunctionLinkingGraph) D3DCreateFunctionLinkingGraph

Retrieves the byte offsets for instructions within a section of shader code.

A reference to the compiled shader data.

The size, in bytes, of the block of memory that pSrcData points to.

A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how retrieves the instruction offsets.

FlagDescription
D3D_GET_INST_OFFSETS_INCLUDE_NON_EXECUTABLE (0x01)Include non-executable code in the retrieved information.

?

The index of the instruction in the compiled shader data for which starts to retrieve the byte offsets.

The number of instructions for which retrieves the byte offsets.

A reference to a variable that receives the total number of instructions in the section of shader code.

A reference to a variable that receives the actual number of offsets.

A new kind of Microsoft High Level Shader Language (HLSL) debugging information from a program database (PDB) file uses instruction-byte offsets within a shader blob (arbitrary-length data buffer). You use to translate to and from instruction indexes.

Note??The D3dcompiler_44.dll or later version of the file contains the compiler function.?
hh446875 HRESULT D3DGetTraceInstructionOffsets([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In] SIZE_T StartInstIndex,[In] SIZE_T NumInsts,[Out] SIZE_T* pOffsets,[Out] SIZE_T* pTotalInsts) D3DGetTraceInstructionOffsets
Note?? may be altered or unavailable for releases after Windows?8.1. Instead use with the value.?

Gets the input signature from a compilation result.

No documentation. No documentation. No documentation.

Returns one of the Direct3D 11 return codes.

dd607330 HRESULT D3DGetInputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob) D3DGetInputSignatureBlob
Note?? may be altered or unavailable for releases after Windows?8.1. Instead use with the value.?

Gets the output signature from a compilation result.

No documentation. No documentation. No documentation.

Returns one of the Direct3D 11 return codes.

dd607331 HRESULT D3DGetOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob) D3DGetOutputSignatureBlob
Note?? may be altered or unavailable for releases after Windows?8.1. Instead use with the value.?

Gets the input and output signatures from a compilation result.

No documentation. No documentation. No documentation.

Returns one of the Direct3D 11 return codes.

dd607329 HRESULT D3DGetInputAndOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob) D3DGetInputAndOutputSignatureBlob

Removes unwanted blobs from a compilation result.

A reference to source data as compiled HLSL code.

Length of pSrcData.

Strip flag options, represented by .

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the unwanted stripped out shader code.

Returns one of the Direct3D 11 return codes.

dd607335 HRESULT D3DStripShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In] D3DCOMPILER_STRIP_FLAGS uStripFlags,[Out] ID3D10Blob** ppStrippedBlob) D3DStripShader

Retrieves a specific part from a compilation result.

A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.

Length of uncompiled shader data that pSrcData points to.

A -typed value that specifies the part of the buffer to retrieve.

Flags that indicate how to retrieve the blob part. Currently, no flags are defined.

The address of a reference to the ID3DBlob interface that is used to retrieve the specified part of the buffer.

Returns one of the Direct3D 11 return codes.

retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the Part parameter specifies.

ff728674 HRESULT D3DGetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[Out] ID3D10Blob** ppPart) D3DGetBlobPart

Sets information in a compilation result.

A reference to compiled shader data.

The length of the compiled shader data that pSrcData points to.

A -typed value that specifies the part to set. Currently, you can update only private data; that is, currently only supports the value.

Flags that indicate how to set the blob part. Currently, no flags are defined; therefore, set to zero.

A reference to data to set in the compilation result.

The length of the data that pPart points to.

A reference to a buffer that receives the ID3DBlob interface for the new shader in which the new part data is set.

Returns one of the Direct3D 11 return codes.

modifies data in a compiled shader. Currently, can update only the private data in a compiled shader. You can use to attach arbitrary uninterpreted data to a compiled shader.

Note??The D3dcompiler_44.dll or later version of the file contains the compiler function.?
hh446880 HRESULT D3DSetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[In, Buffer] const void* pPart,[In] SIZE_T PartSize,[Out] ID3D10Blob** ppNewShader) D3DSetBlobPart

Creates a buffer.

Number of bytes in the blob.

The address of a reference to the ID3DBlob interface that is used to retrieve the buffer.

Returns one of the Direct3D 11 return codes.

The latest D3dcompiler_nn.dll contains the compiler function. Therefore, you are no longer required to create and use an arbitrary length data buffer by using the D3D10CreateBlob function that is contained in D3d10.dll.

ff728672 HRESULT D3DCreateBlob([In] SIZE_T Size,[Out] ID3D10Blob** ppBlob) D3DCreateBlob
Note??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?

Compresses a set of shaders into a more compact form.

The number of shaders to compress.

An array of structures that describe the set of shaders to compress.

Flags that indicate how to compress the shaders. Currently, only the D3D_COMPRESS_SHADER_KEEP_ALL_PARTS (0x00000001) flag is defined.

The address of a reference to the ID3DBlob interface that is used to retrieve the compressed shader data.

Returns one of the Direct3D 11 return codes.

ff728671 HRESULT D3DCompressShaders([In] unsigned int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] unsigned int uFlags,[Out] ID3D10Blob** ppCompressedData) D3DCompressShaders
Note??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?

Decompresses one or more shaders from a compressed set.

A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.

Length of uncompiled shader data that pSrcData points to.

The number of shaders to decompress.

The index of the first shader to decompress.

An array of indexes that represent the shaders to decompress.

Flags that indicate how to decompress. Currently, no flags are defined.

The address of a reference to the ID3DBlob interface that is used to retrieve the decompressed shader data.

A reference to a variable that receives the total number of shaders that decompressed.

Returns one of the Direct3D 11 return codes.

ff728673 HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders) D3DDecompressShaders
Functions

This shader-reflection interface provides access to a constant buffer.

To create a constant-buffer interface, call or . This isn't a COM interface, so you don't need to worry about reference counts or releasing the interface when you're done with it.

ff476591 ID3D11ShaderReflectionConstantBuffer ID3D11ShaderReflectionConstantBuffer
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a constant-buffer description.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476592 GetDesc GetDesc HRESULT ID3D11ShaderReflectionConstantBuffer::GetDesc([Out] D3D11_SHADER_BUFFER_DESC* pDesc)

Get a constant-buffer description.

A reference to a , which represents a shader-buffer description.

Returns one of the following Direct3D 11 Return Codes.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476592 HRESULT ID3D11ShaderReflectionConstantBuffer::GetDesc([Out] D3D11_SHADER_BUFFER_DESC* pDesc) ID3D11ShaderReflectionConstantBuffer::GetDesc

Get a shader-reflection variable by index.

Zero-based index.

A reference to a shader-reflection variable interface (see Interface).

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476593 ID3D11ShaderReflectionVariable* ID3D11ShaderReflectionConstantBuffer::GetVariableByIndex([In] unsigned int Index) ID3D11ShaderReflectionConstantBuffer::GetVariableByIndex

Get a shader-reflection variable by name.

Variable name.

Returns a sentinel object (end of list marker). To determine if GetVariableByName successfully completed, call and check the returned ; any return value other than success means that GetVariableByName failed.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476594 ID3D11ShaderReflectionVariable* ID3D11ShaderReflectionConstantBuffer::GetVariableByName([In] const char* Name) ID3D11ShaderReflectionConstantBuffer::GetVariableByName

A function-parameter-reflection interface accesses function-parameter info.

