// d3d10umddi.h
typedef struct D3D11DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT {
[in] const UINT *pShaderCode;
[in] const D3D11DDIARG_STREAM_OUTPUT_DECLARATION_ENTRY *pOutputStreamDecl;
[in] UINT NumEntries;
[in] const UINT *BufferStridesInBytes;
[in] UINT NumStrides;
[in] UINT RasterizedStream;
} D3D11DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT;
View the official Windows Driver Kit DDI referenceNo description available.
The D3D11DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT structure describes the geometry shader with stream output to create.
pShaderCode [in]An array of CONST UINT tokens that make up the geometry shader code.
pOutputStreamDecl [in]An array of D3D11DDIARG_STREAM_OUTPUT_DECLARATION_ENTRY structures that describes the stream output for the geometry shader.
NumEntries [in]The number of elements in that array that the pOutputStreamDecl member specifies.
BufferStridesInBytes [in]An array of strides (bytes from one vertex to the next vertex).
NumStrides [in]The number of strides in the array that the BufferStridesInBytes member specifies.
RasterizedStream [in]A value that identifies the rasterized stream.
CalcPrivateGeometryShaderWithStreamOutput
CreateGeometryShaderWithStreamOutput
D3D11DDIARG_STREAM_OUTPUT_DECLARATION_ENTRY