Values that identify the indended use of a constant-data buffer.
</summary>
<remarks>
D3D_SHADER_CBUFFER_FLAGS-typed values are specified in the uFlags member of the <seecref="T:SharpDX.D3DCompiler.ConstantBufferDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_CBUFFER_FLAGS']/*"/>
<para>Bind the constant buffer to an input slot defined in HLSL code (instead of letting the compiler choose the input slot).</para>
</summary>
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Values that identify the intended use of constant-buffer data.
</summary>
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<unmanaged>None</unmanaged>
</member>
<membername="T:SharpDX.D3DCompiler.EffectFlags">
<summary>
No documentation.
</summary>
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<unmanaged>None</unmanaged>
</member>
<membername="T:SharpDX.D3DCompiler.IncludeType">
<summary>
Values that indicate the location of a shader #include file.
</summary>
<remarks>
You pass a <seecref="T:SharpDX.D3DCompiler.IncludeType"/>-typed value to the IncludeType parameter in a call to the <seecref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/> method to indicate the location of the #include file.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_INCLUDE_TYPE']/*"/>
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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.
</summary>
<remarks>
Use the <seecref="!:SharpDX.Direct3D11.InputAssemblerStage.SetPrimitiveTopology"/> method and a value from <seecref="T:SharpDX.Direct3D.PrimitiveTopology"/> to bind a primitive topology to the input-assembler stage. Use the <seecref="!:SharpDX.Direct3D11.InputAssemblerStage.GetPrimitiveTopology"/> method to retrieve the primitive topology for the input-assembler stage.The following diagram shows the various primitive types for a geometry shader object.
</remarks>
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Values that identify the data types that can be stored in a register.
</summary>
<remarks>
A register component type is specified in the ComponentType member of the <seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_REGISTER_COMPONENT_TYPE']/*"/>
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Values that identify the return type of a resource.
</summary>
<remarks>
A resource return type is specified in the ReturnType member of the <seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_RESOURCE_RETURN_TYPE']/*"/>
<para>Return type is an unsigned integer value normalized to a value between 0 and 1.</para>
</summary>
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<para>Return type is a signed integer value normalized to a value between -1 and 1.</para>
</summary>
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<para>Return type is a floating-point number.</para>
</summary>
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<para>Return type is a double-precision value.</para>
</summary>
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<para>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.</para>
</summary>
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Values that identify parts of the content of an arbitrary length data buffer.
</summary>
<remarks>
These values are passed to the <seecref="M:SharpDX.D3DCompiler.D3D.GetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,SharpDX.Direct3D.Blob@)"/> function.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_PART']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_INPUT_SIGNATURE_BLOB']/*"/>
<para>The blob part is an output signature.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_OUTPUT_SIGNATURE_BLOB']/*"/>
<para>The blob part is an input and output signature.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB']/*"/>
<para>The blob part is a patch constant signature.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_ALL_SIGNATURE_BLOB']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_DEBUG_INFO']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_LEGACY_SHADER']/*"/>
<para>The blob part is an XNA prepass shader.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_XNA_PREPASS_SHADER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_XNA_SHADER']/*"/>
<para>The blob part is a test alternate shader.</para>
<para>Note??This value identifies a test part and is only produced by special compiler versions. Therefore, this part type is typically not present in shaders.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_PDB']/*"/>
<para>The blob part is test compilation details. </para>
<para>Note??This value identifies a test part and is only produced by special compiler versions. Therefore, this part type is typically not present in shaders.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_PRIVATE_DATA']/*"/>
<para>The blob part is test compilation performance. </para>
<para>Note??This value identifies a test part and is only produced by special compiler versions. Therefore, this part type is typically not present in shaders.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_BLOB_TEST_ALTERNATE_SHADER']/*"/>
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D3D_SHADER_INPUT_FLAGS-typed values are specified in the uFlags member of the <seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_INPUT_FLAGS']/*"/>
<para>Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register).</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIF_USERPACKED']/*"/>
<para>Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIF_COMPARISON_SAMPLER']/*"/>
<para>A 2-bit value for encoding texture components.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIF_TEXTURE_COMPONENT_0']/*"/>
<para>A 2-bit value for encoding texture components.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIF_TEXTURE_COMPONENT_1']/*"/>
<para>A 2-bit value for encoding texture components.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIF_TEXTURE_COMPONENTS']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIF_UNUSED']/*"/>
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Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.
