D3D12XboxShaderUserDataManagerDraw Structure

Internal. Do not use.

Syntax

struct D3D12XboxShaderUserDataManagerDraw {
    UINT32 m_DirtyFlags;
    UINT32 m_Reserved1;
    UINT64 m_Topology;
    ID3D11InputLayout *m_pInputLayout;
    ID3D11VertexShader *m_pVs;
    ID3D11PixelShader *m_pPs;
    UINT32 m_Reserved2[128];
};  

Members

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.

Requirements

Header: Declared in d3d12_x.h.