typedef struct _D3D12_SHADER_INPUT_BIND_DESC { LPCSTR Name; D3D_SHADER_INPUT_TYPE Type; UINT BindPoint; UINT BindCount; UINT uFlags; D3D_RESOURCE_RETURN_TYPE ReturnType; D3D_SRV_DIMENSION Dimension; UINT NumSamples; UINT Space; UINT uID; } D3D12_SHADER_INPUT_BIND_DESC; 成员...
同时可以使用ID3D12ShaderReflection的GetResourceBindingDesc方法来获取shader的资源绑定信息:D3D12_SHADER_INPUT_BIND_DESC。其定义如下: typedef struct _D3D12_SHADER_INPUT_BIND_DESC { LPCSTR Name; // Name of the resource D3D_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture,cbuffer, etc....
D3D12_FUNCTION_DESC 结构 D3D12_LIBRARY_DESC 结构 D3D12_PARAMETER_DESC 结构 D3D12_SHADER_BUFFER_DESC结构 D3D12_SHADER_DESC 结构 D3D12_SHADER_INPUT_BIND_DESC 结构 D3D12_SHADER_TYPE_DESC 结构 D3D12_SHADER_VARIABLE_DESC结构 D3D12_SHADER_VERSION_TYPE 枚举 ...
D3D12_SHADER_INPUT_BIND_DESC 結構 D3D12_SHADER_TYPE_DESC 結構 D3D12_SHADER_VARIABLE_DESC 結構 D3D12_SHADER_VERSION_TYPE列舉 D3D12_SIGNATURE_PARAMETER_DESC 結構 ID3D12FunctionParameterReflection 介面 ID3D12FunctionReflection 介面 ID3D12LibraryReflection 介面 ID3D12ShaderReflection 介面 ID3D12S...
D3D12_INPUT_LAYOUT_DESC structure D3D12_LIFETIME_STATE enumeration D3D12_LOCAL_ROOT_SIGNATURE structure D3D12_LOGIC_OP enumeration D3D12_MAKE_COARSE_SHADING_RATE macro D3D12_MEASUREMENTS_ACTION enumeration D3D12_MEMCPY_DEST structure D3D12_MEMORY_POOL enumeration D3D12_MESH_SHADER_TIER enumeration D3D...
D3D12_SHADER_CACHE_MODE 枚举 D3D12_SHADER_CACHE_SESSION_DESC 结构 D3D12_SHADER_CACHE_SUPPORT_FLAGS 枚举 D3D12_SHADER_COMPONENT_MAPPING 枚举 D3D12_SHADER_MIN_PRECISION_SUPPORT 枚举 D3D12_SHADER_RESOURCE_VIEW_DESC结构 D3D12_SHADER_VISIBILITY 枚举 ...
CD3DX12_STATE_OBJECT_DESCSO(D3D12_STATE_OBJECT_TYPE_EXECUTABLE);autoGlobalRootSig = SO.CreateSubobject<CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT>(); GlobalRootSig->SetRootSignature(spRS);// spRS created earlierautopLib = SO.CreateSubobject<CD3DX12_DXIL_LIBRARY_SUBOBJECT>();CD3DX12_SHADER_BYTECODE...
(), frameResourceDescriptorOffset, cbvSrvDescriptorSize); BOOL usePso1 = TRUE;for(UINT i =0; i < m_cityRowCount; i++) {for(UINT j =0; j < m_cityColumnCount; j++) {// Alternate which PSO to use; the pixel shader is different on// each just as a PSO setting demonstration.p...
D3D_SHADER_INPUT_TYPE Type; UINT BindPoint; UINT BindCount; UINT uFlags; D3D_RESOURCE_RETURN_TYPE ReturnType; D3D_SRV_DIMENSION Dimension; UINT NumSamples; UINT Space; UINT uID; } D3D12_SHADER_INPUT_BIND_DESC; typedef struct _D3D12_SIGNATURE_PARAMETER_DESC { const char *SemanticName; UINT...
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;D3D12_INTERNAL_AssignCpuDescriptorHandle( D3D12_INTERNAL_AssignStagingDescriptorHandle( renderer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, &texture->srvHandle); @@ -3144,12 +3219,12 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(/...