Performs an implicit conversion from <seecref="T:SharpDX.D3DCompiler.CompilationResult"/> to byte array
</summary>
<paramname="input">The input.</param>
<returns>
The result of the conversion.
</returns>
</member>
<membername="T:SharpDX.D3DCompiler.D3D">
<summary>
Warming, the following code is manually copied from generated code from Direct3D10 compiler.
We need to access this method in order to compile Direct3D10 Effects with plain old D3D10CompileEffectFromMemory function.
</summary>
<summary>
Functions
</summary>
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<p>Retrieves a specific part from a compilation result.</p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of uncompiled shader data that <em>pSrcData</em> points to.</p></dd></param>
<paramname="part"><dd><p>A <strong><seecref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/></strong>-typed value that specifies the part of the buffer to retrieve.</p></dd></param>
<paramname="flags"><dd><p>Flags that indicate how to retrieve the blob part. Currently, no flags are defined.</p></dd></param>
<paramname="partOut"><dd><p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the specified part of the buffer.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
<remarks>
<p><strong><seecref="M:SharpDX.D3DCompiler.D3D.GetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,SharpDX.Direct3D.Blob@)"/></strong> retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the <em>Part</em> parameter specifies.</p>
</remarks>
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<p>Decompresses one or more shaders from a compressed set. </p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of uncompiled shader data that <em>pSrcData</em> points to.</p></dd></param>
<paramname="uNumShaders"><dd><p>The number of shaders to decompress.</p></dd></param>
<paramname="uStartIndex"><dd><p>The index of the first shader to decompress.</p></dd></param>
<paramname="indicesRef"><dd><p>An array of indexes that represent the shaders to decompress.</p></dd></param>
<paramname="uFlags"><dd><p>Flags that indicate how to decompress. Currently, no flags are defined.</p></dd></param>
<paramname="shadersOut"><dd><p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the decompressed shader data.</p></dd></param>
<paramname="totalShadersRef"><dd><p>A reference to a variable that receives the total number of shaders that <strong><seecref="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)"/></strong> decompressed.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
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<msdn-id>ff728673</msdn-id>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
<paramname="srcDataRef"><dd><p>A reference to source data as compiled HLSL code.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="flags"><dd><p>Flags affecting the behavior of <strong><seecref="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)"/></strong>. <em>Flags</em> can be a combination of zero or more of the following values. </p><table><tr><th>Flag</th><th>Description</th></tr><tr><td><seecref="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableColorCode"/></td><td>Enable the output of color codes.</td></tr><tr><td><seecref="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableDefaultValuePrints"/></td><td>Enable the output of default values.</td></tr><tr><td><seecref="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableInstructionNumbering"/></td><td>Enable instruction numbering.</td></tr><tr><td><seecref="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableInstructionCycle"/></td><td>No effect.</td></tr></table><p>?</p></dd></param>
<paramname="szComments"><dd><p>The optional comment string at the top of the shader that identifies the shader constants and variables.</p></dd></param>
<paramname="disassemblyOut"><dd><p>A reference to a buffer that receives the <seecref="T:SharpDX.Direct3D.Blob"/> interface that accesses assembly text.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
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<p>Compile HLSL code or an effect file into bytecode for a given target.</p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="sourceNameRef"><dd><p>Optional. You can use this parameter for strings that specify error messages. If not used, set to <strong><c>null</c></strong>.</p></dd></param>
<paramname="definesRef"><dd><p>Optional. An array of <c>null</c>-terminated macro definitions (see <strong><seecref="T:SharpDX.Direct3D.ShaderMacro"/></strong>).</p></dd></param>
<paramname="includeRef"><dd><p>Optional. A reference to an <strong><seecref="T:SharpDX.D3DCompiler.Include"/></strong> for handling include files. Setting this to <strong><c>null</c></strong> will cause a compile error if a shader contains a #include. You can pass the <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong> macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong>, you must specify the source file name in the <em>pSourceName</em> parameter; the compiler will derive the initial relative directory from <em>pSourceName</em>.</p><pre><code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<seecref="T:SharpDX.D3DCompiler.Include"/>*)(<seecref="T:System.IntPtr"/>)1)</code></pre></dd></param>
<paramname="entrypointRef"><dd><p>The name of the shader entry point function where shader execution begins. When you compile an effect, <strong><seecref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/></strong> ignores <em>pEntrypoint</em>; we recommend that you set <em>pEntrypoint</em> to <strong><c>null</c></strong> because it is good programming practice to set a reference parameter to <strong><c>null</c></strong> if the called function will not use it.</p></dd></param>
