Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Create a compute shader.
Syntax
HRESULT CreateComputeShader(
  [in]            const void          *pShaderBytecode,
  [in]            SIZE_T              BytecodeLength,
  [in, optional]  ID3D11ClassLinkage  *pClassLinkage,
  [out, optional] ID3D11ComputeShader **ppComputeShader
);
Parameters
[in] pShaderBytecode
Type: const void*
A pointer to a compiled shader.
[in] BytecodeLength
Type: SIZE_T
Size of the compiled shader in pShaderBytecode.
[in, optional] pClassLinkage
Type: ID3D11ClassLinkage*
A pointer to a ID3D11ClassLinkage, which represents class linkage interface; the value can be NULL.
[out, optional] ppComputeShader
Type: ID3D11ComputeShader**
Address of a pointer to an ID3D11ComputeShader interface. If this is NULL, all other parameters will be validated; if validation passes, CreateComputeShader returns S_FALSE instead of S_OK.
Return value
Type: HRESULT
This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader.
See Direct3D 11 Return Codes for other possible return values.
Remarks
For an example, see How To: Create a Compute Shader and HDRToneMappingCS11 Sample.
Requirements
| Requirement | Value | 
|---|---|
| Target Platform | Windows | 
| Header | d3d11.h | 
| Library | D3D11.lib |