</summary>
<remarks>
D3D_SHADER_INPUT_TYPE-typed values are specified in the Type member of the <seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_INPUT_TYPE']/*"/>
<para>The shader resource is a constant buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_CBUFFER']/*"/>
<para>The shader resource is a texture buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_TBUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_TEXTURE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_SAMPLER']/*"/>
<para>The shader resource is a read-and-write buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_UAV_RWTYPED']/*"/>
<para>The shader resource is a structured buffer.</para>
<para>For more information about structured buffer, see the Remarks section.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_STRUCTURED']/*"/>
<para>The shader resource is a read-and-write structured buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_UAV_RWSTRUCTURED']/*"/>
<para>The shader resource is a byte-address buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_BYTEADDRESS']/*"/>
<para>The shader resource is a read-and-write byte-address buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_UAV_RWBYTEADDRESS']/*"/>
<para>The shader resource is an append-structured buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_UAV_APPEND_STRUCTURED']/*"/>
<para>The shader resource is a consume-structured buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_UAV_CONSUME_STRUCTURED']/*"/>
<para>The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER']/*"/>
Values that identify the class of a shader variable.
</summary>
<remarks>
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. <seecref="T:SharpDX.D3DCompiler.ShaderVariableClass"/>-typed values are specified in the Class member of the <seecref="T:SharpDX.D3DCompiler.ShaderTypeDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_VARIABLE_CLASS']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVC_SCALAR']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVC_VECTOR']/*"/>
<para>The shader variable is a row-major matrix.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVC_MATRIX_ROWS']/*"/>
<para>The shader variable is a column-major matrix.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVC_MATRIX_COLUMNS']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVC_OBJECT']/*"/>
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Values that identify information about a shader variable.
</summary>
<remarks>
A call to the <seecref="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)"/> method returns <seecref="T:SharpDX.D3DCompiler.ShaderVariableFlags"/> values in the uFlags member of a <seecref="T:SharpDX.D3DCompiler.ShaderVariableDescription"/> structure.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_VARIABLE_FLAGS']/*"/>
<para>Indicates that the registers assigned to this shader variable were explicitly declared in shader code (instead of automatically assigned by the compiler).</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVF_USERPACKED']/*"/>
<para>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.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVF_USED']/*"/>
<para>Indicates that this variable is an interface.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVF_INTERFACE_POINTER']/*"/>
<para>Indicates that this variable is a parameter of an interface.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVF_INTERFACE_PARAMETER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='']/*"/>
Values that identify various data, texture, and buffer types that can be assigned to a shader variable.
</summary>
<remarks>
A call to the <seecref="M:SharpDX.D3DCompiler.ShaderReflectionType.GetDescription(SharpDX.D3DCompiler.ShaderTypeDescription@)"/> method returns a <seecref="T:SharpDX.D3DCompiler.ShaderVariableType"/> value in the Type member of a <seecref="T:SharpDX.D3DCompiler.ShaderTypeDescription"/> structure.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:<code>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_VARIABLE_TYPE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_VOID']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_BOOL']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_INT']/*"/>
<para>The variable is a floating-point number.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_FLOAT']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_STRING']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE1D']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE2D']/*"/>
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<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURECUBE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_SAMPLER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_SAMPLER1D']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_SAMPLER2D']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_SAMPLER3D']/*"/>
<para>The variable is an 8-bit unsigned integer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_SAMPLERCUBE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_PIXELSHADER']/*"/>
<para>The variable is a rasterizer-state object.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_VERTEXSHADER']/*"/>
<para>The variable is a depth-stencil-state object.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_PIXELFRAGMENT']/*"/>
<para>The variable is a blend-state object.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_VERTEXFRAGMENT']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_UINT']/*"/>
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<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_GEOMETRYSHADER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RASTERIZER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_DEPTHSTENCIL']/*"/>
<para>The variable is a render-target view.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_BLEND']/*"/>
<para>The variable is a depth-stencil view.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_BUFFER']/*"/>
<para>The variable is a 2D-multisampled texture.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_CBUFFER']/*"/>
<para>The variable is a 2D-multisampled-texture array.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TBUFFER']/*"/>
<para>The variable is a texture-cube array.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE1DARRAY']/*"/>
<para>The variable holds a compiled hull-shader binary.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE2DARRAY']/*"/>
<para>The variable holds a compiled domain-shader binary.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RENDERTARGETVIEW']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_DEPTHSTENCILVIEW']/*"/>
<para>The variable holds a compiled compute-shader binary.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE2DMS']/*"/>
<para>The variable is a double precision (64-bit) floating-point number.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURE2DMSARRAY']/*"/>