<paramname="targetRef"><dd><p>A string that specifies the shader target or set of shader features to compile against. The shader target can be shader model 2, shader model 3, shader model 4, or shader model 5. The target can also be an effect type (for example, fx_4_1).</p></dd></param>
<paramname="flags2"><dd><p>Effect <strong>compile options</strong>. When you compile a shader and not an effect file, <strong><seecref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/></strong> ignores <em>Flags2</em>; we recommend that you set <em>Flags2</em> to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</p></dd></param>
<paramname="codeOut"><dd><p>The address of a <strong>ID3DBlob</strong> that contains the compiled code.</p></dd></param>
<paramname="errorMsgsOut"><dd><p>Optional. A reference to an <strong>ID3DBlob</strong> that contains compiler error messages, or <strong><c>null</c></strong> if there were no errors.</p></dd></param>
<returns><p>Returns one of the Direct3D 10 Return Codes.</p></returns>
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<p>Removes unwanted blobs from a compilation result.</p>
</summary>
<paramname="shaderBytecodeRef"><dd><p>A reference to source data as compiled HLSL code.</p></dd></param>
<paramname="bytecodeLength"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="uStripFlags"><dd><p>Strip flag options, represented by <strong><seecref="T:SharpDX.D3DCompiler.StripFlags"/></strong>.</p></dd></param>
<paramname="strippedBlobOut"><dd><p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the unwanted stripped out shader code.</p></dd></param>
<returns><p>Returns one of the Direct3D 10 Return Codes.</p></returns>
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<paramname="srcDataRef"><dd><p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="sourceNameRef"><dd><p>Optional. The name of the file that contains the uncompiled HLSL code.</p></dd></param>
<paramname="definesRef"><dd><p>Optional. An array of <c>null</c>-terminated macro definitions (see <strong><seecref="T:SharpDX.Direct3D.ShaderMacro"/></strong>).</p></dd></param>
<paramname="includeRef"><dd><p>Optional. A reference to an <strong><seecref="T:SharpDX.D3DCompiler.Include"/></strong> for handling include files. Setting this to <strong><c>null</c></strong> will cause a compile error if a shader contains a #include. You can pass the <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong> macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong>, you must specify the source file name in the <em>pSourceName</em> parameter; the compiler will derive the initial relative directory from <em>pSourceName</em>.</p><pre><code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<seecref="T:SharpDX.D3DCompiler.Include"/>*)(<seecref="T:System.IntPtr"/>)1)</code></pre></dd></param>
<paramname="codeTextOut"><dd><p>The address of a <strong>ID3DBlob</strong> that contains the compiled code.</p></dd></param>
<paramname="errorMsgsOut"><dd><p>Optional. A reference to an <strong>ID3DBlob</strong> that contains compiler error messages, or <strong><c>null</c></strong> if there were no errors.</p></dd></param>
<returns><p>Returns one of the Direct3D 10 Return Codes.</p></returns>
<remarks>
<p><strong><seecref="M:SharpDX.D3DCompiler.D3D.Preprocess(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/></strong> outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.</p>
</remarks>
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<p>Compresses a set of shaders into a more compact form. </p>
</summary>
<paramname="uNumShaders"><dd><p>The number of shaders to compress.</p></dd></param>
<paramname="shaderDataRef"><dd><p>An array of <strong><seecref="T:SharpDX.D3DCompiler.ShaderData"/></strong> structures that describe the set of shaders to compress.</p></dd></param>
<paramname="uFlags"><dd><p>Flags that indicate how to compress the shaders. Currently, only the D3D_COMPRESS_SHADER_KEEP_ALL_PARTS (0x00000001) flag is defined.</p></dd></param>
<paramname="compressedDataOut"><dd><p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the compressed shader data.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
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<msdn-id>ff728671</msdn-id>
<unmanaged>HRESULT D3DCompressShaders([In] unsigned int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] unsigned int uFlags,[Out] ID3D10Blob** ppCompressedData)</unmanaged>
<p>Gets a reference to a reflection interface.</p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to source data as compiled HLSL code.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="interfaceRef"><dd><p>The reference <seecref="T:System.Guid"/> of the COM interface to use. For example, <strong>IID_ID3D11ShaderReflection</strong> or <strong>IID_ID3D10ShaderReflection</strong>.</p></dd></param>
<paramname="reflectorOut"><dd><p>A reference to a reflection interface.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
<remarks>
<p>Shader code contains metadata that can be inspected using the reflection APIs.</p><p>The following code illustrates retrieving a <seecref="T:SharpDX.D3DCompiler.ShaderReflection"/> Interface from a shader.</p><pre><code> pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), g_pPSClassLinkage, &g_pPixelShader ); <seecref="T:SharpDX.D3DCompiler.ShaderReflection"/>* pReflector = <c>null</c>;
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<p>Gets the input signature from a compilation result.</p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to source data as compiled HLSL code.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="signatureBlobOut"><dd><p>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
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<p>Gets the input and output signatures from a compilation result.</p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to source data as compiled HLSL code.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="signatureBlobOut"><dd><p>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
