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D3D10_EFFECT_SHADER_DESC structure (d3d10effect.h)

Describes an effect shader.

Syntax

typedef struct _D3D10_EFFECT_SHADER_DESC {
 const BYTE *pInputSignature;
 BOOL IsInline;
 const BYTE *pBytecode;
 UINT BytecodeLength;
 LPCSTR SODecl;
 UINT NumInputSignatureEntries;
 UINT NumOutputSignatureEntries;
} D3D10_EFFECT_SHADER_DESC;

Members

pInputSignature

Type: const BYTE*

Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See ID3D10Device_CreateInputLayout.

IsInline

Type: BOOL

TRUE is the shader is defined inline; otherwise FALSE.

pBytecode

Type: const BYTE*

A pointer to the compiled shader.

BytecodeLength

Type: UINT

The length of pBytecode.

SODecl

Type: LPCSTR

A string that contains a declaration of the stream output from a geometry shader.

NumInputSignatureEntries

Type: UINT

The number of entries in the input signature.

NumOutputSignatureEntries

Type: UINT

The number of entries in the output signature.

Remarks

To get an effect-shader description, call ID3D10EffectShaderVariable::GetShaderDesc.

Requirements

Requirement Value
Header d3d10effect.h (include D3D10.h)

See also

Effect Structures (Direct3D 10)


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