D3D11_SHADER_INPUT_BIND_DESC Structure

Describes how a shader resource is bound to a shader input.

Syntax

typedef struct _D3D11_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;
} D3D11_SHADER_INPUT_BIND_DESC;  

Members

Name
Name of the shader resource.

Type
A D3D_SHADER_INPUT_TYPE-typed value that identifies the type of data in the resource.

BindPoint
Starting bind point.

BindCount
Number of contiguous bind points for arrays.

uFlags
A combination of D3D_SHADER_INPUT_FLAGS-typed values for shader input-parameter options.

ReturnType
If the input is a texture, the D3D_RESOURCE_RETURN_TYPE-typed value that identifies the return type.

Dimension
A D3D_SRV_DIMENSION-typed value that identifies the dimensions of the bound resource.

NumSamples
The number of samples for a multisampled texture; otherwise 0.

Remarks

Get a shader-input-signature description by calling ID3D11ShaderReflection::GetResourceBindingDesc or ID3D11ShaderReflection::GetResourceBindingDescByName.

Requirements

Header: Declared in d3d11shader_x.h (d3d11shader.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).