Values that identify shader-input options.
typedef enum _D3D_SHADER_INPUT_FLAGS
{
D3D_SIF_USERPACKED = 0x1,
D3D_SIF_COMPARISON_SAMPLER = 0x2,
D3D_SIF_TEXTURE_COMPONENT_0 = 0x4,
D3D_SIF_TEXTURE_COMPONENT_1 = 0x8,
D3D_SIF_TEXTURE_COMPONENTS = 0xc,
D3D_SIF_UNUSED = 0x10,
D3D10_SIF_USERPACKED = D3D_SIF_USERPACKED,
D3D10_SIF_COMPARISON_SAMPLER = D3D_SIF_COMPARISON_SAMPLER,
D3D10_SIF_TEXTURE_COMPONENT_0 = D3D_SIF_TEXTURE_COMPONENT_0,
D3D10_SIF_TEXTURE_COMPONENT_1 = D3D_SIF_TEXTURE_COMPONENT_1,
D3D10_SIF_TEXTURE_COMPONENTS = D3D_SIF_TEXTURE_COMPONENTS,
D3D_SIF_FORCE_DWORD = 0x7fffffff
} D3D_SHADER_INPUT_FLAGS;
| Constant | Description |
|---|---|
| D3D_SIF_USERPACKED | Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register). |
| D3D_SIF_COMPARISON_SAMPLER | Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions. |
| D3D_SIF_TEXTURE_COMPONENT_0 | A 2-bit value for encoding texture components. |
| D3D_SIF_TEXTURE_COMPONENT_1 | A 2-bit value for encoding texture components. |
| D3D_SIF_TEXTURE_COMPONENTS | A 2-bit value for encoding texture components. |
| D3D_SIF_UNUSED | This value is reserved. |
| D3D10_SIF_USERPACKED | Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register). |
| D3D10_SIF_COMPARISON_SAMPLER | Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions. |
| D3D10_SIF_TEXTURE_COMPONENT_0 | A 2-bit value for encoding texture components. |
| D3D10_SIF_TEXTURE_COMPONENT_1 | A 2-bit value for encoding texture components. |
| D3D10_SIF_TEXTURE_COMPONENTS | A 2-bit value for encoding texture components. |
| D3D_SIF_FORCE_DWORD | This value is not used by a programmer; it exists to force the enumeration to compile to 32 bits. |
D3D_SHADER_INPUT_FLAGS-typed values are specified in the uFlags member of the D3D11_SHADER_INPUT_BIND_DESC structure.
Header: Declared in d3d11_x.h (d3dcommon.h on other Windows platforms).