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<p>Gets the output signature from a compilation result.</p>
</summary>
<paramname="srcDataRef"><dd><p>A reference to source data as compiled HLSL code.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="signatureBlobOut"><dd><p>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
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<paramname="srcDataRef"><dd><p>A reference to source data; either uncompiled or compiled HLSL code.</p></dd></param>
<paramname="srcDataSize"><dd><p>Length of <em>pSrcData</em>.</p></dd></param>
<paramname="debugInfoOut"><dd><p>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains debug information.</p></dd></param>
<returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>
<remarks>
<p>Debug information is embedded in the body of the shader after calling <strong><seecref="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/></strong>.</p>
</remarks>
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<p><strong><seecref="T:SharpDX.D3DCompiler.ConstantBufferFlags"/></strong>-typed values are specified in the <strong>uFlags</strong> member of the <strong><seecref="T:SharpDX.D3DCompiler.ConstantBufferDescription"/></strong> structure.</p>
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<p>You pass a <strong><seecref="T:SharpDX.D3DCompiler.IncludeType"/></strong>-typed value to the <em>IncludeType</em> parameter in a call to the <strong><seecref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/></strong> method to indicate the location of the #include file.</p>
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<p>Values that indicate how the pipeline interprets vertex data that is bound to the input-assembler stage. These primitive topology values determine how the vertex data is rendered on screen.</p>
<p>Use the <strong><seecref="!:SharpDX.Direct3D11.InputAssemblerStage.SetPrimitiveTopology"/></strong> method and a value from <strong><seecref="T:SharpDX.Direct3D.PrimitiveTopology"/></strong> to bind a primitive topology to the input-assembler stage. Use the <strong><seecref="!:SharpDX.Direct3D11.InputAssemblerStage.GetPrimitiveTopology"/></strong> method to retrieve the primitive topology for the input-assembler stage.</p><p>The following diagram shows the various primitive types for a geometry shader object.</p>
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<p>A register component type is specified in the <strong>ComponentType</strong> member of the <strong><seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong> structure.</p>
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<p>A resource return type is specified in the <strong>ReturnType</strong> member of the <strong><seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure.</p>
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<dd><p>Return type is a multiple-dword type, such as a double or uint64, and the component is continued from the previous component that was declared. The first component represents the lower bits.</p></dd>
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<p>These values are passed to the <strong><seecref="M:SharpDX.D3DCompiler.D3D.GetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,SharpDX.Direct3D.Blob@)"/></strong> function.</p>
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<dd><p>The blob part is a test alternate shader.</p><p><strong>Note</strong>??This value identifies a test part and is only produced by special compiler versions. Therefore, this part type is typically not present in shaders.</p></dd>
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<dd><p>The blob part is test compilation details. </p><p><strong>Note</strong>??This value identifies a test part and is only produced by special compiler versions. Therefore, this part type is typically not present in shaders.</p></dd>
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<dd><p>The blob part is test compilation performance. </p><p><strong>Note</strong>??This value identifies a test part and is only produced by special compiler versions. Therefore, this part type is typically not present in shaders.</p></dd>
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<p><strong><seecref="T:SharpDX.D3DCompiler.ShaderInputFlags"/></strong>-typed values are specified in the <strong>uFlags</strong> member of the <strong><seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure.</p>
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<dd><p>Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register).</p></dd>
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<dd><p>Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions.</p></dd>
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<p><strong><seecref="T:SharpDX.D3DCompiler.ShaderInputType"/></strong>-typed values are specified in the <strong>Type</strong> member of the <strong><seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure.</p>
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<dd><p>The shader resource is a structured buffer.</p><p>For more information about structured buffer, see the <strong>Remarks</strong> section.</p></dd>
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<p>The class of a shader variable is not a programming class; the class identifies the variable class such as scalar, vector, object, and so on. <strong><seecref="T:SharpDX.D3DCompiler.ShaderVariableClass"/></strong>-typed values are specified in the <strong>Class</strong> member of the <strong><seecref="T:SharpDX.D3DCompiler.ShaderTypeDescription"/></strong> structure.</p>