Note??This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a function-parameter-reflection interface, call . This isn't a COM interface, so you don't need to worry about reference counts or releasing the interface when you're done with it.

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280544 ID3D11FunctionParameterReflection ID3D11FunctionParameterReflection
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Fills the parameter descriptor structure for the function's parameter.

dn280545 GetDesc GetDesc HRESULT ID3D11FunctionParameterReflection::GetDesc([Out] D3D11_PARAMETER_DESC* pDesc)

Fills the parameter descriptor structure for the function's parameter.

A reference to a structure that receives a description of the function's parameter.

Returns one of the Direct3D 11 Return Codes.

dn280545 HRESULT ID3D11FunctionParameterReflection::GetDesc([Out] D3D11_PARAMETER_DESC* pDesc) ID3D11FunctionParameterReflection::GetDesc

is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader #include files.

To use this interface, create an interface that inherits from and implement custom behavior for the methods.

ff728746 ID3DInclude ID3DInclude
A user-implemented method for opening and reading the contents of a shader #include file. A -typed value that indicates the location of the #include file. Name of the #include file. Pointer to the container that includes the #include file. Stream that is associated with fileName to be read. This reference remains valid until is called. HRESULT Open([None] D3D_INCLUDE_TYPE IncludeType,[None] const char* pFileName,[None] LPCVOID pParentData,[None] LPCVOID* ppData,[None] UINT* pBytes) A user-implemented method for closing a shader #include file. If was successful, Close is guaranteed to be called before the API using the interface returns. This is a reference that was returned by the corresponding call. HRESULT Close([None] LPCVOID pData)

A library-reflection interface accesses library info.

Note?? This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a library-reflection interface, call .

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280554 ID3D11LibraryReflection ID3D11LibraryReflection
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Fills the library descriptor structure for the library reflection.

dn280556 GetDesc GetDesc HRESULT ID3D11LibraryReflection::GetDesc([Out] D3D11_LIBRARY_DESC* pDesc)

Fills the library descriptor structure for the library reflection.

A reference to a structure that receives a description of the library reflection.

Returns one of the Direct3D 11 Return Codes.

dn280556 HRESULT ID3D11LibraryReflection::GetDesc([Out] D3D11_LIBRARY_DESC* pDesc) ID3D11LibraryReflection::GetDesc

Gets the function reflector.

The zero-based index of the function reflector to retrieve.

A reference to a interface that represents the function reflector.

dn280557 ID3D11FunctionReflection* ID3D11LibraryReflection::GetFunctionByIndex([In] int FunctionIndex) ID3D11LibraryReflection::GetFunctionByIndex
Initializes a new instance of the class from a .

Returns all function reflectors provided by this library

All references to interfaces that represents the function reflectors.

A linker interface is used to link a shader module.

Note?? This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a linker interface, call .

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280558 ID3D11Linker ID3D11Linker

[This documentation is preliminary and is subject to change.]

Links the shader and produces a shader blob that the Direct3D runtime can use.

dn280560 ID3D11Linker ID3D11Linker
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Links the shader and produces a shader blob that the Direct3D runtime can use.

A reference to the interface for the shader module instance to link from.

The name of the shader module instance to link from.

The name for the shader blob that is produced.

Reserved.

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled shader code.

A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280560 HRESULT ID3D11Linker::Link([In] ID3D11ModuleInstance* pEntry,[In] const char* pEntryName,[In] const char* pTargetName,[In] unsigned int uFlags,[Out] ID3D10Blob** ppShaderBlob,[Out, Optional] ID3D10Blob** ppErrorBuffer) ID3D11Linker::Link

Adds an instance of a library module to be used for linking.

A reference to the interface for the library module instance.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280561 HRESULT ID3D11Linker::UseLibrary([In] ID3D11ModuleInstance* pLibraryMI) ID3D11Linker::UseLibrary

Adds a clip plane with the plane coefficients taken from a cbuffer entry for 10Level9 shaders.

No documentation. No documentation.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280559 HRESULT ID3D11Linker::AddClipPlaneFromCBuffer([In] unsigned int uCBufferSlot,[In] unsigned int uCBufferEntry) ID3D11Linker::AddClipPlaneFromCBuffer
Initializes a new instance of class.

[This documentation is preliminary and is subject to change.]

Links the shader and produces a shader blob that the Direct3D runtime can use.

A reference to the interface for the shader module instance to link from.

The name of the shader module instance to link from.

The name for the shader blob that is produced.

Reserved

Returns the compiled .

dn280560 HRESULT ID3D11Linker::Link([In] ID3D11ModuleInstance* pEntry,[In] const char* pEntryName,[In] const char* pTargetName,[In] unsigned int uFlags,[Out] ID3D10Blob** ppShaderBlob,[Out] ID3D10Blob** ppErrorBuffer) ID3D11Linker::Link Is thrown when linking fails and the error text is available. Is thrown when linking fails and the error text is not available.

A linking-node interface is used for shader linking.

Note?? This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a linking-node interface, call , , or .

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280562 ID3D11LinkingNode ID3D11LinkingNode
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

A module interface creates an instance of a module that is used for resource rebinding.

Note?? This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a module interface, call .

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280563 ID3D11Module ID3D11Module

[This documentation is preliminary and is subject to change.]

Initializes an instance of a shader module that is used for resource rebinding.

dn280608 ID3D11Module ID3D11Module
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Initializes an instance of a shader module that is used for resource rebinding.

The name of a shader module to initialize. This can be null if you don't want to specify a name for the module.

The address of a reference to an interface to initialize.

Returns if successful; otherwise, returns one of the Direct3D 11 Return Codes.

dn280608 HRESULT ID3D11Module::CreateInstance([In, Optional] const char* pNamespace,[Out, Fast] ID3D11ModuleInstance** ppModuleInstance) ID3D11Module::CreateInstance
Initializes a new instance of the class. The source data of the module.

A module-instance interface is used for resource rebinding.

Note?? This interface is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?

To get a module-instance interface, call or .

Note?? requires the D3dcompiler_47.dll or a later version of the DLL.?
dn280564 ID3D11ModuleInstance ID3D11ModuleInstance

[This documentation is preliminary and is subject to change.]

Rebinds a resource by name as an unordered access view (UAV) to destination slots.

dn280569 ID3D11ModuleInstance ID3D11ModuleInstance
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Rebinds a constant buffer from a source slot to a destination slot.

The source slot number for rebinding.

The destination slot number for rebinding.

The offset in bytes of the destination slot for rebinding. The offset must have 16-byte alignment.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280565 HRESULT ID3D11ModuleInstance::BindConstantBuffer([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int cbDstOffset) ID3D11ModuleInstance::BindConstantBuffer

Rebinds a constant buffer by name to a destination slot.

The name of the constant buffer for rebinding.

The destination slot number for rebinding.

The offset in bytes of the destination slot for rebinding. The offset must have 16-byte alignment.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280566 HRESULT ID3D11ModuleInstance::BindConstantBufferByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int cbDstOffset) ID3D11ModuleInstance::BindConstantBufferByName

Rebinds a texture or buffer from source slot to destination slot.

The first source slot number for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280567 HRESULT ID3D11ModuleInstance::BindResource([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindResource

Rebinds a texture or buffer by name to destination slots.

The name of the texture or buffer for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280570 HRESULT ID3D11ModuleInstance::BindResourceByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindResourceByName

Rebinds a sampler from source slot to destination slot.

