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.
Values that identify shader parameters that use system-value semantics.
Note
For programming with Direct3D 10, this API has a type alias that begins D3D10_ instead of D3D_. These Direct3D 10 type aliases are defined in d3d10.h, d3d10misc.h, and d3d10shader.h.
Syntax
typedef enum D3D_NAME {
  D3D_NAME_UNDEFINED = 0,
  D3D_NAME_POSITION = 1,
  D3D_NAME_CLIP_DISTANCE = 2,
  D3D_NAME_CULL_DISTANCE = 3,
  D3D_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
  D3D_NAME_VIEWPORT_ARRAY_INDEX = 5,
  D3D_NAME_VERTEX_ID = 6,
  D3D_NAME_PRIMITIVE_ID = 7,
  D3D_NAME_INSTANCE_ID = 8,
  D3D_NAME_IS_FRONT_FACE = 9,
  D3D_NAME_SAMPLE_INDEX = 10,
  D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR = 11,
  D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = 12,
  D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR = 13,
  D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 14,
  D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 15,
  D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 16,
  D3D_NAME_BARYCENTRICS = 23,
  D3D_NAME_SHADINGRATE,
  D3D_NAME_CULLPRIMITIVE,
  D3D_NAME_TARGET = 64,
  D3D_NAME_DEPTH = 65,
  D3D_NAME_COVERAGE = 66,
  D3D_NAME_DEPTH_GREATER_EQUAL = 67,
  D3D_NAME_DEPTH_LESS_EQUAL = 68,
  D3D_NAME_STENCIL_REF = 69,
  D3D_NAME_INNER_COVERAGE = 70,
  D3D10_NAME_UNDEFINED,
  D3D10_NAME_POSITION,
  D3D10_NAME_CLIP_DISTANCE,
  D3D10_NAME_CULL_DISTANCE,
  D3D10_NAME_RENDER_TARGET_ARRAY_INDEX,
  D3D10_NAME_VIEWPORT_ARRAY_INDEX,
  D3D10_NAME_VERTEX_ID,
  D3D10_NAME_PRIMITIVE_ID,
  D3D10_NAME_INSTANCE_ID,
  D3D10_NAME_IS_FRONT_FACE,
  D3D10_NAME_SAMPLE_INDEX,
  D3D10_NAME_TARGET,
  D3D10_NAME_DEPTH,
  D3D10_NAME_COVERAGE,
  D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
  D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
  D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR,
  D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
  D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
  D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
  D3D11_NAME_DEPTH_GREATER_EQUAL,
  D3D11_NAME_DEPTH_LESS_EQUAL,
  D3D11_NAME_STENCIL_REF,
  D3D11_NAME_INNER_COVERAGE,
  D3D12_NAME_BARYCENTRICS,
  D3D12_NAME_SHADINGRATE,
  D3D12_NAME_CULLPRIMITIVE
} ;
Constants
D3D_NAME_UNDEFINEDValue: 0 This parameter does not use a predefined system-value semantic.  | 
D3D_NAME_POSITIONValue: 1 This parameter contains position data.  | 
D3D_NAME_CLIP_DISTANCEValue: 2 This parameter contains clip-distance data.  | 
D3D_NAME_CULL_DISTANCEValue: 3 This parameter contains cull-distance data.  | 
D3D_NAME_RENDER_TARGET_ARRAY_INDEXValue: 4 This parameter contains a render-target-array index.  | 
D3D_NAME_VIEWPORT_ARRAY_INDEXValue: 5 This parameter contains a viewport-array index.  | 
D3D_NAME_VERTEX_IDValue: 6 This parameter contains a vertex ID.  | 
D3D_NAME_PRIMITIVE_IDValue: 7 This parameter contains a primitive ID.  | 
D3D_NAME_INSTANCE_IDValue: 8 This parameter contains an instance ID.  | 
D3D_NAME_IS_FRONT_FACEValue: 9 This parameter contains data that identifies whether or not the primitive faces the camera.  | 
D3D_NAME_SAMPLE_INDEXValue: 10 This parameter contains a sampler-array index.  | 
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTORValue: 11 This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.  | 
D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTORValue: 12 This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.  | 
D3D_NAME_FINAL_TRI_EDGE_TESSFACTORValue: 13 This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.  | 
D3D_NAME_FINAL_TRI_INSIDE_TESSFACTORValue: 14 This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.  | 
D3D_NAME_FINAL_LINE_DETAIL_TESSFACTORValue: 15 This parameter contains the tessellation factor that corresponds to the number of lines broken into within the patch. This flag is used to tessellate an isolines patch.  | 
