// d3d10umddi.h
PFND3D11DDI_CREATEHULLSHADER Pfnd3d11ddiCreatehullshader;
VOID Pfnd3d11ddiCreatehullshader(
D3D10DDI_HDEVICE unnamedParam1,
const UINT *pShaderCode,
D3D10DDI_HSHADER unnamedParam3,
D3D10DDI_HRTSHADER unnamedParam4,
const D3D11DDIARG_TESSELLATION_IO_SIGNATURES *unnamedParam5
)
{...}
View the official Windows Driver Kit DDI referenceNo description available.
The CreateHullShader function creates a hull shader.
unnamedParam1hDevice [in]
A handle to the display device (graphics context).
pShaderCodepCode [in]
An array of CONST UINT tokens that form the shader code. The first token in the shader code stream is always the version token. The next token in the stream is the length token that determines the end of the shader code stream. For more information about the format of Direct3D version 11 shader code, see the comments inside the D3d11tokenizedprogramformat.hpp header file that is included with the WDK.
unnamedParam3hShader [in]
A handle to the driver's private data for the hull shader. The driver returns the size, in bytes, of the memory region that the Microsoft Direct3D runtime must allocate for the private data from a call to the driver's CalcPrivateTessellationShaderSize function. The handle is just a pointer to a region of memory, the size of which the driver requested. The driver uses this region of memory to store internal data structures that are related to its tessellation-shader object.
unnamedParam4hRTShader [in]
A handle to the hull shader that the driver should use, when it calls back into the Direct3D runtime.
unnamedParam5pSignatures [in]
A pointer to a D3D11DDIARG_TESSELLATION_IO_SIGNATURES structure that forms the tessellation-shader's signature.
The driver can use the pfnSetErrorCb callback function to set an error code.
The driver can pass E_OUTOFMEMORY (if the driver runs out of memory) or D3DDDIERR_DEVICEREMOVED (if the device is removed) in a call to the pfnSetErrorCb function. The Direct3D runtime determines that any other errors are critical. If the driver passes any errors, which includes D3DDDIERR_DEVICEREMOVED, the Direct3D runtime determines that the handle is invalid; therefore, the runtime does not call the DestroyShader function to destroy the handle that the hShader parameter specifies.
CalcPrivateTessellationShaderSize
D3D11DDIARG_TESSELLATION_IO_SIGNATURES