<para>The variable is a 1D read-and-write texture.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_TEXTURECUBEARRAY']/*"/>
<para>The variable is an array of 1D read-and-write textures.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_HULLSHADER']/*"/>
<para>The variable is a 2D read-and-write texture.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_DOMAINSHADER']/*"/>
<para>The variable is an array of 2D read-and-write textures.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_INTERFACE_POINTER']/*"/>
<para>The variable is a 3D read-and-write texture.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_COMPUTESHADER']/*"/>
<para>The variable is a read-and-write buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_DOUBLE']/*"/>
<para>The variable is a byte-address buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWTEXTURE1D']/*"/>
<para>The variable is a read-and-write byte-address buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWTEXTURE1DARRAY']/*"/>
<para>The variable is a structured buffer. </para>
<para>For more information about structured buffer, see the Remarks section.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWTEXTURE2D']/*"/>
<para>The variable is a read-and-write structured buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWTEXTURE2DARRAY']/*"/>
<para>The variable is an append structured buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWTEXTURE3D']/*"/>
<para>The variable is a consume structured buffer.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWBUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_BYTEADDRESS_BUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWBYTEADDRESS_BUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_STRUCTURED_BUFFER']/*"/>
<para>The variable is a floating-point number.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_RWSTRUCTURED_BUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_APPEND_STRUCTURED_BUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_CONSUME_STRUCTURED_BUFFER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_MIN8FLOAT']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_MIN10FLOAT']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_MIN16FLOAT']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_MIN12INT']/*"/>
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<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SVT_MIN16UINT']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_VERSION_TYPE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHVER_PIXEL_SHADER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHVER_VERTEX_SHADER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHVER_GEOMETRY_SHADER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHVER_HULL_SHADER']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHVER_DOMAIN_SHADER']/*"/>
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<unmanaged>D3D11_SHVER_COMPUTE_SHADER</unmanaged>
</member>
<membername="T:SharpDX.D3DCompiler.StripFlags">
<summary>
Strip flag options.
</summary>
<remarks>
These flags are used by <seecref="M:SharpDX.D3DCompiler.D3D.StripShader(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.StripFlags,SharpDX.Direct3D.Blob@)"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3DCOMPILER_STRIP_FLAGS']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3DCOMPILER_STRIP_REFLECTION_DATA']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3DCOMPILER_STRIP_DEBUG_INFO']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3DCOMPILER_STRIP_TEST_BLOBS']/*"/>
<para>Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3DCOMPILER_STRIP_PRIVATE_DATA']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='']/*"/>
Values that identify shader parameters that use system-value semantics.
</summary>
<remarks>
The <seecref="T:SharpDX.D3DCompiler.SystemValueType"/> 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 <seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME']/*"/>
<para>This parameter does not use a predefined system-value semantic.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_UNDEFINED']/*"/>
<para>This parameter contains position data.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_POSITION']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_CLIP_DISTANCE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_CULL_DISTANCE']/*"/>
<para>This parameter contains a render-target-array index.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_RENDER_TARGET_ARRAY_INDEX']/*"/>
<para>This parameter contains a viewport-array index.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_VIEWPORT_ARRAY_INDEX']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_VERTEX_ID']/*"/>
<para>This parameter contains a primitive ID.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_PRIMITIVE_ID']/*"/>
<para>This parameter contains an instance ID.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_INSTANCE_ID']/*"/>
<para>This parameter contains data that identifies whether or not the primitive faces the camera.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_NAME_IS_FRONT_FACE']/*"/>
<para>This parameter contains a sampler-array index.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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<para>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.</para>
</summary>
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Values that identify domain options for tessellator data.
</summary>
<remarks>
The data domain defines the type of data. This enumeration is used by <seecref="T:SharpDX.D3DCompiler.ShaderDescription"/>.
</remarks>
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The output primitive type determines how the tessellator output data is organized; this enumeration is used by <seecref="T:SharpDX.D3DCompiler.ShaderDescription"/>.
</remarks>
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<para>The output primitive type is undefined.</para>
</summary>
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<para>The output primitive type is a point.</para>
</summary>
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<para>The output primitive type is a clockwise triangle.</para>
</summary>
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<para>The output primitive type is a counter clockwise triangle.</para>
</summary>
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During tessellation, the partition option helps to determine how the algorithm chooses the next partition value; this enumeration is used by <seecref="T:SharpDX.D3DCompiler.ShaderDescription"/>.
</remarks>
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<para>Partition with a power-of-two number only.</para>
</summary>
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<para>Partition with an odd, fractional number.</para>
</summary>
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<para>Partition with an even, fractional number.</para>
</summary>
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Compresses a set of shaders into a more compact form.
