Values that identify shader parameters that use system-value semantics.
typedef enum D3D_NAME
{
D3D_NAME_UNDEFINED = 0,
D3D_NAME_POSITION = 1,
D3D_NAME_CLIP_DISTANCE = 2,
D3D_NAME_CULL_DISTANCE = 3,
D3D_NAME_RENDER_TARGET_ARRAY_INDEX = 4,
D3D_NAME_VIEWPORT_ARRAY_INDEX = 5,
D3D_NAME_VERTEX_ID = 6,
D3D_NAME_PRIMITIVE_ID = 7,
D3D_NAME_INSTANCE_ID = 8,
D3D_NAME_IS_FRONT_FACE = 9,
D3D_NAME_SAMPLE_INDEX = 10,
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR = 11,
D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = 12,
D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR = 13,
D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 14,
D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 15,
D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 16,
D3D_NAME_TARGET = 64,
D3D_NAME_DEPTH = 65,
D3D_NAME_COVERAGE = 66,
D3D_NAME_DEPTH_GREATER_EQUAL = 67,
D3D_NAME_DEPTH_LESS_EQUAL = 68,
D3D10_NAME_UNDEFINED = D3D_NAME_UNDEFINED,
D3D10_NAME_POSITION = D3D_NAME_POSITION,
D3D10_NAME_CLIP_DISTANCE = D3D_NAME_CLIP_DISTANCE,
D3D10_NAME_CULL_DISTANCE = D3D_NAME_CULL_DISTANCE,
D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = D3D_NAME_RENDER_TARGET_ARRAY_INDEX,
D3D10_NAME_VIEWPORT_ARRAY_INDEX = D3D_NAME_VIEWPORT_ARRAY_INDEX,
D3D10_NAME_VERTEX_ID = D3D_NAME_VERTEX_ID,
D3D10_NAME_PRIMITIVE_ID = D3D_NAME_PRIMITIVE_ID,
D3D10_NAME_INSTANCE_ID = D3D_NAME_INSTANCE_ID,
D3D10_NAME_IS_FRONT_FACE = D3D_NAME_IS_FRONT_FACE,
D3D10_NAME_SAMPLE_INDEX = D3D_NAME_SAMPLE_INDEX,
D3D10_NAME_TARGET = D3D_NAME_TARGET,
D3D10_NAME_DEPTH = D3D_NAME_DEPTH,
D3D10_NAME_COVERAGE = D3D_NAME_COVERAGE,
D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR = D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR = D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,
D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR = D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR = D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR = D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
D3D11_NAME_DEPTH_GREATER_EQUAL = D3D_NAME_DEPTH_GREATER_EQUAL,
D3D11_NAME_DEPTH_LESS_EQUAL = D3D_NAME_DEPTH_LESS_EQUAL
} D3D_NAME;
| Constant | Description |
|---|---|
| D3D_NAME_UNDEFINED | This parameter does not use a predefined system-value semantic. |
| D3D_NAME_POSITION | This parameter contains position data. |
| D3D_NAME_CLIP_DISTANCE | This parameter contains clip-distance data. |
| D3D_NAME_CULL_DISTANCE | This parameter contains cull-distance data. |
| D3D_NAME_RENDER_TARGET_ARRAY_INDEX | This parameter contains a render-target-array index. |
| D3D_NAME_VIEWPORT_ARRAY_INDEX | This parameter contains a viewport-array index. |
| D3D_NAME_VERTEX_ID | This parameter contains a vertex ID. |
| D3D_NAME_PRIMITIVE_ID | This parameter contains a primitive ID. |
| D3D_NAME_INSTANCE_ID | This parameter contains an instance ID. |
| D3D_NAME_IS_FRONT_FACE | This parameter contains data that identifies whether or not the primitive faces the camera. |
| D3D_NAME_SAMPLE_INDEX | This parameter contains a sampler-array index. |
| D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR | This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch. |
| D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR | This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch. |
| D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR | This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch. |
| D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch. |
| D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the number of lines broken into within the patch. This flag is used to tessellate an isolines patch. |
| D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the number of lines that are created within the patch. This flag is used to tessellate an isolines patch. |
| D3D_NAME_TARGET | This parameter contains render-target data. |
| D3D_NAME_DEPTH | This parameter contains depth data. |
| D3D_NAME_COVERAGE | This parameter contains alpha-coverage data. |
| D3D_NAME_DEPTH_GREATER_EQUAL | This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader. |
| D3D_NAME_DEPTH_LESS_EQUAL | This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader. |
| D3D10_NAME_UNDEFINED | This parameter does not use a predefined system-value semantic. |
| D3D10_NAME_POSITION | This parameter contains position data. |
| D3D10_NAME_CLIP_DISTANCE | This parameter contains clip-distance data. |
| D3D10_NAME_CULL_DISTANCE | This parameter contains cull-distance data. |
| D3D10_NAME_RENDER_TARGET_ARRAY_INDEX | This parameter contains a render-target-array index. |
| D3D10_NAME_VIEWPORT_ARRAY_INDEX | This parameter contains a viewport-array index. |
| D3D10_NAME_VERTEX_ID | This parameter contains a vertex ID. |
| D3D10_NAME_PRIMITIVE_ID | This parameter contains a primitive ID. |
| D3D10_NAME_INSTANCE_ID | This parameter contains a instance ID. |
| D3D10_NAME_IS_FRONT_FACE | This parameter contains data that identifies whether or not the primitive faces the camera. |
| D3D10_NAME_SAMPLE_INDEX | This parameter contains a sampler-array index. |
| D3D10_NAME_TARGET | This parameter contains render-target data. |
| D3D10_NAME_DEPTH | This parameter contains depth data. |
| D3D10_NAME_COVERAGE | This parameter contains alpha-coverage data. |
| D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR | This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch. |
| D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR | This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch. |
| D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR | This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch. |
| D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch. |
| D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the amount of lines broken into within the patch. This flag is used to tessellate an isolines patch. |
| D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the amount of lines that are created within the patch. This flag is used to tessellate an isolines patch. |
| D3D11_NAME_DEPTH_GREATER_EQUAL | This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader. |
| D3D11_NAME_DEPTH_LESS_EQUAL | This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader. |
The D3D_NAME values identify shader parameters that have predefined system-value semantics. These values are used in a shader-signature description. For more information about shader-signature description, see D3D11_SIGNATURE_PARAMETER_DESC.
Header: Declared in d3d11_x.h (d3dcommon.h on other Windows platforms).