ID3D11Device::CreateComputeShader Method

Create a compute shader.

Syntax

public:
HRESULT CreateComputeShader(
         const void *pShaderBytecode,
         SIZE_T BytecodeLength,
         ID3D11ClassLinkage *pClassLinkage,
         ID3D11ComputeShader **ppComputeShader
)  

Parameters

pShaderBytecode
Type: void *

[in] A pointer to a compiled shader.

BytecodeLength
Type: SIZE_T 

[in] Size of the compiled shader in pShaderBytecode.

pClassLinkage
Type: ID3D11ClassLinkage *

[in, optional] A pointer to a ID3D11ClassLinkage, which represents class linkage interface; the value can be NULL.

ppComputeShader
Type: ID3D11ComputeShader **

[out, optional] Address of a pointer to an ID3D11ComputeShader interface. If this is NULL, all other parameters will be validated; if validation passes, CreateComputeShader returns S_FALSE instead of S_OK.

Return value

Type: HRESULT 

This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader. See Direct3D 11 return codes for other possible return values.

Remarks

For an example, see How To: Create a Compute Shader and HDRToneMappingCS11 Sample.

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).

See also

ID3D11Device

ID3D11Device Members