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The CalcPrivateTessellationShaderSize function determines the size of the user-mode display driver's private region of memory (that is, the size of internal driver structures, not the size of the resource video memory) for a hull or ___domain shader.
Syntax
PFND3D11DDI_CALCPRIVATETESSELLATIONSHADERSIZE Pfnd3d11ddiCalcprivatetessellationshadersize;
SIZE_T Pfnd3d11ddiCalcprivatetessellationshadersize(
D3D10DDI_HDEVICE unnamedParam1,
const UINT *pShaderCode,
const D3D11DDIARG_TESSELLATION_IO_SIGNATURES *unnamedParam3
)
{...}
Parameters
unnamedParam1
hDevice [in]
A handle to the display device (graphics context).
pShaderCode
unnamedParam3
pCode [in]
An array of CONST UINT tokens that form the hull-shader code or ___domain-shader code.
Return value
CalcPrivateTessellationShaderSize returns the size of the memory region that the driver requires to create a hull or ___domain shader.
Remarks
The Direct3D runtime calls the driver's CalcPrivateTessellationShaderSize function to calculate the size of the memory region for a hull or ___domain shader. This is similar to the way that the Direct3D runtime calls the driver's CalcPrivateShaderSize function to calculate the size of the memory region for a pixel, vertex, or geometry shader (that is, a geometry shader without stream output).
Requirements
Requirement | Value |
---|---|
Minimum supported client | CalcPrivateTessellationShaderSize is supported beginning with the Windows 7 operating system. |
Target Platform | Desktop |
Header | d3d10umddi.h (include D3d10umddi.h) |