D3D10_EFFECT_SHADER_DESC structure (d3d10effect.h)

Describes an effect shader.

Syntax

typedef struct _D3D10_EFFECT_SHADER_DESC {
  const BYTE *pInputSignature;
  BOOL       IsInline;
  const BYTE *pBytecode;
  UINT       BytecodeLength;
  LPCSTR     SODecl;
  UINT       NumInputSignatureEntries;
  UINT       NumOutputSignatureEntries;
} D3D10_EFFECT_SHADER_DESC;

Members

pInputSignature

Type: const BYTE*

Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See ID3D10Device_CreateInputLayout.

IsInline

Type: BOOL

TRUE is the shader is defined inline; otherwise FALSE.

pBytecode

Type: const BYTE*

A pointer to the compiled shader.

BytecodeLength

Type: UINT

The length of pBytecode.

SODecl

Type: LPCSTR

A string that contains a declaration of the stream output from a geometry shader.

NumInputSignatureEntries

Type: UINT

The number of entries in the input signature.

NumOutputSignatureEntries

Type: UINT

The number of entries in the output signature.

Remarks

To get an effect-shader description, call ID3D10EffectShaderVariable::GetShaderDesc.

Requirements

Requirement Value
Header d3d10effect.h (include D3D10.h)

See also

Effect Structures (Direct3D 10)