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D3D10_SHADER_INPUT_BIND_DESC structure (d3d10shader.h)

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

Syntax

typedef struct _D3D10_SHADER_INPUT_BIND_DESC {
 LPCSTR Name;
 D3D10_SHADER_INPUT_TYPE Type;
 UINT BindPoint;
 UINT BindCount;
 UINT uFlags;
 D3D10_RESOURCE_RETURN_TYPE ReturnType;
 D3D10_SRV_DIMENSION Dimension;
 UINT NumSamples;
} D3D10_SHADER_INPUT_BIND_DESC;

Members

Name

Type: LPCSTR

Name of the shader resource.

Type

Type: D3D10_SHADER_INPUT_TYPE

Identifies the type of data in the resource. See D3D10_SHADER_INPUT_TYPE.

BindPoint

Type: UINT

Starting bind point.

BindCount

Type: UINT

Number of contiguous bind points for arrays.

uFlags

Type: UINT

Shader input-parameter options. See D3D10_SHADER_INPUT_FLAGS.

ReturnType

Type: D3D10_RESOURCE_RETURN_TYPE

If the input is a texture, the return type. See D3D10_RESOURCE_RETURN_TYPE.

Dimension

Type: D3D10_SRV_DIMENSION

Identifies the amount of data in the resource. See D3D10_SRV_DIMENSION.

NumSamples

Type: UINT

The number of samples for a multisampled texture; otherwise 0.

Remarks

Get a shader-input-signature description by calling ID3D10ShaderReflection::GetResourceBindingDesc.

Requirements

Requirement Value
Header d3d10shader.h

See also

Shader Structures


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