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Describes how a shader resource is bound to a shader input.
Syntax
typedef struct _D3D12_SHADER_INPUT_BIND_DESC {
  LPCSTR                   Name;
  D3D_SHADER_INPUT_TYPE    Type;
  UINT                     BindPoint;
  UINT                     BindCount;
  UINT                     uFlags;
  D3D_RESOURCE_RETURN_TYPE ReturnType;
  D3D_SRV_DIMENSION        Dimension;
  UINT                     NumSamples;
  UINT                     Space;
  UINT                     uID;
} D3D12_SHADER_INPUT_BIND_DESC;
Members
Name
Name of the shader resource.
Type
A D3D_SHADER_INPUT_TYPE-typed value that identifies the type of data in the resource.
BindPoint
Starting bind point.
BindCount
Number of contiguous bind points for arrays.
uFlags
A combination of D3D_SHADER_INPUT_FLAGS-typed values for shader input-parameter options.
ReturnType
If the input is a texture, the D3D_RESOURCE_RETURN_TYPE-typed value that identifies the return type.
Dimension
A D3D_SRV_DIMENSION-typed value that identifies the dimensions of the bound resource.
NumSamples
The number of samples for a multisampled texture; when a texture isn't multisampled, the value is set to -1 (0xFFFFFFFF). This is zero if the shader resource is not a recognized texture. If the shader resource is a structured buffer, the field contains the stride of the type in bytes.
Space
The register space.
uID
The range ID in the bytecode.
Remarks
Get a shader-input-signature description by calling ID3D12ShaderReflection::GetResourceBindingDesc or ID3D12ShaderReflection::GetResourceBindingDescByName.
Requirements
| Requirement | Value | 
|---|---|
| Header | d3d12shader.h |