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nc-d3d10umddi-pfnd3d10ddi_createvertexshader.md

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UID title description old-location ms.date keywords ms.keywords req.header req.include-header req.target-type req.target-min-winverclnt req.target-min-winversvr req.kmdf-ver req.umdf-ver req.ddi-compliance req.unicode-ansi req.idl req.max-support req.namespace req.assembly req.type-library req.lib req.dll req.irql targetos tech.root req.typenames f1_keywords topic_type api_type api_location api_name
NC:d3d10umddi.PFND3D10DDI_CREATEVERTEXSHADER
PFND3D10DDI_CREATEVERTEXSHADER (d3d10umddi.h)
The CreateVertexShader(D3D10) function creates a vertex shader.
display\createvertexshader_d3d10_.htm
05/10/2018
PFND3D10DDI_CREATEVERTEXSHADER callback function
CreateVertexShader, CreateVertexShader callback function [Display Devices], PFND3D10DDI_CREATEVERTEXSHADER, PFND3D10DDI_CREATEVERTEXSHADER callback, UserModeDisplayDriverDx10_Functions_bb19d867-d11f-43bb-8380-2a44f231900a.xml, d3d10umddi/CreateVertexShader, display.createvertexshader_d3d10_
d3d10umddi.h
D3d10umddi.h
Desktop
Available in Windows Vista and later versions of the Windows operating systems.
Windows
display
PFND3D10DDI_CREATEVERTEXSHADER
d3d10umddi/PFND3D10DDI_CREATEVERTEXSHADER
APIRef
kbSyntax
UserDefined
d3d10umddi.h
PFND3D10DDI_CREATEVERTEXSHADER

PFND3D10DDI_CREATEVERTEXSHADER callback function

-description

The CreateVertexShader(D3D10) function creates a vertex shader.

-parameters

-param unnamedParam1

hDevice [in]

A handle to the display device (graphics context).

-param pShaderCode

An array of CONST UINT tokens that make up the shader code. The first token in the shader code stream is always the version token. The next token in the stream is the length token that determines the end of the shader code stream. For more information about the format of Direct3D version 10 shader code, see the comments inside the D3d10tokenizedprogramformat.hpp header file that is included with the WDK.

-param unnamedParam3

hShader [in]

A handle to the driver's private data for the vertex shader. The driver returns the size, in bytes, of the memory region that the Microsoft Direct3D runtime must allocate for the private data from a call to the driver's CalcPrivateShaderSize function. The handle is really just a pointer to a region of memory, the size of which the driver requested. The driver uses this region of memory to store internal data structures that are related to its shader object.

-param unnamedParam4

hRTShader [in]

A handle to the vertex shader that the driver should use anytime it calls back into the Direct3D runtime.

-param unnamedParam5

pSignatures [in]

A pointer to a D3D10DDIARG_STAGE_IO_SIGNATURES structure that makes up the shader's signature.

-remarks

The driver can use the pfnSetErrorCb callback function to set an error code.

The driver can pass E_OUTOFMEMORY (if the driver runs out of memory) or D3DDDIERR_DEVICEREMOVED (if the device has been removed) in a call to the pfnSetErrorCb function. The Direct3D runtime will determine that any other errors are critical. If the driver passes any errors, including D3DDDIERR_DEVICEREMOVED, the Direct3D runtime will determine that the handle is invalid; therefore, the runtime will not call the DestroyShader function to destroy the handle that the hShader parameter specifies.

-see-also

CalcPrivateShaderSize

D3D10DDIARG_STAGE_IO_SIGNATURES

D3D10DDI_DEVICEFUNCS

DestroyShader

pfnSetErrorCb