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<p>A call to the <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)"/></strong> method returns <strong><seecref="T:SharpDX.D3DCompiler.ShaderVariableFlags"/></strong> values in the <strong>uFlags</strong> member of a <strong><seecref="T:SharpDX.D3DCompiler.ShaderVariableDescription"/></strong> structure.</p>
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<dd><p>Indicates that the registers assigned to this shader variable were explicitly declared in shader code (instead of automatically assigned by the compiler).</p></dd>
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<dd><p>Indicates that this variable is used by this shader. This value confirms that a particular shader variable (which can be common to many different shaders) is indeed used by a particular shader.</p></dd>
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<p>A call to the <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflectionType.GetDescription(SharpDX.D3DCompiler.ShaderTypeDescription@)"/></strong> method returns a <strong><seecref="T:SharpDX.D3DCompiler.ShaderVariableType"/></strong> value in the <strong>Type</strong> member of a <strong><seecref="T:SharpDX.D3DCompiler.ShaderTypeDescription"/></strong> structure.</p><p>The types in a structured buffer describe the structure of the elements in the buffer. The layout of these types generally match their C++ struct counterparts. The following examples show structured buffers:</p><pre><code>struct mystruct {float4 val; uint ind;}; RWStructuredBuffer<mystruct> rwbuf;
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<p>These flags are used by <strong><seecref="M:SharpDX.D3DCompiler.D3D.StripShader(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.StripFlags,SharpDX.Direct3D.Blob@)"/></strong>.</p>
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<p>The <strong><seecref="T:SharpDX.D3DCompiler.SystemValueType"/></strong> values identify shader parameters that have predefined system-value semantics. These values are used in a shader-signature description. For more information about shader-signature description, see <strong><seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>.</p>
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<dd><p>This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.</p></dd>
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<dd><p>This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.</p></dd>
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<dd><p>This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.</p></dd>
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<dd><p>This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.</p></dd>
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<dd><p>This parameter contains the tessellation factor that corresponds to the number of lines broken into within the patch. This flag is used to tessellate an isolines patch.</p></dd>
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<dd><p>This parameter contains the tessellation factor that corresponds to the number of lines that are created within the patch. This flag is used to tessellate an isolines patch.</p></dd>
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<dd><p>This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.</p></dd>
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<dd><p>This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.</p></dd>
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<p>The output primitive type determines how the tessellator output data is organized; this enumeration is used by <strong><seecref="T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p>
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<p>During tessellation, the partition option helps to determine how the algorithm chooses the next partition value; this enumeration is used by <strong><seecref="T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p>
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<dd><p>Partition with an even, fractional number.</p></dd>
</summary>
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<p>To create a constant-buffer interface, call <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetConstantBuffer(System.Int32)"/></strong> or <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetConstantBuffer(System.Int32)"/></strong>. This is not a COM interface; therefore, you do not need to worry about reference counts or releasing the interface when you are done with it.</p>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.D3DCompiler.ConstantBuffer"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.D3DCompiler.ConstantBufferDescription"/></strong>, which represents a shader-buffer description.</p></dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
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<returns><p>A reference to a shader-reflection variable interface (see <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong>).</p></returns>
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<returns><p>Returns a sentinel object (end of list marker). To determine if GetVariableByName successfully completed, call <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)"/></strong> and check the returned <strong><seecref="T:SharpDX.Result"/></strong>; any return value other than success means that GetVariableByName failed.</p></returns>
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<p><strong><seecref="T:SharpDX.D3DCompiler.Include"/></strong> is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader #include files.</p>
<p>To use this interface, create an interface that inherits from <strong><seecref="T:SharpDX.D3DCompiler.Include"/></strong> and implement custom behavior for the methods.</p>
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A user-implemented method for opening and reading the contents of a shader #include file.