The first source slot number for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280571 HRESULT ID3D11ModuleInstance::BindSampler([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindSampler

Rebinds a sampler by name to destination slots.

The name of the sampler for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280605 HRESULT ID3D11ModuleInstance::BindSamplerByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindSamplerByName

Rebinds an unordered access view (UAV) from source slot to destination slot.

The first source slot number for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280606 HRESULT ID3D11ModuleInstance::BindUnorderedAccessView([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindUnorderedAccessView

Rebinds an unordered access view (UAV) by name to destination slots.

The name of the UAV for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280607 HRESULT ID3D11ModuleInstance::BindUnorderedAccessViewByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindUnorderedAccessViewByName

Rebinds a resource as an unordered access view (UAV) from source slot to destination slot.

The first source slot number for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280568 HRESULT ID3D11ModuleInstance::BindResourceAsUnorderedAccessView([In] unsigned int uSrcSrvSlot,[In] unsigned int uDstUavSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindResourceAsUnorderedAccessView

Rebinds a resource by name as an unordered access view (UAV) to destination slots.

The name of the resource for rebinding.

The first destination slot number for rebinding.

The number of slots for rebinding.

Returns:

  • for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes
dn280569 HRESULT ID3D11ModuleInstance::BindResourceAsUnorderedAccessViewByName([In] const char* pSrvName,[In] unsigned int uDstUavSlot,[In] unsigned int uCount) ID3D11ModuleInstance::BindResourceAsUnorderedAccessViewByName
Initializes a new instance of the class.

The address of a reference to an interface to initialize.

Initializes a new instance of the class.

The name of a shader module to initialize. This can be null if you don't want to specify a name for the module.

The address of a reference to an interface to initialize.

A shader-reflection interface accesses shader information.

An interface can be retrieved for a shader by using . The following code illustrates retrieving a from a shader.

pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), g_pPSClassLinkage, &g_pPixelShader ); * pReflector = null; 	
            ( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(),  IID_ID3D11ShaderReflection, (void**) &pReflector);
ff476590 ID3D11ShaderReflection ID3D11ShaderReflection
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a shader description.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476615 GetDesc GetDesc HRESULT ID3D11ShaderReflection::GetDesc([Out] D3D11_SHADER_DESC* pDesc)

Gets the number of Mov instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476620 GetMovInstructionCount GetMovInstructionCount unsigned int ID3D11ShaderReflection::GetMovInstructionCount()

Gets the number of Movc instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476619 GetMovcInstructionCount GetMovcInstructionCount unsigned int ID3D11ShaderReflection::GetMovcInstructionCount()

Gets the number of conversion instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476614 GetConversionInstructionCount GetConversionInstructionCount unsigned int ID3D11ShaderReflection::GetConversionInstructionCount()

Gets the number of bitwise instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476611 GetBitwiseInstructionCount GetBitwiseInstructionCount unsigned int ID3D11ShaderReflection::GetBitwiseInstructionCount()

Gets the geometry-shader input-primitive description.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476616 GetGSInputPrimitive GetGSInputPrimitive D3D_PRIMITIVE ID3D11ShaderReflection::GetGSInputPrimitive()

Indicates whether a shader is a sample frequency shader.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476627 IsSampleFrequencyShader IsSampleFrequencyShader BOOL ID3D11ShaderReflection::IsSampleFrequencyShader()

Gets the number of interface slots in a shader.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476621 GetNumInterfaceSlots GetNumInterfaceSlots unsigned int ID3D11ShaderReflection::GetNumInterfaceSlots()

Gets the minimum feature level.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476618 GetMinFeatureLevel GetMinFeatureLevel HRESULT ID3D11ShaderReflection::GetMinFeatureLevel([Out] D3D_FEATURE_LEVEL* pLevel)

Gets a group of flags that indicates the requirements of a shader.

Here is how the D3D11Shader.h header defines the shader requirements flags:

 #define                          0x00000001	
            #define              0x00000002	
            #define              0x00000004	
            #define                          0x00000008	
            #define                0x00000010	
            #define           0x00000020	
            #define           0x00000040	
            #define     0x00000080	
            
jj542458 GetRequiresFlags GetRequiresFlags unsigned longlong ID3D11ShaderReflection::GetRequiresFlags()

Get a shader description.

A reference to a shader description. See .

Returns one of the following Direct3D 11 Return Codes.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476615 HRESULT ID3D11ShaderReflection::GetDesc([Out] D3D11_SHADER_DESC* pDesc) ID3D11ShaderReflection::GetDesc

Get a constant buffer by index.

Zero-based index.

A reference to a constant buffer (see Interface).

A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476612 ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflection::GetConstantBufferByIndex([In] unsigned int Index) ID3D11ShaderReflection::GetConstantBufferByIndex

Get a constant buffer by name.

The constant-buffer name.

A reference to a constant buffer (see Interface).

A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476613 ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflection::GetConstantBufferByName([In] const char* Name) ID3D11ShaderReflection::GetConstantBufferByName

Get a description of how a resource is bound to a shader.

A zero-based resource index.

A reference to an input-binding description. See .

A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDesc gets information about how one resource in the set is bound as an input to the shader. The ResourceIndex parameter specifies the index for the resource.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476624 HRESULT ID3D11ShaderReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc) ID3D11ShaderReflection::GetResourceBindingDesc

Get an input-parameter description for a shader.

A zero-based parameter index.

A reference to a shader-input-signature description. See .

An input-parameter description is also called a shader signature. The shader signature contains information about the input parameters such as the order or parameters, their data type, and a parameter semantic.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476617 HRESULT ID3D11ShaderReflection::GetInputParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc) ID3D11ShaderReflection::GetInputParameterDesc

Get an output-parameter description for a shader.

A zero-based parameter index.

A reference to a shader-output-parameter description. See .

An output-parameter description is also called a shader signature. The shader signature contains information about the output parameters such as the order or parameters, their data type, and a parameter semantic.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476622 HRESULT ID3D11ShaderReflection::GetOutputParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc) ID3D11ShaderReflection::GetOutputParameterDesc

Get a patch-constant parameter description for a shader.

A zero-based parameter index.

A reference to a shader-input-signature description. See .

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476623 HRESULT ID3D11ShaderReflection::GetPatchConstantParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc) ID3D11ShaderReflection::GetPatchConstantParameterDesc

Gets a variable by name.

A reference to a string containing the variable name.

Returns a Interface interface.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476626 ID3D11ShaderReflectionVariable* ID3D11ShaderReflection::GetVariableByName([In] const char* Name) ID3D11ShaderReflection::GetVariableByName

Get a description of how a resource is bound to a shader.

The constant-buffer name of the resource.

A reference to an input-binding description. See .

A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDescByName gets information about how one resource in the set is bound as an input to the shader. The Name parameter specifies the name of the resource.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476625 HRESULT ID3D11ShaderReflection::GetResourceBindingDescByName([In] const char* Name,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc) ID3D11ShaderReflection::GetResourceBindingDescByName

Gets the number of Mov instructions.

Returns the number of Mov instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476620 unsigned int ID3D11ShaderReflection::GetMovInstructionCount() ID3D11ShaderReflection::GetMovInstructionCount

Gets the number of Movc instructions.

