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.
Describes a shader.
Syntax
typedef struct _D3D11_SHADER_DESC {
  UINT                             Version;
  LPCSTR                           Creator;
  UINT                             Flags;
  UINT                             ConstantBuffers;
  UINT                             BoundResources;
  UINT                             InputParameters;
  UINT                             OutputParameters;
  UINT                             InstructionCount;
  UINT                             TempRegisterCount;
  UINT                             TempArrayCount;
  UINT                             DefCount;
  UINT                             DclCount;
  UINT                             TextureNormalInstructions;
  UINT                             TextureLoadInstructions;
  UINT                             TextureCompInstructions;
  UINT                             TextureBiasInstructions;
  UINT                             TextureGradientInstructions;
  UINT                             FloatInstructionCount;
  UINT                             IntInstructionCount;
  UINT                             UintInstructionCount;
  UINT                             StaticFlowControlCount;
  UINT                             DynamicFlowControlCount;
  UINT                             MacroInstructionCount;
  UINT                             ArrayInstructionCount;
  UINT                             CutInstructionCount;
  UINT                             EmitInstructionCount;
  D3D_PRIMITIVE_TOPOLOGY           GSOutputTopology;
  UINT                             GSMaxOutputVertexCount;
  D3D_PRIMITIVE                    InputPrimitive;
  UINT                             PatchConstantParameters;
  UINT                             cGSInstanceCount;
  UINT                             cControlPoints;
  D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive;
  D3D_TESSELLATOR_PARTITIONING     HSPartitioning;
  D3D_TESSELLATOR_DOMAIN           TessellatorDomain;
  UINT                             cBarrierInstructions;
  UINT                             cInterlockedInstructions;
  UINT                             cTextureStoreInstructions;
} D3D11_SHADER_DESC;
Members
Version
Type: UINT
Shader version.
Creator
Type: LPCSTR
The name of the originator of the shader.
Flags
Type: UINT
Shader compilation/parse flags.
ConstantBuffers
Type: UINT
The number of shader-constant buffers.
BoundResources
Type: UINT
The number of resource (textures and buffers) bound to a shader.
InputParameters
Type: UINT
The number of parameters in the input signature.
OutputParameters
Type: UINT
The number of parameters in the output signature.
InstructionCount
Type: UINT
The number of intermediate-language instructions in the compiled shader.
TempRegisterCount
Type: UINT
The number of temporary registers in the compiled shader.
TempArrayCount
Type: UINT
Number of temporary arrays used.
DefCount
Type: UINT
Number of constant defines.
DclCount
Type: UINT
Number of declarations (input + output).
TextureNormalInstructions
Type: UINT
Number of non-categorized texture instructions.
TextureLoadInstructions
Type: UINT
Number of texture load instructions
TextureCompInstructions
Type: UINT
Number of texture comparison instructions
TextureBiasInstructions
Type: UINT
Number of texture bias instructions
TextureGradientInstructions
Type: UINT
Number of texture gradient instructions.
FloatInstructionCount
Type: UINT
Number of floating point arithmetic instructions used.
IntInstructionCount
Type: UINT
Number of signed integer arithmetic instructions used.
UintInstructionCount
Type: UINT
Number of unsigned integer arithmetic instructions used.
StaticFlowControlCount
Type: UINT
Number of static flow control instructions used.
DynamicFlowControlCount
Type: UINT
Number of dynamic flow control instructions used.
MacroInstructionCount
Type: UINT
Number of macro instructions used.
ArrayInstructionCount
Type: UINT
Number of array instructions used.
CutInstructionCount
Type: UINT
Number of cut instructions used.
EmitInstructionCount
Type: UINT
Number of emit instructions used.
GSOutputTopology
Type: D3D_PRIMITIVE_TOPOLOGY
The D3D_PRIMITIVE_TOPOLOGY-typed value that represents the geometry shader output topology.
GSMaxOutputVertexCount
Type: UINT
Geometry shader maximum output vertex count.
InputPrimitive
Type: D3D_PRIMITIVE
The D3D_PRIMITIVE-typed value that represents the input primitive for a geometry shader or hull shader.
PatchConstantParameters
Type: UINT
Number of parameters in the patch-constant signature.
cGSInstanceCount
Type: UINT
Number of geometry shader instances.
cControlPoints
Type: UINT
Number of control points in the hull shader and domain shader.
HSOutputPrimitive
Type: D3D_TESSELLATOR_OUTPUT_PRIMITIVE
The D3D_TESSELLATOR_OUTPUT_PRIMITIVE-typed value that represents the tessellator output-primitive type.
HSPartitioning
Type: D3D_TESSELLATOR_PARTITIONING
The D3D_TESSELLATOR_PARTITIONING-typed value that represents the tessellator partitioning mode.
TessellatorDomain
Type: D3D_TESSELLATOR_DOMAIN
The D3D_TESSELLATOR_DOMAIN-typed value that represents the tessellator domain.
cBarrierInstructions
Type: UINT
Number of barrier instructions in a compute shader.
cInterlockedInstructions
Type: UINT
Number of interlocked instructions in a compute shader.
cTextureStoreInstructions
Type: UINT
Number of texture writes in a compute shader.
Remarks
A shader is written in HLSL and compiled into an intermediate language by the HLSL compiler. The shader description returns information about the compiled shader. Get a shader description by calling ID3D11ShaderReflection::GetDesc.
Requirements
| Requirement | Value | 
|---|---|
| Header | d3d11shader.h |