</summary>
<paramname="uNumShaders"><para>The number of shaders to compress.</para></param>
<paramname="shaderDataRef"><para>An array of <seecref="T:SharpDX.D3DCompiler.ShaderData"/> structures that describe the set of shaders to compress.</para></param>
<paramname="uFlags"><para>Flags that indicate how to compress the shaders. Currently, only the D3D_COMPRESS_SHADER_KEEP_ALL_PARTS (0x00000001) flag is defined.</para></param>
<paramname="compressedDataOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the compressed shader data.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3DCompressShaders']/*"/>
<unmanaged>HRESULT D3DCompressShaders([In] unsigned int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] unsigned int uFlags,[Out] ID3D10Blob** ppCompressedData)</unmanaged>
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<paramname="shaderBytecodeRef"><para>A reference to source data as compiled HLSL code.</para></param>
<paramname="bytecodeLength"><para>Length of pSrcData.</para></param>
<paramname="uStripFlags"><para>Strip flag options, represented by <seecref="T:SharpDX.D3DCompiler.StripFlags"/>.</para></param>
<paramname="strippedBlobOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the unwanted stripped out shader code.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
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[This documentation is preliminary and is subject to change.]
</summary>
<paramname="srcDataRef"><para>A reference to the compiled shader data.</para></param>
<paramname="srcDataSize"><para>The size, in bytes, of the block of memory that pSrcData points to.</para></param>
<paramname="flags"><para>A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how <seecref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> retrieves the instruction offsets.</para> FlagDescription D3D_GET_INST_OFFSETS_INCLUDE_NON_EXECUTABLE (0x01)Include non-executable code in the retrieved information. <para>?</para></param>
<paramname="startInstIndex"><para>The index of the instruction in the compiled shader data for which <seecref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> starts to retrieve the byte offsets.</para></param>
<paramname="numInsts"><para>The number of instructions for which <seecref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> retrieves the byte offsets.</para></param>
<paramname="totalInstsRef"><para>A reference to a variable that receives the total number of instructions in the section of shader code.</para></param>
<returns><para>A reference to a variable that receives the actual number of offsets.</para></returns>
<remarks>
A new kind of Microsoft High Level Shader Language (HLSL) debugging information from a program database (PDB) file uses instruction-byte offsets within a shader blob (arbitrary-length data buffer). You use <seecref="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)"/> to translate to and from instruction indexes.
</remarks>
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Compile HLSL code or an effect file into bytecode for a given target.
</summary>
<paramname="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="sourceNameRef"><para>Optional. You can use this parameter for strings that specify error messages. If not used, set to <c>null</c>.</para></param>
<paramname="definesRef"><para>Optional. An array of <c>null</c>-terminated macro definitions (see <seecref="T:SharpDX.Direct3D.ShaderMacro"/>).</para></param>
<paramname="includeRef"><para>Optional. A reference to an <seecref="T:SharpDX.D3DCompiler.Include"/> for handling include files. Setting this to <c>null</c> will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE 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 D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para><code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<seecref="T:SharpDX.D3DCompiler.Include"/>*)(<seecref="T:System.IntPtr"/>)1)</code></param>
<paramname="entrypointRef"><para>The name of the shader entry point function where shader execution begins. When you compile an effect, <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@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<paramname="targetRef"><para>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).</para></param>
<paramname="flags2"><para>Effect compile options. When you compile a shader and not an effect file, <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@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<paramname="codeOut"><para>The address of a ID3DBlob that contains the compiled code.</para></param>
<paramname="errorMsgsOut"><para>Optional. A reference to an ID3DBlob that contains compiler error messages, or <c>null</c> if there were no errors.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
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<paramname="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="signatureBlobOut"><para>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
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<paramname="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file that contains the shader code.</para></param>
<paramname="definesRef"><para>An optional array of <seecref="T:SharpDX.Direct3D.ShaderMacro"/> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <c>null</c>.</para></param>
<paramname="includeRef"><para> An optional reference to an <seecref="T:SharpDX.D3DCompiler.Include"/> interface that the compiler uses to handle include files. If you set this parameter to <c>null</c> and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory.</para><code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<seecref="T:SharpDX.D3DCompiler.Include"/>*)(<seecref="T:System.IntPtr"/>)1)</code></param>
<paramname="entrypointRef"><para>A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, <seecref="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<paramname="targetRef"><para>A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, shader model 2, shader model 3, shader model 4, or shader model 5 and later). The target can also be an effect type (for example, fx_4_1).</para></param>