</summary>
<paramname="type">A <seecref="T:SharpDX.D3DCompiler.IncludeType"/>-typed value that indicates the location of the #include file.</param>
<paramname="fileName">Name of the #include file.</param>
<paramname="parentStream">Pointer to the container that includes the #include file.</param>
<returns>Stream that is associated with fileName to be read. This reference remains valid until <seecref="M:SharpDX.D3DCompiler.Include.Close(System.IO.Stream)"/> is called.</returns>
A user-implemented method for closing a shader #include file.
</summary>
<remarks>
If <seecref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/> was successful, Close is guaranteed to be called before the API using the <seecref="T:SharpDX.D3DCompiler.Include"/> interface returns.
</remarks>
<paramname="stream">This is a reference that was returned by the corresponding <seecref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/> call.</param>
<p>An <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflection"/></strong> interface can be retrieved for a shader by using <strong><seecref="M:SharpDX.D3DCompiler.D3D.Reflect(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)"/></strong>. The following code illustrates retrieving a <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflection"/></strong> from a shader.</p><pre><code> pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), g_pPSClassLinkage, &g_pPixelShader ); <seecref="T:SharpDX.D3DCompiler.ShaderReflection"/>* pReflector = <c>null</c>;
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.D3DCompiler.ShaderReflection"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to a shader description. See <strong><seecref="T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p></dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
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<p>A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<p>A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<returns><dd><p>A reference to an input-binding description. See <strong><seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/></strong>.</p></dd></returns>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets information about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<returns><dd><p>A reference to a shader-input-signature description. See <strong><seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>.</p></dd></returns>
<p>An input-parameter description is also called a shader signature. The shader signature contains information about the input parameters such as the order or parameters, their data type, and a parameter semantic.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<returns><dd><p>A reference to a shader-output-parameter description. See <strong><seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>.</p></dd></returns>
<p>An output-parameter description is also called a shader signature. The shader signature contains information about the output parameters such as the order or parameters, their data type, and a parameter semantic.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<returns><dd><p>A reference to a shader-input-signature description. See <strong><seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>.</p></dd></returns>
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<paramname="name"><dd><p>The constant-buffer name of the resource.</p></dd></param>
<returns><dd><p>A reference to an input-binding description. See <strong><seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/></strong>.</p></dd></returns>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDescByName</strong> gets information about how one resource in the set is bound as an input to the shader. The <em>Name</em> parameter specifies the name of the resource.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<paramname="levelRef"><dd><p>A reference to one of the enumerated values in <strong><seecref="T:SharpDX.Direct3D.FeatureLevel"/></strong>, which represents the minimum feature level.</p></dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
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<paramname="sizeXRef"><dd><p>A reference to the size, in thread groups, of the x-dimension of the thread-group grid. The maximum size is 65535.</p></dd></param>
<paramname="sizeYRef"><dd><p>A reference to the size, in thread groups, of the y-dimension of the thread-group grid. The maximum size is 65535.</p></dd></param>
<paramname="sizeZRef"><dd><p>A reference to the size, in thread groups, of the z-dimension of the thread-group grid. The maximum size is 65535.</p></dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
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Initializes a new instance of the <seecref ="T:SharpDX.D3DCompiler.ShaderReflection"/> class from a <seecref ="T:SharpDX.D3DCompiler.ShaderBytecode"/>.
