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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.PFND3D11_1DDI_CREATEHULLSHADER
PFND3D11_1DDI_CREATEHULLSHADER (d3d10umddi.h)
Creates a hull shader.
display\createhullshader_d3d11_1_.htm
05/10/2018
PFND3D11_1DDI_CREATEHULLSHADER callback function
CreateHullShader(D3D11_1), CreateHullShader(D3D11_1) callback function [Display Devices], PFND3D11_1DDI_CREATEHULLSHADER, PFND3D11_1DDI_CREATEHULLSHADER callback, d3d10umddi/CreateHullShader(D3D11_1), display.createhullshader_d3d11_1_, display.pfncreatehullshader
d3d10umddi.h
D3d10umddi.h
Desktop
Windows 8
Windows Server 2012
Windows
display
PFND3D11_1DDI_CREATEHULLSHADER
d3d10umddi/PFND3D11_1DDI_CREATEHULLSHADER
APIRef
kbSyntax
UserDefined
D3d10umddi.h
PFND3D11_1DDI_CREATEHULLSHADER

PFND3D11_1DDI_CREATEHULLSHADER callback function

-description

Creates a hull shader.

-parameters

-param unnamedParam1

hDevice [in]

A handle to the display device (graphics context).

-param pShaderCode [in]

A pointer to an array of CONST UINT tokens that form 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 11.1 shader code, see the comments inside the D3d11tokenizedprogramformat.hpp header file that is included with the WDK.

-param unnamedParam3

hShader

A handle to the driver's private data for the hull 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 CalcPrivateTessellationShaderSize(D3D11_1) function. The handle is 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 tessellation-shader object.

-param unnamedParam4

hRTShader [in]

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

-param unnamedParam5

pSignatures [in]

A pointer to a D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES structure that forms the tessellation-shader's signature.

-see-also

CalcPrivateTessellationShaderSize(D3D11_1)

D3D11_1DDIARG_TESSELLATION_IO_SIGNATURES