<paramname="flags1"><para>A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.</para></param>
<paramname="flags2"><para>A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <seecref="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<paramname="codeOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.</para></param>
<paramname="errorMsgsOut"><para>An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or <c>null</c> if there are no errors.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
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<paramname="srcDataRef"><para>A reference to uncompiled shader data (ASCII HLSL code).</para></param>
<paramname="srcDataSize"><para>The size, in bytes, of the block of memory that pSrcData points to.</para></param>
<paramname="sourceNameRef"><para>An optional reference to a constant null-terminated string containing the name that identifies the source data to use in error messages. If not used, set to <c>null</c>.</para></param>
<paramname="definesRef"><para>An optional array of <seecref="T:SharpDX.Direct3D.ShaderMacro"/> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <c>null</c>.</para></param>
<paramname="includeRef"><para> An optional reference to an <seecref="T:SharpDX.D3DCompiler.Include"/> interface that the compiler uses to handle include files. If you set this parameter to <c>null</c> and the shader contains a #include, a compile error occurs. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE 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 D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para><code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<seecref="T:SharpDX.D3DCompiler.Include"/>*)(<seecref="T:System.IntPtr"/>)1)</code></param>
<paramname="entrypointRef"><para>A reference to a constant null-terminated string that contains the name of the shader entry point function where shader execution begins. When you compile an effect, <seecref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores pEntrypoint; we recommend that you set pEntrypoint to <c>null</c> because it is good programming practice to set a reference parameter to <c>null</c> if the called function will not use it.</para></param>
<paramname="targetRef"><para>A reference to a constant null-terminated string that specifies the shader target or set of shader features to compile against. The shader target can be a shader model (for example, 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).</para></param>
<paramname="flags1"><para>A combination of shader compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code.</para></param>
<paramname="flags2"><para>A combination of effect compile options that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <seecref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> ignores Flags2; we recommend that you set Flags2 to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</para></param>
<paramname="secondaryDataFlags"><para>A combination of the following flags that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles the HLSL code. </para> FlagDescription <seecref="F:SharpDX.D3DCompiler.SecondaryDataFlags.MergeUnorderedAccessViewSlots"/> (0x01)Merge unordered access view (UAV) slots in the secondary data that the pSecondaryData parameter points to. <seecref="F:SharpDX.D3DCompiler.SecondaryDataFlags.PreserveTemplateSlots"/> (0x02)Preserve template slots in the secondary data that the pSecondaryData parameter points to. <seecref="F:SharpDX.D3DCompiler.SecondaryDataFlags.RequireTemplateMatch"/> (0x04)Require that templates in the secondary data that the pSecondaryData parameter points to match when the compiler compiles the HLSL code. <para>?</para><para>If pSecondaryData is <c>null</c>, set to zero.</para></param>
<paramname="secondaryDataRef"><para>An optional reference to secondary data. If you do not pass secondary data, set to <c>null</c>.</para></param>
<paramname="secondaryDataSize"><para>The size, in bytes, of the block of memory that pSecondaryData points to. If pSecondaryData is <c>null</c>, set to zero.</para></param>
<paramname="codeOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that you can use to access the compiled code.</para></param>
<paramname="errorMsgsOut"><para>An optional reference to a variable that receives a reference to the ID3DBlob interface that you can use to access compiler error messages, or <c>null</c> if there are no errors.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<remarks>
The latest D3dcompiler_nn.dll contains the <seecref="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/> compiler function.
</remarks>
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<paramname="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file to read into memory.</para></param>
<paramname="contentsOut"><para>A reference to a variable that receives a reference to the ID3DBlob interface that contains information that <seecref="M:SharpDX.D3DCompiler.D3D.ReadFileToBlob(System.String,SharpDX.Direct3D.Blob@)"/> read from the pFileName file. You can use this ID3DBlob interface to access the file information and pass it to other compiler functions.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
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Debug information is embedded in the body of the shader after calling <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@)"/>.
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<paramname="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<paramname="srcDataSize"><para>Length of uncompiled shader data that pSrcData points to.</para></param>
<paramname="part"><para>A <seecref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part of the buffer to retrieve.</para></param>
<paramname="flags"><para>Flags that indicate how to retrieve the blob part. Currently, no flags are defined.</para></param>
<paramname="partOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the specified part of the buffer.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
D3DGetBlobPart retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the Part parameter specifies.