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to a shader-type description (see <strong><seecref="T:SharpDX.D3DCompiler.ShaderTypeDescription"/></strong>).</p></dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
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<p>Indicates whether two <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> references have the same underlying type.</p>
<p>IsEqual indicates whether the sources of the <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> references have the same underlying type. For example, if two <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> references were retrieved from variables, IsEqual can be used to see if the variables have the same type.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<returns><p>Returns a reference to a <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> containing the base class type. Returns <strong><c>null</c></strong> if the class does not have a base class.</p></returns>
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<paramname="typeRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if object being queried is equal to or inherits from the type in the <em>pType</em> parameter; otherwise returns S_FALSE.</p></returns>
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Indicates whether two <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> references have the same underlying type.
</summary>
<remarks>
IsEqual indicates whether the sources of the <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> references have the same underlying type. For example, if two ID3D11ShaderReflectionType Interface references were retrieved from variables, IsEqual can be used to see if the variables have the same type. This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<paramname="typeRef">A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/>. </param>
<returns>Returns true if the references have the same underlying type; otherwise returns false. </returns>
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<p>To get a shader-reflection-variable interface, call a method like <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetVariable(System.String)"/></strong>.</p>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to a shader-variable description (see <strong><seecref="T:SharpDX.D3DCompiler.ShaderVariableDescription"/></strong>).</p></dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
<p>This method can be used to determine if the <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong> is valid, the method returns <strong>E_FAIL</strong> when the variable is not valid.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<paramname="uArrayIndex"><dd><p>Index of the array element to get the slot number for. For a non-array variable this value will be zero.</p></dd></param>
<returns><p>Returns the index of the interface in the interface array.</p></returns>
<p>GetInterfaceSlot gets the corresponding slot in an dynamic linkage array for an interface instance. The returned slot number is used to set an interface instance to a particular class instance. See the HLSL Interfaces and Classes overview for additional information.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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<p>This method can be used to determine if the <strong><seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong> is valid, the method returns <strong>E_FAIL</strong> when the variable is not valid.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
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A user-implemented method for opening and reading the contents of a shader #include file.
</summary>
<paramname="thisPtr">This pointer</param>
<paramname="includeType">A <seecref="T:SharpDX.D3DCompiler.IncludeType"/>-typed value that indicates the location of the #include file. </param>
<paramname="fileNameRef">Name of the #include file.</param>
<paramname="pParentData">Pointer to the container that includes the #include file.</param>
<paramname="dataRef">Pointer to the buffer that Open returns that contains the include directives. This pointer remains valid until <seecref="M:SharpDX.D3DCompiler.Include.Close(System.IO.Stream)"/> is called.</param>
<paramname="bytesRef">Pointer to the number of bytes that Open returns in ppData.</param>
<returns>The user-implemented method should return S_OK. If Open fails when reading the #include file, the application programming interface (API) that caused Open to be called fails. This failure can occur in one of the following situations:The high-level shader language (HLSL) shader fails one of the D3D10CompileShader*** functions.The effect fails one of the D3D10CreateEffect*** functions.</returns>
A user-implemented method for closing a shader #include file.
</summary>
<remarks>
If <seecref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/> was successful, Close is guaranteed to be called before the API using the <seecref="T:SharpDX.D3DCompiler.Include"/> interface returns.
