Type: ID3D11ComputeShader** Address of a pointer to an ID3D11ComputeShader interface. If this is NULL, all other parameters will be validated; if validation passes, CreateComputeShader returns S_FALSE instead of S_OK. Return value Type: HRESULT This method returns E_OUTOFMEMORY if there...
( FAILED(hr) ) { device->Release(); printf("Failed compiling shader %08X\n", hr ); return -1; } // Create shader ID3D11ComputeShader* computeShader = nullptr; hr = device->CreateComputeShader( csBlob->GetBufferPointer(), csBlob->GetBufferSize(), nullptr, &computeShader ); cs...
HRESULT CreateComputeShader( [in] const void *pShaderBytecode, [in] SIZE_T BytecodeLength, [in, optional] ID3D11ClassLinkage *pClassLinkage, [out, optional] ID3D11ComputeShader **ppComputeShader ); 参数[in] pShaderBytecode类型: const void*指向...
PFND3D12DDI_CREATE_COMPUTE_SHADER_0003回呼函式 PFND3D12DDI_CREATE_CONSTANT_BUFFER_VIEW回呼函式 PFND3D12DDI_CREATE_DEPTH_STENCIL_VIEW回呼函式 PFND3D12DDI_CREATE_DESCRIPTOR_HEAP_0001回呼函式 PFND3D12DDI_CREATE_GEOMETRY_SHADER_WITH_STREAM_OUTPUT_0010回呼函式 PFND3D12DDI_CREATE_META_COM...
Creates a new ComputeShader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom compute shader generation tools in the Editor.
Creates a new ComputeShader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom compute shader generation tools in the Editor.
2020-07-28T16:49:42Z Error RenderTexture.Create failed: format unsupported for random writes - R16 SFloat (45). Crest.BuildCommandBuffer:BuildAndExecute() huwb commentedon Jul 29, 2020 huwb on Jul 29, 2020 Guess this is why urp avoids using compute shaders - patchy support for simple ...
Caused by: org.spongepowered.asm.mixin.gen.throwables.InvalidAccessorException: No candidates were found matching readProgramSource(Lnet/coderbot/iris/shaderpack/include/AbsolutePackPath;Ljava/util/function/Function;Ljava/lang/String;Lnet/coderbot/iris/shaderpack/ProgramSet;Lnet/coderbot/iris/shaderpack...
autoheapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);autoresourceDesc = CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize); ThrowIfFailed(m_device->CreateCommittedResource( &heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST,nullptr, IID_...
autoheapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);autoresourceDesc = CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize); ThrowIfFailed(m_device->CreateCommittedResource( &heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST,nullptr, IID_...