Returns the number of Movc instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476619 unsigned int ID3D11ShaderReflection::GetMovcInstructionCount() ID3D11ShaderReflection::GetMovcInstructionCount

Gets the number of conversion instructions.

Returns the number of conversion instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476614 unsigned int ID3D11ShaderReflection::GetConversionInstructionCount() ID3D11ShaderReflection::GetConversionInstructionCount

Gets the number of bitwise instructions.

The number of bitwise instructions.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476611 unsigned int ID3D11ShaderReflection::GetBitwiseInstructionCount() ID3D11ShaderReflection::GetBitwiseInstructionCount

Gets the geometry-shader input-primitive description.

The input-primitive description. See , D3D11_PRIMITIVE_TOPOLOGY, or D3D10_PRIMITIVE_TOPOLOGY.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476616 D3D_PRIMITIVE ID3D11ShaderReflection::GetGSInputPrimitive() ID3D11ShaderReflection::GetGSInputPrimitive

Indicates whether a shader is a sample frequency shader.

Returns true if the shader is a sample frequency shader; otherwise returns false.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476627 BOOL ID3D11ShaderReflection::IsSampleFrequencyShader() ID3D11ShaderReflection::IsSampleFrequencyShader

Gets the number of interface slots in a shader.

The number of interface slots in the shader.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476621 unsigned int ID3D11ShaderReflection::GetNumInterfaceSlots() ID3D11ShaderReflection::GetNumInterfaceSlots

Gets the minimum feature level.

A reference to one of the enumerated values in , which represents the minimum feature level.

Returns one of the following Direct3D 11 Return Codes.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476618 HRESULT ID3D11ShaderReflection::GetMinFeatureLevel([Out] D3D_FEATURE_LEVEL* pLevel) ID3D11ShaderReflection::GetMinFeatureLevel

Retrieves the sizes, in units of threads, of the X, Y, and Z dimensions of the shader's thread-group grid.

A reference to the size, in threads, of the x-dimension of the thread-group grid. The maximum size is 1024.

A reference to the size, in threads, of the y-dimension of the thread-group grid. The maximum size is 1024.

A reference to the size, in threads, of the z-dimension of the thread-group grid. The maximum size is 64.

Returns the total size, in threads, of the thread-group grid by calculating the product of the size of each dimension.

*pSizeX * *pSizeY * *pSizeZ;

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

When a compute shader is written it defines the actions of a single thread group only. If multiple thread groups are required, it is the role of the call to issue multiple thread groups.

ff728742 unsigned int ID3D11ShaderReflection::GetThreadGroupSize([Out, Optional] unsigned int* pSizeX,[Out, Optional] unsigned int* pSizeY,[Out, Optional] unsigned int* pSizeZ) ID3D11ShaderReflection::GetThreadGroupSize

Gets a group of flags that indicates the requirements of a shader.

A value that contains a combination of one or more shader requirements flags; each flag specifies a requirement of the shader. A default value of 0 means there are no requirements.

Shader requirement flagDescription
Shader requires that the graphics driver and hardware support double data type. For more info, see .
Shader requires an early depth stencil.
Shader requires unordered access views (UAVs) at every pipeline stage.
Shader requires 64 UAVs.
Shader requires the graphics driver and hardware to support minimum precision. For more info, see Using HLSL minimum precision.
Shader requires that the graphics driver and hardware support extended doubles instructions. For more info, see the ExtendedDoublesShaderInstructions member of .
Shader requires that the graphics driver and hardware support the msad4 intrinsic function in shaders. For more info, see the SAD4ShaderInstructions member of .
Shader requires that the graphics driver and hardware support Direct3D 9 shadow support. For more info, see .
Shader requires that the graphics driver and hardware support tiled resources. For more info, see GetResourceTiling.

?

Here is how the D3D11Shader.h header defines the shader requirements flags:

 #define                          0x00000001	
            #define              0x00000002	
            #define              0x00000004	
            #define                          0x00000008	
            #define                0x00000010	
            #define           0x00000020	
            #define           0x00000040	
            #define     0x00000080	
            
jj542458 unsigned longlong ID3D11ShaderReflection::GetRequiresFlags() ID3D11ShaderReflection::GetRequiresFlags
Initializes a new instance of the class from a .

Get an interface by index.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476598 ID3D11ShaderReflectionType ID3D11ShaderReflectionType
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get the description of a shader-reflection-variable type.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476597 GetDesc GetDesc HRESULT ID3D11ShaderReflectionType::GetDesc([Out] D3D11_SHADER_TYPE_DESC* pDesc)

Gets the base class of a class.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476603 GetSubType GetSubType ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetSubType()

Gets an Interface interface containing the variable base class type.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476596 GetBaseClass GetBaseClass ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetBaseClass()

Gets the number of interfaces.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476602 GetNumInterfaces GetNumInterfaces unsigned int ID3D11ShaderReflectionType::GetNumInterfaces()

Get the description of a shader-reflection-variable type.

A reference to a shader-type description (see ).

Returns one of the following Direct3D 11 Return Codes.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476597 HRESULT ID3D11ShaderReflectionType::GetDesc([Out] D3D11_SHADER_TYPE_DESC* pDesc) ID3D11ShaderReflectionType::GetDesc

Get a shader-reflection-variable type by index.

Zero-based index.

A reference to a Interface.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476599 ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetMemberTypeByIndex([In] unsigned int Index) ID3D11ShaderReflectionType::GetMemberTypeByIndex

Get a shader-reflection-variable type by name.

Member name.

A reference to a Interface.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476600 ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetMemberTypeByName([In] const char* Name) ID3D11ShaderReflectionType::GetMemberTypeByName

Get a shader-reflection-variable type.

Zero-based index.

The variable type.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476601 const char* ID3D11ShaderReflectionType::GetMemberTypeName([In] unsigned int Index) ID3D11ShaderReflectionType::GetMemberTypeName

Indicates whether two Interface references have the same underlying type.

No documentation.

Returns if the references have the same underlying type; otherwise returns S_FALSE.

IsEqual indicates whether the sources of the Interface references have the same underlying type. For example, if two Interface references were retrieved from variables, IsEqual can be used to see if the variables have the same type.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476605 HRESULT ID3D11ShaderReflectionType::IsEqual([In] ID3D11ShaderReflectionType* pType) ID3D11ShaderReflectionType::IsEqual

Gets the base class of a class.

Returns a reference to a Interface containing the base class type. Returns null if the class does not have a base class.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476603 ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetSubType() ID3D11ShaderReflectionType::GetSubType

Gets an Interface interface containing the variable base class type.

Returns A reference to a Interface.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476596 ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetBaseClass() ID3D11ShaderReflectionType::GetBaseClass

Gets the number of interfaces.

Returns the number of interfaces.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476602 unsigned int ID3D11ShaderReflectionType::GetNumInterfaces() ID3D11ShaderReflectionType::GetNumInterfaces

Get an interface by index.

Zero-based index.

A reference to a Interface.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476598 ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetInterfaceByIndex([In] unsigned int uIndex) ID3D11ShaderReflectionType::GetInterfaceByIndex

Indicates whether a variable is of the specified type.

A reference to a Interface.

Returns if object being queried is equal to or inherits from the type in the pType parameter; otherwise returns S_FALSE.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476606 HRESULT ID3D11ShaderReflectionType::IsOfType([In] ID3D11ShaderReflectionType* pType) ID3D11ShaderReflectionType::IsOfType

Indicates whether a class type implements an interface.

