Note
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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_UNDEFINED Value: 0 This parameter does not use a predefined system-value semantic. |
D3D_NAME_POSITION Value: 1 This parameter contains position data. |
D3D_NAME_CLIP_DISTANCE Value: 2 This parameter contains clip-distance data. |
D3D_NAME_CULL_DISTANCE Value: 3 This parameter contains cull-distance data. |
D3D_NAME_RENDER_TARGET_ARRAY_INDEX Value: 4 This parameter contains a render-target-array index. |
D3D_NAME_VIEWPORT_ARRAY_INDEX Value: 5 This parameter contains a viewport-array index. |
D3D_NAME_VERTEX_ID Value: 6 This parameter contains a vertex ID. |
D3D_NAME_PRIMITIVE_ID Value: 7 This parameter contains a primitive ID. |
D3D_NAME_INSTANCE_ID Value: 8 This parameter contains an instance ID. |
D3D_NAME_IS_FRONT_FACE Value: 9 This parameter contains data that identifies whether or not the primitive faces the camera. |
D3D_NAME_SAMPLE_INDEX Value: 10 This parameter contains a sampler-array index. |
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR Value: 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_TESSFACTOR Value: 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_TESSFACTOR Value: 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_TESSFACTOR Value: 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_TESSFACTOR Value: 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_TESSFACTOR Value: 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_BARYCENTRICS Value: 23 This parameter contains barycentric coordinate data. |
D3D_NAME_TARGET Value: 64 This parameter contains render-target data. |
D3D_NAME_DEPTH Value: 65 This parameter contains depth data. |
D3D_NAME_COVERAGE Value: 66 This parameter contains alpha-coverage data. |
D3D_NAME_DEPTH_GREATER_EQUAL Value: 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_EQUAL Value: 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_REF Value: 69 This parameter contains a stencil reference. See Shader Specified Stencil Reference Value. |
D3D_NAME_INNER_COVERAGE Value: 70 This parameter contains inner input coverage data. See Conservative Rasterization. |
D3D10_NAME_UNDEFINED This parameter does not use a predefined system-value semantic. |
D3D10_NAME_POSITION This parameter contains position data. |
D3D10_NAME_CLIP_DISTANCE This parameter contains clip-distance data. |
D3D10_NAME_CULL_DISTANCE This parameter contains cull-distance data. |
D3D10_NAME_RENDER_TARGET_ARRAY_INDEX This parameter contains a render-target-array index. |
D3D10_NAME_VIEWPORT_ARRAY_INDEX This parameter contains a viewport-array index. |
D3D10_NAME_VERTEX_ID This parameter contains a vertex ID. |
D3D10_NAME_PRIMITIVE_ID This parameter contains a primitive ID. |
D3D10_NAME_INSTANCE_ID This parameter contains a instance ID. |
D3D10_NAME_IS_FRONT_FACE This parameter contains data that identifies whether or not the primitive faces the camera. |
D3D10_NAME_SAMPLE_INDEX This parameter contains a sampler-array index. |
D3D10_NAME_TARGET This parameter contains render-target data. |
D3D10_NAME_DEPTH This parameter contains depth data. |
D3D10_NAME_COVERAGE This parameter contains alpha-coverage data. |
D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR 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. |
D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR 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. |
D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR 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. |
D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR 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. |
D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR This 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_TESSFACTOR This 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_EQUAL 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. |
D3D11_NAME_DEPTH_LESS_EQUAL 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. |
D3D11_NAME_STENCIL_REF This parameter contains a stencil reference. See Shader Specified Stencil Reference Value. |
D3D11_NAME_INNER_COVERAGE This parameter contains inner input coverage data. See Conservative Rasterization. |
D3D12_NAME_BARYCENTRICS This 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 |