Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.
typedef enum _D3D_SHADER_INPUT_TYPE
{
D3D_SIT_CBUFFER = 0,
D3D_SIT_TBUFFER = (D3D_SIT_CBUFFER+1),
D3D_SIT_TEXTURE = (D3D_SIT_TBUFFER+1),
D3D_SIT_SAMPLER = (D3D_SIT_TEXTURE+1),
D3D_SIT_UAV_RWTYPED = (D3D_SIT_SAMPLER+1),
D3D_SIT_STRUCTURED = (D3D_SIT_UAV_RWTYPED+1),
D3D_SIT_UAV_RWSTRUCTURED = (D3D_SIT_STRUCTURED+1),
D3D_SIT_BYTEADDRESS = (D3D_SIT_UAV_RWSTRUCTURED+1),
D3D_SIT_UAV_RWBYTEADDRESS = (D3D_SIT_BYTEADDRESS+1),
D3D_SIT_UAV_APPEND_STRUCTURED = (D3D_SIT_UAV_RWBYTEADDRESS+1),
D3D_SIT_UAV_CONSUME_STRUCTURED = (D3D_SIT_UAV_APPEND_STRUCTURED+1),
D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER = (D3D_SIT_UAV_CONSUME_STRUCTURED+1),
D3D10_SIT_CBUFFER = D3D_SIT_CBUFFER,
D3D10_SIT_TBUFFER = D3D_SIT_TBUFFER,
D3D10_SIT_TEXTURE = D3D_SIT_TEXTURE,
D3D10_SIT_SAMPLER = D3D_SIT_SAMPLER,
D3D11_SIT_UAV_RWTYPED = D3D_SIT_UAV_RWTYPED,
D3D11_SIT_STRUCTURED = D3D_SIT_STRUCTURED,
D3D11_SIT_UAV_RWSTRUCTURED = D3D_SIT_UAV_RWSTRUCTURED,
D3D11_SIT_BYTEADDRESS = D3D_SIT_BYTEADDRESS,
D3D11_SIT_UAV_RWBYTEADDRESS = D3D_SIT_UAV_RWBYTEADDRESS,
D3D11_SIT_UAV_APPEND_STRUCTURED = D3D_SIT_UAV_APPEND_STRUCTURED,
D3D11_SIT_UAV_CONSUME_STRUCTURED = D3D_SIT_UAV_CONSUME_STRUCTURED,
D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER = D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER
} D3D_SHADER_INPUT_TYPE;
| Constant | Description |
|---|---|
| D3D_SIT_CBUFFER | The shader resource is a constant buffer. |
| D3D_SIT_TBUFFER | The shader resource is a texture buffer. |
| D3D_SIT_TEXTURE | The shader resource is a texture. |
| D3D_SIT_SAMPLER | The shader resource is a sampler. |
| D3D_SIT_UAV_RWTYPED | The shader resource is a read-and-write buffer. |
| D3D_SIT_STRUCTURED | The shader resource is a structured buffer.For more information about structured buffer, see the Remarks section. |
| D3D_SIT_UAV_RWSTRUCTURED | The shader resource is a read-and-write structured buffer. |
| D3D_SIT_BYTEADDRESS | The shader resource is a byte-address buffer. |
| D3D_SIT_UAV_RWBYTEADDRESS | The shader resource is a read-and-write byte-address buffer. |
| D3D_SIT_UAV_APPEND_STRUCTURED | The shader resource is an append-structured buffer. |
| D3D_SIT_UAV_CONSUME_STRUCTURED | The shader resource is a consume-structured buffer. |
| D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER | The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume. |
| D3D10_SIT_CBUFFER | The shader resource is a constant buffer. |
| D3D10_SIT_TBUFFER | The shader resource is a texture buffer. |
| D3D10_SIT_TEXTURE | The shader resource is a texture. |
| D3D10_SIT_SAMPLER | The shader resource is a sampler. |
| D3D11_SIT_UAV_RWTYPED | The shader resource is a read-and-write buffer. |
| D3D11_SIT_STRUCTURED | The shader resource is a structured buffer.For more information about structured buffer, see the Remarks section. |
| D3D11_SIT_UAV_RWSTRUCTURED | The shader resource is a read-and-write structured buffer. |
| D3D11_SIT_BYTEADDRESS | The shader resource is a byte-address buffer. |
| D3D11_SIT_UAV_RWBYTEADDRESS | The shader resource is a read-and-write byte-address buffer. |
| D3D11_SIT_UAV_APPEND_STRUCTURED | The shader resource is an append-structured buffer. |
| D3D11_SIT_UAV_CONSUME_STRUCTURED | The shader resource is a consume-structured buffer. |
| D3D11_SIT_UAV_RWSTRUCTURED_WITH_COUNTER | The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume. |
D3D_SHADER_INPUT_TYPE-typed values are specified in the Type member of the D3D11_SHADER_INPUT_BIND_DESC structure.
Header: Declared in d3d11_x.h (d3dcommon.h on other Windows platforms).