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NS:d3d12shader._D3D12_SHADER_DESC |
D3D12_SHADER_DESC (d3d12shader.h) |
Describes a shader. (D3D12_SHADER_DESC) |
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direct3d12\d3d12_shader_desc.htm |
direct3d12 |
FE989434-B1B6-48F3-8F95-64B1E7C988F5 |
12/05/2018 |
D3D12_SHADER_DESC, D3D12_SHADER_DESC structure, d3d12shader/D3D12_SHADER_DESC, direct3d12.d3d12_shader_desc |
d3d12shader.h |
Windows |
Windows |
D3D12_SHADER_DESC |
19H1 |
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Describes a shader.
The Shader version, as an encoded UINT that corresponds to a shader model, such as "ps_5_0". Version describes the program type, a major version number, and a minor version number. The program type is a D3D12_SHADER_VERSION_TYPE enumeration constant. Version is decoded in the following way:
- Program type = (Version & 0xFFFF0000) >> 16
- Major version = (Version & 0x000000F0) >> 4
- Minor version = (Version & 0x0000000F)
The name of the originator of the shader.
Shader compilation/parse flags.
The number of shader-constant buffers.
The number of resource (textures and buffers) bound to a shader.
The number of parameters in the input signature.
The number of parameters in the output signature.
The number of intermediate-language instructions in the compiled shader.
The number of temporary registers in the compiled shader.
Number of temporary arrays used.
Number of constant defines.
Number of declarations (input + output).
Number of non-categorized texture instructions.
Number of texture load instructions
Number of texture comparison instructions
Number of texture bias instructions
Number of texture gradient instructions.
Number of floating point arithmetic instructions used.
Number of signed integer arithmetic instructions used.
Number of unsigned integer arithmetic instructions used.
Number of static flow control instructions used.
Number of dynamic flow control instructions used.
Number of macro instructions used.
Number of array instructions used.
Number of cut instructions used.
Number of emit instructions used.
The D3D_PRIMITIVE_TOPOLOGY-typed value that represents the geometry shader output topology.
Geometry shader maximum output vertex count.
The D3D_PRIMITIVE-typed value that represents the input primitive for a geometry shader or hull shader.
Number of parameters in the patch-constant signature.
Number of geometry shader instances.
Number of control points in the hull shader and domain shader.
The D3D_TESSELLATOR_OUTPUT_PRIMITIVE-typed value that represents the tessellator output-primitive type.
The D3D_TESSELLATOR_PARTITIONING-typed value that represents the tessellator partitioning mode.
The D3D_TESSELLATOR_DOMAIN-typed value that represents the tessellator domain.
Number of barrier instructions in a compute shader.
Number of interlocked instructions in a compute shader.
Number of texture writes in a compute 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. To get a shader description, call ID3D12ShaderReflection::GetDesc.