D3D11_PIXEL_SHADER_DESC Structure
The D3D11_PIXEL_SHADER_DESC structure (defined in d3d11.h
) describes a pixel shader.
Syntax
typedef struct D3D11_PIXEL_SHADER_DESC {
const BYTE *pShaderBytecode;
SIZE_T BytecodeLength;
} D3D11_PIXEL_SHADER_DESC;
Members
The D3D11_PIXEL_SHADER_DESC structure has the following members:
Member | Description |
---|---|
pShaderBytecode |
A pointer to the compiled shader code. |
BytecodeLength |
The size, in bytes, of the compiled shader code. |
Remarks
You use the D3D11_PIXEL_SHADER_DESC structure to create a pixel shader by calling the ID3D11Device::CreatePixelShader
method.
Note The compiled shader code can be generated by the shader compiler, such as D3DCompile
.
Requirements
Header: Declared in d3d11.h
Library: Use d3d11.lib
Minimum supported client: Windows 7 (with platform update for Windows Vista)
Minimum supported server: Windows Server 2008 R2
Product: DirectX 11
Example
The following code snippet demonstrates how to create a pixel shader:
ID3D11PixelShader *pPS = NULL;
D3D11_PIXEL_SHADER_DESC psd;
// Assume shader bytecode is loaded into a buffer called 'g_pPixelShaderBuffer'
psd.pShaderBytecode = g_pPixelShaderBuffer->GetBufferPointer();
psd.BytecodeLength = g_pPixelShaderBuffer->GetBufferSize();
HRESULT hr = pDevice->CreatePixelShader( psd.pShaderBytecode, psd.BytecodeLength, NULL, &pPS );
if( FAILED( hr ) )
// Handle error