D3D_SHADER_INPUT_TYPE Enumeration

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.

Syntax

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;  

Constants

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.

Remarks

D3D_SHADER_INPUT_TYPE-typed values are specified in the Type member of the D3D11_SHADER_INPUT_BIND_DESC structure.

Requirements

Header: Declared in d3d11_x.h (d3dcommon.h on other Windows platforms).