assert(shaders.mTerrainCS ==nullptr);// Store shader byte code, used to create a shader.std::vector<char> shaderByteCode;// Vertex shadercomputeShaderByteCode(L"HLSL/TerrainVS.cso", shaderByteCode); buildShapesVertexLayout(device, shaderByteCode, shaders.mTerrainIL); HRESULT result = device...
CHECKHR(spDevice->CreateVertexShader(spCode->GetBufferPointer(), spCode->GetBufferSize(),nullptr, &_spVertexShader));// Store off the shader code for input layout construction laterSetShaderCode(spCode); spCode =nullptr; spErrors =nullptr; hr = D3DCompile(buffer.data(), buffer.size(),nul...
If the runtime requests to create a vertex or index buffer and if the user-mode display driver cannot create the buffer for reasons other than out of memory (for example, a lack of hardware support), the driver must fail with D3DERR_NOTAVAILABLE....
描述要建立之著色器追蹤物件的 D3D11_SHADER_TRACE_DESC 結構的指標。 此參數不可為 Null。 [out] ppShaderTrace 變數的指標,接收CreateShaderTrace所建立之著色器追蹤物件的ID3D11ShaderTrace介面指標。 傳回值 CreateShaderTrace 會傳回: 如果 方法已建立著色器追蹤資訊物件,S_OK。 E...
ID3D11Device::CreateShaderResourceView method ID3D11Device::CreateTexture1D method ID3D11Device::CreateTexture2D method ID3D11Device::CreateTexture3D method ID3D11Device::CreateUnorderedAccessView method ID3D11Device::CreateVertexShader method ID3D11Device::GetCreationFlags method ID3D11Device:...
If the runtime requests to create a vertex or index buffer and if the user-mode display driver cannot create the buffer for reasons other than out of memory (for example, a lack of hardware support), the driver must fail with D3DERR_NOTAVAILABLE.Requirements...
GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_textur...
ID3D11VertexShader interface ID3D11View interface D3d11_1.h D3d11_2.h D3d11_3.h D3d11_4.h D3d11sdklayers.h D3d11shader.h D3d11shadertracing.h D3dcommon.h D3dcsx.h Download PDF Save Add to Collections Add to plan Share via
VK_SHADER_STAGE_FRAGMENT_BIT VK_SHADER_STAGE_COMPUTE_BIT module VkShaderModule pName VkSpecializationInfo* pSpecializationInfo VkPipelineVertexInputStateCreateInfo* pVertexInputState sType VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO ...
How to: Create a Vertex Buffer How to: Create an Index Buffer How to: Create a Constant Buffer How to: Create a Texture How to: Initialize a Texture Programmatically How to: Initialize a Texture From a File How to: Use dynamic resources How To: Create a Compute Shader How To: Desi...