A reference to a Interface.

Returns if the interface is implemented; otherwise return S_FALSE.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476604 HRESULT ID3D11ShaderReflectionType::ImplementsInterface([In] ID3D11ShaderReflectionType* pBase) ID3D11ShaderReflectionType::ImplementsInterface
Indicates whether two references have the same underlying type. IsEqual indicates whether the sources of the references have the same underlying type. For example, if two ID3D11ShaderReflectionType Interface references were retrieved from variables, IsEqual can be used to see if the variables have the same type. This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll. A reference to a . Returns true if the references have the same underlying type; otherwise returns false. HRESULT ID3D11ShaderReflectionType::IsEqual([In] ID3D11ShaderReflectionType* pType) Indicates whether a variable is of the specified type. This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll. A reference to a . Returns true if object being queried is equal to or inherits from the type in the pType parameter; otherwise returns false. HRESULT ID3D11ShaderReflectionType::IsOfType([In] ID3D11ShaderReflectionType* pType) Indicates whether a class type implements an interface. This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll. A reference to a . Returns true if the interface is implemented; otherwise return false. HRESULT ID3D11ShaderReflectionType::ImplementsInterface([In] ID3D11ShaderReflectionType* pBase)

Gets the corresponding interface slot for a variable that represents an interface reference.

GetInterfaceSlot gets the corresponding slot in an dynamic linkage array for an interface instance. The returned slot number is used to set an interface instance to a particular class instance. See the HLSL Interfaces and Classes overview for additional information.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476609 ID3D11ShaderReflectionVariable ID3D11ShaderReflectionVariable
Initializes a new instance of the class. The native pointer. Performs an explicit conversion from to . (This method is a shortcut to ) The native pointer. The result of the conversion.

Get a shader-variable description.

This method can be used to determine if the Interface is valid, the method returns E_FAIL when the variable is not valid.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476608 GetDesc GetDesc HRESULT ID3D11ShaderReflectionVariable::GetDesc([Out] D3D11_SHADER_VARIABLE_DESC* pDesc)

This method returns the buffer of the current .

dn933280 GetBuffer GetBuffer ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflectionVariable::GetBuffer()

Get a shader-variable description.

A reference to a shader-variable description (see ).

Returns one of the following Direct3D 11 Return Codes.

This method can be used to determine if the Interface is valid, the method returns E_FAIL when the variable is not valid.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476608 HRESULT ID3D11ShaderReflectionVariable::GetDesc([Out] D3D11_SHADER_VARIABLE_DESC* pDesc) ID3D11ShaderReflectionVariable::GetDesc

Get a shader-variable type.

A reference to a Interface.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476610 ID3D11ShaderReflectionType* ID3D11ShaderReflectionVariable::GetType() ID3D11ShaderReflectionVariable::GetType

This method returns the buffer of the current .

Returns a reference to the of the present .

dn933280 ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflectionVariable::GetBuffer() ID3D11ShaderReflectionVariable::GetBuffer

Gets the corresponding interface slot for a variable that represents an interface reference.

Index of the array element to get the slot number for. For a non-array variable this value will be zero.

Returns the index of the interface in the interface array.

GetInterfaceSlot gets the corresponding slot in an dynamic linkage array for an interface instance. The returned slot number is used to set an interface instance to a particular class instance. See the HLSL Interfaces and Classes overview for additional information.

This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.

ff476609 unsigned int ID3D11ShaderReflectionVariable::GetInterfaceSlot([In] unsigned int uArrayIndex) ID3D11ShaderReflectionVariable::GetInterfaceSlot

Describes a shader constant-buffer.

Constants are supplied to shaders in a shader-constant buffer. Get the description of a shader-constant-buffer by calling .

ff476208 D3D11_SHADER_BUFFER_DESC D3D11_SHADER_BUFFER_DESC

The name of the buffer.

ff476208 const char* Name char Name

A -typed value that indicates the intended use of the constant data.

ff476208 D3D_CBUFFER_TYPE Type D3D_CBUFFER_TYPE Type

The number of unique variables.

ff476208 unsigned int Variables unsigned int Variables

Buffer size (in bytes).

ff476208 unsigned int Size unsigned int Size

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies properties for the shader constant-buffer.

ff476208 D3D_SHADER_CBUFFER_FLAGS uFlags D3D_SHADER_CBUFFER_FLAGS uFlags

Describes a function.

dn280416 D3D11_FUNCTION_DESC D3D11_FUNCTION_DESC

The shader version.

dn280416 unsigned int Version unsigned int Version

The name of the originator of the function.

dn280416 const char* Creator char Creator

A combination of D3DCOMPILE Constants that are combined by using a bitwise OR operation. The resulting value specifies shader compilation and parsing.

dn280416 unsigned int Flags unsigned int Flags

The number of constant buffers for the function.

dn280416 unsigned int ConstantBuffers unsigned int ConstantBuffers

The number of bound resources for the function.

dn280416 unsigned int BoundResources unsigned int BoundResources

The number of emitted instructions for the function.

dn280416 unsigned int InstructionCount unsigned int InstructionCount

The number of temporary registers used by the function.

dn280416 unsigned int TempRegisterCount unsigned int TempRegisterCount

The number of temporary arrays used by the function.

dn280416 unsigned int TempArrayCount unsigned int TempArrayCount

The number of constant defines for the function.

dn280416 unsigned int DefCount unsigned int DefCount

The number of declarations (input + output) for the function.

dn280416 unsigned int DclCount unsigned int DclCount

The number of non-categorized texture instructions for the function.

dn280416 unsigned int TextureNormalInstructions unsigned int TextureNormalInstructions

The number of texture load instructions for the function.

dn280416 unsigned int TextureLoadInstructions unsigned int TextureLoadInstructions

The number of texture comparison instructions for the function.

dn280416 unsigned int TextureCompInstructions unsigned int TextureCompInstructions

The number of texture bias instructions for the function.

dn280416 unsigned int TextureBiasInstructions unsigned int TextureBiasInstructions

The number of texture gradient instructions for the function.

dn280416 unsigned int TextureGradientInstructions unsigned int TextureGradientInstructions

The number of floating point arithmetic instructions used by the function.

dn280416 unsigned int FloatInstructionCount unsigned int FloatInstructionCount

The number of signed integer arithmetic instructions used by the function.

dn280416 unsigned int IntInstructionCount unsigned int IntInstructionCount

The number of unsigned integer arithmetic instructions used by the function.

dn280416 unsigned int UintInstructionCount unsigned int UintInstructionCount

The number of static flow control instructions used by the function.

dn280416 unsigned int StaticFlowControlCount unsigned int StaticFlowControlCount

The number of dynamic flow control instructions used by the function.

dn280416 unsigned int DynamicFlowControlCount unsigned int DynamicFlowControlCount

The number of macro instructions used by the function.

dn280416 unsigned int MacroInstructionCount unsigned int MacroInstructionCount

The number of array instructions used by the function.

dn280416 unsigned int ArrayInstructionCount unsigned int ArrayInstructionCount

The number of mov instructions used by the function.

dn280416 unsigned int MovInstructionCount unsigned int MovInstructionCount

The number of movc instructions used by the function.

dn280416 unsigned int MovcInstructionCount unsigned int MovcInstructionCount

The number of type conversion instructions used by the function.

dn280416 unsigned int ConversionInstructionCount unsigned int ConversionInstructionCount