</remarks>
<paramname="thisPtr">This pointer</param>
<paramname="pData">Pointer to the buffer that contains the include directives. This is the pointer that was returned by the corresponding <seecref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/> call.</param>
<returns>The user-implemented Close method should return S_OK. If Close fails when it closes the #include file, the application programming interface (API) that caused Close to be called fails. This failure can occur in one of the following situations:The high-level shader language (HLSL) shader fails one of the D3D10CompileShader*** functions.The effect fails one of the D3D10CreateEffect*** functions.</returns>
<p>Constants are supplied to shaders in a shader-constant buffer. Get the description of a shader-constant-buffer by calling <strong><seecref="M:SharpDX.D3DCompiler.ConstantBuffer.GetDescription(SharpDX.D3DCompiler.ConstantBufferDescription@)"/></strong>.</p>
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<p>Get a shader-input-signature description by calling <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/></strong> or <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/></strong>.</p>
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<dd><p>Identifies the dimensions of the bound resource. For a list of values that <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/></strong> or <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/></strong> can return, see <strong>D3D11_SRV_DIMENSION</strong>.</p></dd>
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<p>An array of <strong><seecref="T:SharpDX.D3DCompiler.ShaderData"/></strong> structures is passed to <strong><seecref="M:SharpDX.D3DCompiler.D3D.CompressShaders(System.Int32,SharpDX.D3DCompiler.ShaderData[],System.Int32,SharpDX.Direct3D.Blob@)"/></strong> to compress the shader data into a more compact form.</p>
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<p>A shader is written in HLSL and compiled into an intermediate language by the HLSL compiler. The shader description returns information about the compiled shader. Get a shader description by calling <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetDescription(SharpDX.D3DCompiler.ShaderDescription@)"/></strong>.</p>
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<p>A shader can take n inputs and can produce m outputs. The order of the input (or output) parameters, their associated types, and any attached semantics make up the shader signature. Each shader has an input and an output signature.</p><p>When compiling a shader or an effect, some API calls validate shader signatures That is, they compare the output signature of one shader (like a vertex shader) with the input signature of another shader (like a pixel shader). This ensures that a shader outputs data that is compatible with a downstream shader that is consuming that data. Compatible means that a shader signature is a exact-match subset of the preceding shader stage. Exact match means parameter types and semantics must exactly match. Subset means that a parameter that is not required by a downstream stage, does not need to include that parameter in its shader signature.</p><p>Get a shader-signature from a shader or an effect by calling APIs such as <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetInputParameterDescription(System.Int32)"/></strong>. </p>
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<dd><p>The per-component-data type that is stored in a register. See <strong>D3D10_REGISTER_COMPONENT_TYPE</strong>. Each register can store up to four-components of data.</p></dd>
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<dd><p>Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature). </p></dd>
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<p>Get a shader-variable-type description by calling <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflectionType.GetDescription(SharpDX.D3DCompiler.ShaderTypeDescription@)"/></strong>.</p>
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<p>Get a shader-variable description using reflection by calling <strong><seecref="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)"/></strong>.</p><p>As of the June 2010 update, <strong>DefaultValue</strong> emits default values for reflection. </p>
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<dd><p>A combination of <strong><seecref="T:SharpDX.D3DCompiler.ShaderVariableFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value identifies shader-variable properties.</p></dd>
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<paramname="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded.</param>
<paramname="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded.</param>
<paramname ="defines">A set of macros to define during compilation.</param>
<paramname ="include">An interface for handling include files.</param>
<paramname ="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded.</param>
<returns>The compiled shader bytecode, or <c>null</c> if the method fails.</returns>
Compresses a set of shaders into a more compact form.
</summary>
<paramname="shaderBytecodes">An array of <seecref="T:SharpDX.D3DCompiler.ShaderBytecode"/> structures that describe the set of shaders to compress. </param>
Preprocesses the provided shader or effect source.
</summary>
<paramname ="shaderSource">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
<paramname ="defines">A set of macros to define during preprocessing.</param>
<paramname ="include">An interface for handling include files.</param>
<paramname ="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
Preprocesses the provided shader or effect source.
</summary>
<paramname ="shaderSource">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
<paramname ="defines">A set of macros to define during preprocessing.</param>
<paramname ="include">An interface for handling include files.</param>
<paramname ="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
Preprocesses the provided shader or effect source.
</summary>
<paramname ="shaderSource">A string containing the source of the shader or effect to preprocess.</param>
<paramname ="defines">A set of macros to define during preprocessing.</param>
<paramname ="include">An interface for handling include files.</param>
<paramname ="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
Preprocesses a shader or effect from a file on disk.
</summary>
<paramname ="fileName">The name of the source file to compile.</param>
<paramname ="defines">A set of macros to define during preprocessing.</param>
<paramname ="include">An interface for handling include files.</param>
<paramname ="compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>