Describes how a shader resource is bound to a shader input.
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;
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.
Get a shader-input-signature description by calling ID3D11ShaderReflection::GetResourceBindingDesc or ID3D11ShaderReflection::GetResourceBindingDescByName.
Header: Declared in d3d11shader_x.h (d3d11shader.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).