The number of bitwise arithmetic instructions used by the function.

dn280416 unsigned int BitwiseInstructionCount unsigned int BitwiseInstructionCount

A -typed value that specifies the minimum Direct3D feature level target of the function byte code.

dn280416 D3D_FEATURE_LEVEL MinFeatureLevel D3D_FEATURE_LEVEL MinFeatureLevel

A value that contains a combination of one or more shader requirements flags; each flag specifies a requirement of the shader. A default value of 0 means there are no requirements. For a list of values, see .

dn280416 unsigned longlong RequiredFeatureFlags unsigned longlong RequiredFeatureFlags

The name of the function.

dn280416 const char* Name char Name

The number of logical parameters in the function signature, not including the return value.

dn280416 int FunctionParameterCount int FunctionParameterCount

Indicates whether the function returns a value. TRUE indicates it returns a value; otherwise, (it is a subroutine).

dn280416 BOOL HasReturn BOOL HasReturn

Indicates whether there is a Direct3D 10Level9 vertex shader blob. TRUE indicates there is a 10Level9 vertex shader blob; otherwise, .

dn280416 BOOL Has10Level9VertexShader BOOL Has10Level9VertexShader

Indicates whether there is a Direct3D 10Level9 pixel shader blob. TRUE indicates there is a 10Level9 pixel shader blob; otherwise, .

dn280416 BOOL Has10Level9PixelShader BOOL Has10Level9PixelShader

Describes how a shader resource is bound to a shader input.

Get a shader-input-signature description by calling or .

ff476210 D3D11_SHADER_INPUT_BIND_DESC D3D11_SHADER_INPUT_BIND_DESC

Name of the shader resource.

ff476210 const char* Name char Name

A -typed value that identifies the type of data in the resource.

ff476210 D3D_SHADER_INPUT_TYPE Type D3D_SHADER_INPUT_TYPE Type

Starting bind point.

ff476210 unsigned int BindPoint unsigned int BindPoint

Number of contiguous bind points for arrays.

ff476210 unsigned int BindCount unsigned int BindCount

A combination of -typed values for shader input-parameter options.

ff476210 D3D_SHADER_INPUT_FLAGS uFlags D3D_SHADER_INPUT_FLAGS uFlags

If the input is a texture, the -typed value that identifies the return type.

ff476210 D3D_RESOURCE_RETURN_TYPE ReturnType D3D_RESOURCE_RETURN_TYPE ReturnType

A -typed value that identifies the dimensions of the bound resource.

ff476210 D3D_SRV_DIMENSION Dimension D3D_SRV_DIMENSION Dimension

The number of samples for a multisampled texture; when a texture isn't multisampled, the value is set to -1 (0xFFFFFFFF).

ff476210 unsigned int NumSamples unsigned int NumSamples

Describes a library.

dn280417 D3D11_LIBRARY_DESC D3D11_LIBRARY_DESC

The name of the originator of the library.

dn280417 const char* Creator char Creator

A combination of D3DCOMPILE Constants that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles.

dn280417 unsigned int Flags unsigned int Flags

The number of functions exported from the library.

dn280417 unsigned int FunctionCount unsigned int FunctionCount

Describes a function parameter.

Get a function-parameter description by calling .

dn280419 D3D11_PARAMETER_DESC D3D11_PARAMETER_DESC

The name of the function parameter.

dn280419 const char* Name char Name

The HLSL semantic that is associated with this function parameter. This name includes the index, for example, SV_Target[n].

dn280419 const char* SemanticName char SemanticName

A -typed value that identifies the variable type for the parameter.

dn280419 D3D_SHADER_VARIABLE_TYPE Type D3D_SHADER_VARIABLE_TYPE Type

A -typed value that identifies the variable class for the parameter as one of scalar, vector, matrix, object, and so on.

dn280419 D3D_SHADER_VARIABLE_CLASS Class D3D_SHADER_VARIABLE_CLASS Class

The number of rows for a matrix parameter.

dn280419 unsigned int Rows unsigned int Rows

The number of columns for a matrix parameter.

dn280419 unsigned int Columns unsigned int Columns

A -typed value that identifies the interpolation mode for the parameter.

dn280419 D3D_INTERPOLATION_MODE InterpolationMode D3D_INTERPOLATION_MODE InterpolationMode

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies semantic flags for the parameter.

dn280419 D3D_PARAMETER_FLAGS Flags D3D_PARAMETER_FLAGS Flags

The first input register for this parameter.

dn280419 unsigned int FirstInRegister unsigned int FirstInRegister

The first input register component for this parameter.

dn280419 unsigned int FirstInComponent unsigned int FirstInComponent

The first output register for this parameter.

dn280419 unsigned int FirstOutRegister unsigned int FirstOutRegister

The first output register component for this parameter.

dn280419 unsigned int FirstOutComponent unsigned int FirstOutComponent

Describes shader data.

An array of structures is passed to to compress the shader data into a more compact form.

ff728721 D3D_SHADER_DATA D3D_SHADER_DATA

A reference to shader data.

ff728721 const void* pBytecode void pBytecode

Length of shader data that pBytecode points to.

ff728721 SIZE_T BytecodeLength SIZE_T BytecodeLength

Describes a shader.

A shader is written in HLSL and compiled into an intermediate language by the HLSL compiler. The shader description returns information about the compiled shader. Get a shader description by calling .

ff476209 D3D11_SHADER_DESC D3D11_SHADER_DESC

Shader version.

ff476209 unsigned int Version unsigned int Version

The name of the originator of the shader.

ff476209 const char* Creator char Creator

Shader compilation/parse flags.

ff476209 D3DCOMPILE_SHADER_FLAGS Flags D3DCOMPILE_SHADER_FLAGS Flags

The number of shader-constant buffers.

ff476209 unsigned int ConstantBuffers unsigned int ConstantBuffers

The number of resource (textures and buffers) bound to a shader.

ff476209 unsigned int BoundResources unsigned int BoundResources

The number of parameters in the input signature.

ff476209 unsigned int InputParameters unsigned int InputParameters

The number of parameters in the output signature.

ff476209 unsigned int OutputParameters unsigned int OutputParameters

The number of intermediate-language instructions in the compiled shader.

ff476209 unsigned int InstructionCount unsigned int InstructionCount

The number of temporary registers in the compiled shader.

ff476209 unsigned int TempRegisterCount unsigned int TempRegisterCount

Number of temporary arrays used.

ff476209 unsigned int TempArrayCount unsigned int TempArrayCount

Number of constant defines.

ff476209 unsigned int DefCount unsigned int DefCount

Number of declarations (input + output).

ff476209 unsigned int DclCount unsigned int DclCount

Number of non-categorized texture instructions.

ff476209 unsigned int TextureNormalInstructions unsigned int TextureNormalInstructions

Number of texture load instructions

ff476209 unsigned int TextureLoadInstructions unsigned int TextureLoadInstructions

Number of texture comparison instructions

ff476209 unsigned int TextureCompInstructions unsigned int TextureCompInstructions

Number of texture bias instructions

ff476209 unsigned int TextureBiasInstructions unsigned int TextureBiasInstructions

Number of texture gradient instructions.

ff476209 unsigned int TextureGradientInstructions unsigned int TextureGradientInstructions

Number of floating point arithmetic instructions used.

ff476209 unsigned int FloatInstructionCount unsigned int FloatInstructionCount

Number of signed integer arithmetic instructions used.