</remarks>
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<paramname="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="interfaceRef"><para>The reference <seecref="T:System.Guid"/> of the COM interface to use. For example, IID_ID3D11ShaderReflection or IID_ID3D10ShaderReflection.</para></param>
<paramname="reflectorOut"><para>A reference to a reflection interface.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
<remarks>
Shader code contains metadata that can be inspected using the reflection APIs.The following code illustrates retrieving a <seecref="T:SharpDX.D3DCompiler.ShaderReflection"/> Interface from a shader.<code>
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<paramname="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="signatureBlobOut"><para>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
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<paramname="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<paramname="srcDataSize"><para>Length of uncompiled shader data that pSrcData points to.</para></param>
<paramname="uNumShaders"><para>The number of shaders to decompress.</para></param>
<paramname="uStartIndex"><para>The index of the first shader to decompress.</para></param>
<paramname="indicesRef"><para>An array of indexes that represent the shaders to decompress.</para></param>
<paramname="uFlags"><para>Flags that indicate how to decompress. Currently, no flags are defined.</para></param>
<paramname="shadersOut"><para>The address of a reference to the ID3DBlob interface that is used to retrieve the decompressed shader data.</para></param>
<paramname="totalShadersRef"><para>A reference to a variable that receives the total number of shaders that <seecref="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)"/> decompressed.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
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<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"><para>A reference to source data as compiled HLSL code.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="flags"><para>Flags affecting the behavior of <seecref="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)"/>. Flags can be a combination of zero or more of the following values. </para> FlagDescription D3D_DISASM_ENABLE_COLOR_CODEEnable the output of color codes. D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTSEnable the output of default values. D3D_DISASM_ENABLE_INSTRUCTION_NUMBERINGEnable instruction numbering. D3D_DISASM_ENABLE_INSTRUCTION_CYCLENo effect. <para>?</para></param>
<paramname="szComments"><para>The optional comment string at the top of the shader that identifies the shader constants and variables.</para></param>
<paramname="disassemblyOut"><para>A reference to a buffer that receives the <seecref="T:SharpDX.Direct3D.Blob"/> interface that accesses assembly text.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
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<paramname="srcDataRef"><para>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="sourceNameRef"><para>Optional. The name of the file that contains the uncompiled HLSL code.</para></param>
<paramname="definesRef"><para>Optional. An array of <c>null</c>-terminated macro definitions (see <seecref="T:SharpDX.Direct3D.ShaderMacro"/>).</para></param>
<paramname="includeRef"><para>Optional. A reference to an <seecref="T:SharpDX.D3DCompiler.Include"/> for handling include files. Setting this to <c>null</c> will cause a compile error if a shader contains a #include. You can pass the D3D_COMPILE_STANDARD_FILE_INCLUDE 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 D3D_COMPILE_STANDARD_FILE_INCLUDE, you must specify the source file name in the pSourceName parameter; the compiler will derive the initial relative directory from pSourceName.</para><code>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<seecref="T:SharpDX.D3DCompiler.Include"/>*)(<seecref="T:System.IntPtr"/>)1)</code></param>
<paramname="codeTextOut"><para>The address of a ID3DBlob that contains the compiled code.</para></param>
<paramname="errorMsgsOut"><para>Optional. A reference to an ID3DBlob that contains compiler error messages, or <c>null</c> if there were no errors.</para></param>
<returns>Returns one of the Direct3D 10 Return Codes.</returns>
D3DPreprocess outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.
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<paramname="srcDataRef"><para>A reference to source data as compiled HLSL code.</para></param>
<paramname="srcDataSize"><para>Length of pSrcData.</para></param>
<paramname="signatureBlobOut"><para>Optional. A reference to an <seecref="T:SharpDX.Direct3D.Blob"/> that contains a compiled shader.</para></param>
<returns>Returns one of the following Direct3D 10 Return Codes.</returns>
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<paramname="srcDataRef"><para>A reference to compiled shader data.</para></param>
<paramname="srcDataSize"><para>The length of the compiled shader data that pSrcData points to.</para></param>
<paramname="part"><para>A <seecref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part to set. Currently, you can update only private data; that is, <seecref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> currently only supports the <seecref="F:SharpDX.D3DCompiler.ShaderBytecodePart.PrivateData"/> value.</para></param>
<paramname="flags"><para>Flags that indicate how to set the blob part. Currently, no flags are defined; therefore, set to zero.</para></param>
<paramname="partRef"><para>A reference to data to set in the compilation result.</para></param>
<paramname="partSize"><para>The length of the data that pPart points to.</para></param>
<paramname="newShaderOut"><para>A reference to a buffer that receives the ID3DBlob interface for the new shader in which the new part data is set.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
<remarks>
D3DSetBlobPart modifies data in a compiled shader. Currently, <seecref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> can update only the private data in a compiled shader. You can use <seecref="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)"/> to attach arbitrary uninterpreted data to a compiled shader.
