{if(nativeDevice->CreatePixelShader(m_desc.m_bytecodes[vprShaderStage::PIXEL_SHADER]->getPointer(), m_desc.m_bytecodes[vprShaderStage::PIXEL_SHADER]->getSize(),NULL, &m_nativePixelShader)) {returnVP_FAILURE; } }if(m_desc.hasComputeShader()) {if(nativeDevice->CreateComputeShader(m_des...
( 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...
指向ID3D11ComputeShader 接口的指针的地址。 如果为 NULL,则将验证所有其他参数;如果验证通过,则 CreateComputeShader 返回S_FALSE而不是S_OK。 返回值 类型: HRESULT 如果内存不足,无法创建计算着色器,此方法将返回E_OUTOFMEMORY。 有关其他可能的返回值,请参阅 Direct3D 11 返回代码。 注解 有关示例,请参...
CreateComputeShader関数は、コンピューティング シェーダーを作成します。 構文 C++ PFND3D11DDI_CREATECOMPUTESHADER Pfnd3d11ddiCreatecomputeshader;voidPfnd3d11ddiCreatecomputeshader( D3D10DDI_HDEVICE unnamedParam1,constUINT *pShaderCode, D3D10DDI_HSHADER unnamedParam3, D3D10DDI_HRTSHA...
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.
D3D12_FEATURE_DATA_SHADER_CACHE 结构 D3D12_FEATURE_DATA_SHADER_MODEL 结构 D3D12_FENCE_FLAGS 枚举 D3D12_FILL_MODE 枚举 D3D12_FILTER枚举 D3D12_FILTER_REDUCTION_TYPE 枚举 D3D12_FILTER_TYPE 枚举 D3D12_FORMAT_SUPPORT1 枚举 D3D12_FORMAT_SUPPORT2 枚举 D3D12_GET_COARSE_SHADING_RATE_X_AXIS 宏 D3...
D3D12_FEATURE_DATA_SHADER_CACHE 结构 D3D12_FEATURE_DATA_SHADER_MODEL 结构 D3D12_FENCE_FLAGS 枚举 D3D12_FILL_MODE 枚举 D3D12_FILTER枚举 D3D12_FILTER_REDUCTION_TYPE 枚举 D3D12_FILTER_TYPE 枚举 D3D12_FORMAT_SUPPORT1 枚举 D3D12_FORMAT_SUPPORT2 枚举 D3D12_GET_COARSE_SHADING_RATE_X_AXIS 宏 D3D...
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...
hr = device->CreateShaderResourceView(buffer, &srvd, &srv);if(FAILED(hr)) { Far::Error(Far::FAR_RUNTIME_ERROR,"Error creating compute table shader resource view\n");return; } } 开发者ID:GameFusion,项目名称:OpenSubdiv,代码行数:47,代码来源:d3d11ComputeContext.cpp ...
auto heapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT); auto resourceDesc = CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize); ThrowIfFailed(m_device->CreateCommittedResource( &heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,...