ff476209 unsigned int IntInstructionCount unsigned int IntInstructionCount

Number of unsigned integer arithmetic instructions used.

ff476209 unsigned int UintInstructionCount unsigned int UintInstructionCount

Number of static flow control instructions used.

ff476209 unsigned int StaticFlowControlCount unsigned int StaticFlowControlCount

Number of dynamic flow control instructions used.

ff476209 unsigned int DynamicFlowControlCount unsigned int DynamicFlowControlCount

Number of macro instructions used.

ff476209 unsigned int MacroInstructionCount unsigned int MacroInstructionCount

Number of array instructions used.

ff476209 unsigned int ArrayInstructionCount unsigned int ArrayInstructionCount

Number of cut instructions used.

ff476209 unsigned int CutInstructionCount unsigned int CutInstructionCount

Number of emit instructions used.

ff476209 unsigned int EmitInstructionCount unsigned int EmitInstructionCount

The -typed value that represents the geometry shader output topology.

ff476209 D3D_PRIMITIVE_TOPOLOGY GSOutputTopology D3D_PRIMITIVE_TOPOLOGY GSOutputTopology

Geometry shader maximum output vertex count.

ff476209 unsigned int GSMaxOutputVertexCount unsigned int GSMaxOutputVertexCount

The -typed value that represents the input primitive for a geometry shader or hull shader.

ff476209 D3D_PRIMITIVE InputPrimitive D3D_PRIMITIVE InputPrimitive

Number of parameters in the patch-constant signature.

ff476209 unsigned int PatchConstantParameters unsigned int PatchConstantParameters

Number of geometry shader instances.

ff476209 unsigned int cGSInstanceCount unsigned int cGSInstanceCount

Number of control points in the hull shader and domain shader.

ff476209 unsigned int cControlPoints unsigned int cControlPoints

The -typed value that represents the tessellator output-primitive type.

ff476209 D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive

The -typed value that represents the tessellator partitioning mode.

ff476209 D3D_TESSELLATOR_PARTITIONING HSPartitioning D3D_TESSELLATOR_PARTITIONING HSPartitioning

The -typed value that represents the tessellator domain.

ff476209 D3D_TESSELLATOR_DOMAIN TessellatorDomain D3D_TESSELLATOR_DOMAIN TessellatorDomain

Number of barrier instructions in a compute shader.

ff476209 unsigned int cBarrierInstructions unsigned int cBarrierInstructions

Number of interlocked instructions in a compute shader.

ff476209 unsigned int cInterlockedInstructions unsigned int cInterlockedInstructions

Number of texture writes in a compute shader.

ff476209 unsigned int cTextureStoreInstructions unsigned int cTextureStoreInstructions

Describes a shader signature.

A shader can take n inputs and can produce m outputs. The order of the input (or output) parameters, their associated types, and any attached semantics make up the shader signature. Each shader has an input and an output signature.

When compiling a shader or an effect, some API calls validate shader signatures That is, they compare the output signature of one shader (like a vertex shader) with the input signature of another shader (like a pixel shader). This ensures that a shader outputs data that is compatible with a downstream shader that is consuming that data. Compatible means that a shader signature is a exact-match subset of the preceding shader stage. Exact match means parameter types and semantics must exactly match. Subset means that a parameter that is not required by a downstream stage, does not need to include that parameter in its shader signature.

Get a shader-signature from a shader or an effect by calling APIs such as .

ff476215 D3D11_SIGNATURE_PARAMETER_DESC D3D11_SIGNATURE_PARAMETER_DESC

A per-parameter string that identifies how the data will be used. For more info, see Semantics.

ff476215 const char* SemanticName char SemanticName

Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.

ff476215 unsigned int SemanticIndex unsigned int SemanticIndex

The register that will contain this variable's data.

ff476215 unsigned int Register unsigned int Register

A -typed value that identifies a predefined string that determines the functionality of certain pipeline stages.

ff476215 D3D_NAME SystemValueType D3D_NAME SystemValueType

A -typed value that identifies the per-component-data type that is stored in a register. Each register can store up to four-components of data.

ff476215 D3D_REGISTER_COMPONENT_TYPE ComponentType D3D_REGISTER_COMPONENT_TYPE ComponentType

Mask which indicates which components of a register are used.

ff476215 D3D11_REGISTER_COMPONENT_MASK_FLAG Mask D3D11_REGISTER_COMPONENT_MASK_FLAG Mask

Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature).

ff476215 D3D11_REGISTER_COMPONENT_MASK_FLAG ReadWriteMask D3D11_REGISTER_COMPONENT_MASK_FLAG ReadWriteMask

Indicates which stream the geometry shader is using for the signature parameter.

ff476215 unsigned int Stream unsigned int Stream

A -typed value that indicates the minimum desired interpolation precision. For more info, see Using HLSL minimum precision.

ff476215 D3D_MIN_PRECISION MinPrecision D3D_MIN_PRECISION MinPrecision

Describes a shader-variable type.

Get a shader-variable-type description by calling .

ff476212 D3D11_SHADER_TYPE_DESC D3D11_SHADER_TYPE_DESC

A -typed value that identifies the variable class as one of scalar, vector, matrix, object, and so on.

ff476212 D3D_SHADER_VARIABLE_CLASS Class D3D_SHADER_VARIABLE_CLASS Class

A -typed value that identifies the variable type.

ff476212 D3D_SHADER_VARIABLE_TYPE Type D3D_SHADER_VARIABLE_TYPE Type

Number of rows in a matrix. Otherwise a numeric type returns 1, any other type returns 0.

ff476212 unsigned int Rows unsigned int Rows

Number of columns in a matrix. Otherwise a numeric type returns 1, any other type returns 0.

ff476212 unsigned int Columns unsigned int Columns

Number of elements in an array; otherwise 0.

ff476212 unsigned int Elements unsigned int Elements

Number of members in the structure; otherwise 0.

ff476212 unsigned int Members unsigned int Members

Offset, in bytes, between the start of the parent structure and this variable. Can be 0 if not a structure member.

ff476212 unsigned int Offset unsigned int Offset

Name of the shader-variable type. This member can be null if it isn't used. This member supports dynamic shader linkage interface types, which have names. For more info about dynamic shader linkage, see Dynamic Linking.

ff476212 const char* Name char Name

Describes a shader variable.

Get a shader-variable description using reflection by calling .

