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Declares that a geometry shader uses its scalar input-register vPrim.
| dcl_input vPrim |
|---|
| Item | Description |
|---|---|
| vPrim |
[in] A 32-bit scalar, which can be applied to each interior primitive in a geometry shader. |
The scalar cannot be applied to any adjacent primitives.
This instruction applies to the following shader stages:
| Vertex Shader | Geometry Shader | Pixel Shader |
|---|---|---|
| x |
This instruction is included to aid in debugging a shader in assembly; you cannot author a shader in assembly language using Shader Model 4.
Minimum Shader Model
This function is supported in the following shader models.
| Shader Model | Supported |
|---|---|
| Shader Model 5 | yes |
| Shader Model 4.1 | yes |
| Shader Model 4 | yes |
| Shader Model 3 (DirectX HLSL) | no |
| Shader Model 2 (DirectX HLSL) | no |
| Shader Model 1 (DirectX HLSL) | no |