struct D3D12XboxShaderUserDataManagerDraw {
UINT32 m_DirtyFlags;
UINT32 m_Reserved1;
UINT64 m_Topology;
ID3D11InputLayout *m_pInputLayout;
ID3D11VertexShader *m_pVs;
ID3D11PixelShader *m_pPs;
UINT32 m_Reserved2[128];
};
m_DirtyFlags
Dirty flags are used for state that is handled by D3D in a deferred fashion at Draw/Dispatch time. Flags use the D3D12XBOX_DIRTYFLAGS enumerant.
m_Reserved1
Reserved.
m_Topology
Hardware encoded primitive topology.
m_pInputLayout
The currently set input layout (if any), as a pointer to ID3D11InputLayout.
m_pVs
The currently set vertex shader (if any), as a pointer to ID3D11VertexShader.
m_pPs
The currently set pixel shader (if any), as a pointer to ID3D11PixelShader.
m_Reserved2
Reserved space.
Header: Declared in d3d12_x.h.