As of the June 2010 update, DefaultValue emits default values for reflection.

ff476213 D3D11_SHADER_VARIABLE_DESC D3D11_SHADER_VARIABLE_DESC

The variable name.

ff476213 const char* Name char Name

Offset from the start of the parent structure to the beginning of the variable.

ff476213 unsigned int StartOffset unsigned int StartOffset

Size of the variable (in bytes).

ff476213 unsigned int Size unsigned int Size

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value identifies shader-variable properties.

ff476213 D3D_SHADER_VARIABLE_FLAGS uFlags D3D_SHADER_VARIABLE_FLAGS uFlags

The default value for initializing the variable.

ff476213 void* DefaultValue void DefaultValue

Offset from the start of the variable to the beginning of the texture.

ff476213 unsigned int StartTexture unsigned int StartTexture

The size of the texture, in bytes.

ff476213 unsigned int TextureSize unsigned int TextureSize

Offset from the start of the variable to the beginning of the sampler.

ff476213 unsigned int StartSampler unsigned int StartSampler

The size of the sampler, in bytes.

ff476213 unsigned int SamplerSize unsigned int SamplerSize
Shadow callback for . Return a pointer to the unmanaged version of this callback. The callback. A pointer to a shadow c++ callback Internal Include Callback A user-implemented method for opening and reading the contents of a shader #include file. This pointer A -typed value that indicates the location of the #include file. Name of the #include file. Pointer to the container that includes the #include file. Pointer to the buffer that Open returns that contains the include directives. This pointer remains valid until is called. Pointer to the number of bytes that Open returns in ppData. The user-implemented method should return S_OK. If Open fails when reading the #include file, the application programming interface (API) that caused Open to be called fails. This failure can occur in one of the following situations:The high-level shader language (HLSL) shader fails one of the D3D10CompileShader*** functions.The effect fails one of the D3D10CreateEffect*** functions. HRESULT Open([None] D3D_INCLUDE_TYPE IncludeType,[None] const char* pFileName,[None] LPCVOID pParentData,[None] LPCVOID* ppData,[None] UINT* pBytes) A user-implemented method for closing a shader #include file. If was successful, Close is guaranteed to be called before the API using the interface returns. This pointer Pointer to the buffer that contains the include directives. This is the pointer that was returned by the corresponding call. The user-implemented Close method should return S_OK. If Close fails when it closes the #include file, the application programming interface (API) that caused Close to be called fails. This failure can occur in one of the following situations:The high-level shader language (HLSL) shader fails one of the D3D10CompileShader*** functions.The effect fails one of the D3D10CreateEffect*** functions. HRESULT Close([None] LPCVOID pData) The namespace provides managed Direct3D Compiler API. dd607340 D3DCompiler D3DCompiler No documentation. D3D11_REGISTER_COMPONENT_MASK_FLAG No documentation. D3D11_REGISTER_COMPONENT_MASK_ALL No documentation. D3D11_REGISTER_COMPONENT_MASK_COMPONENT_W No documentation. D3D11_REGISTER_COMPONENT_MASK_COMPONENT_X No documentation. D3D11_REGISTER_COMPONENT_MASK_COMPONENT_Y No documentation. D3D11_REGISTER_COMPONENT_MASK_COMPONENT_Z None. None Represents the compiled bytecode of a shader or effect. Blob Use this ShaderFlags constant in order to compile an effect with old D3D10CompileEffectFromMemory. Initializes a new instance of the class. A containing the compiled bytecode. Initializes a new instance of the class. A containing the compiled bytecode. Initializes a new instance of the class. The buffer. Initializes a new instance of the class. a pointer to a compiler bytecode size of the bytecode Initializes a new instance of the class. The BLOB. Gets the buffer pointer. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. Name of the source file. The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. Name of the source file. The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. Name of the source file. The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. Name of the source file. The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. Name of the source file. The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. Name of the source file used for reporting errors. Default is "unknown" The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. The shader data. Size of the shader. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. Name of the source file used for reporting errors. Default is "unknown" The secondary data flags. The secondary data. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. Name of the source file. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. Name of the source file. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Gets this instance is composed of compressed shaders. true if this instance is compressed; otherwise, false. Disassembles compiled HLSL code back into textual source. The textual source of the shader or effect. Disassembles compiled HLSL code back into textual source. Flags affecting the output of the disassembly. The textual source of the shader or effect. Disassembles compiled HLSL code back into textual source. Flags affecting the output of the disassembly. Commenting information to embed in the disassembly. The textual source of the shader or effect. Disassembles a region of a compiled HLSL code back into textual source. The flags. The comments. The start byte offset. The number of instructions. The finish byte offset ref. The textual source of the shader or effect. HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly) Gets the trace instruction offsets. if set to true [is including non executable code]. Start index of the instructions. The number of instructions. The total instructions ref. An offset HRESULT D3DGetTraceInstructionOffsets([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In] SIZE_T StartInstIndex,[In] SIZE_T NumInsts,[Out, Buffer, Optional] SIZE_T* pOffsets,[Out, Optional] SIZE_T* pTotalInsts) Retrieves a specific part from a compilation result. D3DGetBlobPart retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the Part parameter specifies. A -typed value that specifies the part of the buffer to retrieve. Returns the extracted part. HRESULT D3DGetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] int Flags,[Out] ID3DBlob** ppPart) Sets information in a compilation result. The part. The part data. The new shader in which the new part data is set. HRESULT D3DSetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[In, Buffer] const void* pPart,[In] SIZE_T PartSize,[Out] ID3D10Blob** ppNewShader) Loads from the specified stream. The stream. A shader bytecode Saves this bytecode to the specified stream. The stream. Preprocesses the provided shader or effect source. A string containing the source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. Name of the source file. The preprocessed shader source. Preprocesses the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. Name of the source file. The preprocessed shader source. Preprocesses the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. Name of the source file. The preprocessed shader source. Preprocesses the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. Name of the source file. The preprocessed shader source. Preprocesses the provided shader or effect source. A string containing the source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. Name of the source file. The preprocessed shader source. Preprocesses a shader or effect from a file on disk. The name of the source file to compile. The preprocessed shader source. Preprocesses a shader or effect from a file on disk. The name of the source file to compile. A set of macros to define during preprocessing. An interface for handling include files. The preprocessed shader source. Preprocesses a shader or effect from a file on disk. The name of the source file to compile. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. The preprocessed shader source. Strips extraneous information from a compiled shader or effect. Options specifying what to remove from the shader. A string containing any errors that may have occurred. HRESULT D3DStripShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In] D3DCOMPILER_STRIP_FLAGS uStripFlags,[Out] ID3D10Blob** ppStrippedBlob) Cast this to the underlying byte buffer. A byte buffer Read a compiled shader bytecode from a Stream and return a ShaderBytecode Read a compiled shader bytecode from a Stream and return a ShaderBytecode Disposes all resource for the allocated object This is kept for backwards compatibility only, this actually does nothing in that case Gets the shader type and version string from the provided bytecode. The type and version string of the provided shader bytecode. Is thrown when bytecode contains invalid data or the version could not be read. Is thrown when bytecode contains invalid data. Reads the value between start and end bits from the provided token. The source of the data to read. The start bit. The end bit. Represents a profile of a shader stage - stage type and version Gets the shader version - that is the shader stage type For example, it is the "vs" part from "vs_5_0". Gets the major version of the shader profile. For example, it is the "5" part from "vs_5_0". Gets the minor version of the shader profile. For example, it is the "0" part from "vs_5_0". Gets the major version of the shader sub-profile. For example, it is the "9" part from "vs_4_0_profile_9_3". Gets the minor version of the shader sub-profile. For example, it is the "3" part from "vs_4_0_profile_9_3". Creates a new instance of the struct. The shader stage type. The major version. The minor version. The profile major version. The profile minor version. Returns the string representation of the current profile. The string representation, for example "ps_5_0" or "vs_4_0_profile_9_3". Gets the shader type prefix. Type prefix, for example "vs" or "ps". Gets the corresponding for this . The minimum that corresponds to current profile. Represents a shader signature. Initializes a new instance of the class. A pointer to a shader signature bytecode. The size. Initializes a new instance of the class. The BLOB. Initializes a new instance of the class. The data. Initializes a new instance of the class. The data. Gets the raw data of the shader signature. Cast this to the underlying byte buffer. A byte buffer