</remarks>
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<paramname="blobRef"><para>A reference to a ID3DBlob interface that contains the memory blob to write to the file that the pFileName parameter specifies.</para></param>
<paramname="fileNameRef"><para>A reference to a constant null-terminated string that contains the name of the file to which to write.</para></param>
<paramname="bOverwrite"><para>A Boolean value that specifies whether to overwrite information in the pFileName file. TRUE specifies to overwrite information and <seecref="F:SharpDX.Result.False"/> specifies not to overwrite information.</para></param>
<returns>Returns one of the Direct3D 11 return codes.</returns>
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This shader-reflection interface provides access to a constant buffer.
</summary>
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<paramname="descRef"><para>A reference to a <seecref="T:SharpDX.D3DCompiler.ConstantBufferDescription"/>, which represents a shader-buffer description.</para></param>
<returns>Returns one of the following Direct3D 11 Return Codes.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<returns>A reference to a shader-reflection variable interface (see <seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface).</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>ID3D11ShaderReflectionVariable* ID3D11ShaderReflectionConstantBuffer::GetVariableByIndex([In] unsigned int Index)</unmanaged>
<returns>Returns a sentinel object (end of list marker). To determine if GetVariableByName successfully completed, call <seecref="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)"/> and check the returned <seecref="T:SharpDX.Result"/>; any return value other than success means that GetVariableByName failed.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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ID3DInclude is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader #include files.
</summary>
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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>
A shader-reflection interface accesses shader information.
</summary>
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<paramname="descRef"><para>A reference to a shader description. See <seecref="T:SharpDX.D3DCompiler.ShaderDescription"/>.</para></param>
<returns>Returns one of the following Direct3D 11 Return Codes.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<returns>A reference to a constant buffer (see <seecref="T:SharpDX.D3DCompiler.ConstantBuffer"/> Interface).</returns>
<remarks>
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.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflection::GetConstantBufferByIndex([In] unsigned int Index)</unmanaged>
<returns>A reference to a constant buffer (see <seecref="T:SharpDX.D3DCompiler.ConstantBuffer"/> Interface).</returns>
<remarks>
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.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<returns><para>A reference to an input-binding description. See <seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/>.</para></returns>
<remarks>
A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDesc gets information about how one resource in the set is bound as an input to the shader. The ResourceIndex parameter specifies the index for the resource.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>HRESULT ID3D11ShaderReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<returns><para>A reference to a shader-input-signature description. See <seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/>.</para></returns>
<remarks>
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.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>HRESULT ID3D11ShaderReflection::GetInputParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>
<returns><para>A reference to a shader-output-parameter description. See <seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/>.</para></returns>
<remarks>
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.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>HRESULT ID3D11ShaderReflection::GetOutputParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>
<returns><para>A reference to a shader-input-signature description. See <seecref="T:SharpDX.D3DCompiler.ShaderParameterDescription"/>.</para></returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>HRESULT ID3D11ShaderReflection::GetPatchConstantParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>
<paramname="name"><para>A reference to a string containing the variable name.</para></param>
<returns>Returns a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface interface.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflection::GetVariableByName']/*"/>
Get a description of how a resource is bound to a shader.
</summary>
<paramname="name"><para>The constant-buffer name of the resource.</para></param>
<returns><para>A reference to an input-binding description. See <seecref="T:SharpDX.D3DCompiler.InputBindingDescription"/>.</para></returns>
<remarks>
A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. GetResourceBindingDescByName gets information about how one resource in the set is bound as an input to the shader. The Name parameter specifies the name of the resource.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<returns>Returns the number of Mov instructions.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>unsigned int ID3D11ShaderReflection::GetMovInstructionCount()</unmanaged>
<returns>Returns the number of Movc instructions.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>unsigned int ID3D11ShaderReflection::GetMovcInstructionCount()</unmanaged>
<returns>Returns the number of conversion instructions.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>unsigned int ID3D11ShaderReflection::GetConversionInstructionCount()</unmanaged>
<returns>The number of bitwise instructions.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>unsigned int ID3D11ShaderReflection::GetBitwiseInstructionCount()</unmanaged>
Gets the geometry-shader input-primitive description.