D3D_NAME_FINAL_LINE_DENSITY_TESSFACTORValue: 16 This parameter contains the tessellation factor that corresponds to the number of lines that are created within the patch. This flag is used to tessellate an isolines patch.  | 
D3D_NAME_BARYCENTRICSValue: 23 This parameter contains barycentric coordinate data.  | 
D3D_NAME_TARGETValue: 64 This parameter contains render-target data.  | 
D3D_NAME_DEPTHValue: 65 This parameter contains depth data.  | 
D3D_NAME_COVERAGEValue: 66 This parameter contains alpha-coverage data.  | 
D3D_NAME_DEPTH_GREATER_EQUALValue: 67 This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.  | 
D3D_NAME_DEPTH_LESS_EQUALValue: 68 This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.  | 
D3D_NAME_STENCIL_REFValue: 69 This parameter contains a stencil reference. See Shader Specified Stencil Reference Value.  | 
D3D_NAME_INNER_COVERAGEValue: 70 This parameter contains inner input coverage data. See Conservative Rasterization.  | 
D3D10_NAME_UNDEFINEDThis parameter does not use a predefined system-value semantic.  | 
D3D10_NAME_POSITIONThis parameter contains position data.  | 
D3D10_NAME_CLIP_DISTANCEThis parameter contains clip-distance data.  | 
D3D10_NAME_CULL_DISTANCEThis parameter contains cull-distance data.  | 
D3D10_NAME_RENDER_TARGET_ARRAY_INDEXThis parameter contains a render-target-array index.  | 
D3D10_NAME_VIEWPORT_ARRAY_INDEXThis parameter contains a viewport-array index.  | 
D3D10_NAME_VERTEX_IDThis parameter contains a vertex ID.  | 
D3D10_NAME_PRIMITIVE_IDThis parameter contains a primitive ID.  | 
D3D10_NAME_INSTANCE_IDThis parameter contains a instance ID.  | 
D3D10_NAME_IS_FRONT_FACEThis parameter contains data that identifies whether or not the primitive faces the camera.  | 
D3D10_NAME_SAMPLE_INDEXThis parameter contains a sampler-array index.  | 
D3D10_NAME_TARGETThis parameter contains render-target data.  | 
D3D10_NAME_DEPTHThis parameter contains depth data.  | 
D3D10_NAME_COVERAGEThis parameter contains alpha-coverage data.  | 
D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTORThis parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.  | 
D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTORThis parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.  | 
D3D11_NAME_FINAL_TRI_EDGE_TESSFACTORThis parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.  | 
D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTORThis parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.  | 
D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTORThis parameter contains the tessellation factor that corresponds to the amount of lines broken into within the patch. This flag is used to tessellate an isolines patch.  | 
D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTORThis parameter contains the tessellation factor that corresponds to the amount of lines that are created within the patch. This flag is used to tessellate an isolines patch.  | 
D3D11_NAME_DEPTH_GREATER_EQUALThis parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.  | 
D3D11_NAME_DEPTH_LESS_EQUALThis parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.  | 
D3D11_NAME_STENCIL_REFThis parameter contains a stencil reference. See Shader Specified Stencil Reference Value.  | 
D3D11_NAME_INNER_COVERAGEThis parameter contains inner input coverage data. See Conservative Rasterization.  | 
D3D12_NAME_BARYCENTRICSThis parameter contains barycentric coordinate data.  | 
Remarks
The D3D_NAME values identify shader parameters that have predefined system-value semantics. These values are used in a shader-signature description. For more information about shader-signature description, see D3D11_SIGNATURE_PARAMETER_DESC.
Requirements
| Requirement | Value | 
|---|---|
| Header | d3dcommon.h |