</summary>
<returns>The input-primitive description, see D3D10_PRIMITIVE_TOPOLOGY.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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Indicates whether a shader is a sample frequency shader.
</summary>
<returns>Returns true if the shader is a sample frequency shader; otherwise returns false.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<returns>The number of interface slots in the shader.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>unsigned int ID3D11ShaderReflection::GetNumInterfaceSlots()</unmanaged>
<paramname="levelRef"><para>A reference to one of the enumerated values in <seecref="T:SharpDX.Direct3D.FeatureLevel"/>, which represents the minimum feature level.</para></param>
<returns>Returns one of the following Direct3D 11 Return Codes.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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Retrieves the sizes, in thread groups, of the X, Y, and Z dimensions of the shader's thread-group grid.
</summary>
<paramname="sizeXRef"><para>A reference to the size, in thread groups, of the x-dimension of the thread-group grid. The maximum size is 65535.</para></param>
<paramname="sizeYRef"><para>A reference to the size, in thread groups, of the y-dimension of the thread-group grid. The maximum size is 65535.</para></param>
<paramname="sizeZRef"><para>A reference to the size, in thread groups, of the z-dimension of the thread-group grid. The maximum size is 65535.</para></param>
<returns>Returns one of the following Direct3D 11 Return Codes.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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Initializes a new instance of the <seecref ="T:SharpDX.D3DCompiler.ShaderReflection"/> class from a <seecref ="T:SharpDX.D3DCompiler.ShaderBytecode"/>.
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>GetMovInstructionCount</unmanaged>
<unmanaged>unsigned int ID3D11ShaderReflection::GetMovInstructionCount()</unmanaged>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>GetMovcInstructionCount</unmanaged>
<unmanaged>unsigned int ID3D11ShaderReflection::GetMovcInstructionCount()</unmanaged>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>GetBitwiseInstructionCount</unmanaged>
<unmanaged>unsigned int ID3D11ShaderReflection::GetBitwiseInstructionCount()</unmanaged>
Gets the geometry-shader input-primitive description.
</summary>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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Indicates whether a shader is a sample frequency shader.
</summary>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>GetNumInterfaceSlots</unmanaged>
<unmanaged>unsigned int ID3D11ShaderReflection::GetNumInterfaceSlots()</unmanaged>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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This shader-reflection interface provides access to variable type.
</summary>
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Get the description of a shader-reflection-variable type.
</summary>
<paramname="descRef"><para>A reference to a shader-type description (see <seecref="T:SharpDX.D3DCompiler.ShaderTypeDescription"/>).</para></param>
<returns>Returns one of the following Direct3D 11 Return Codes.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetDesc']/*"/>
<returns>A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetMemberTypeByIndex']/*"/>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetMemberTypeByIndex([In] unsigned int Index)</unmanaged>
<returns>A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetMemberTypeByName']/*"/>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
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<unmanaged>const char* ID3D11ShaderReflectionType::GetMemberTypeName([In] unsigned int Index)</unmanaged>
Indicates whether two <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface references have the same underlying type.
</summary>
<paramname="typeRef">No documentation.</param>
<returns>Returns <seecref="F:SharpDX.Result.Ok"/> if the references have the same underlying type; otherwise returns S_FALSE.</returns>
<remarks>
IsEqual indicates whether the sources of the <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface references have the same underlying type. For example, if two <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> 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>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::IsEqual']/*"/>
<returns>Returns a reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface containing the base class type. Returns <c>null</c> if the class does not have a base class.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetSubType']/*"/>
Gets an <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface interface containing the variable base class type.
</summary>
<returns>Returns A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetBaseClass']/*"/>
<returns>Returns the number of interfaces.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetNumInterfaces']/*"/>
<unmanaged>unsigned int ID3D11ShaderReflectionType::GetNumInterfaces()</unmanaged>
<returns>A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetInterfaceByIndex']/*"/>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetInterfaceByIndex([In] unsigned int uIndex)</unmanaged>
Indicates whether a variable is of the specified type.
</summary>
<paramname="typeRef"><para>A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</para></param>
<returns>Returns <seecref="F:SharpDX.Result.Ok"/> if object being queried is equal to or inherits from the type in the pType parameter; otherwise returns S_FALSE.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::IsOfType']/*"/>
Indicates whether a class type implements an interface.
</summary>
<paramname="baseRef"><para>A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</para></param>
<returns>Returns <seecref="F:SharpDX.Result.Ok"/> if the interface is implemented; otherwise return S_FALSE.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::ImplementsInterface']/*"/>
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>
Get the description of a shader-reflection-variable type.
</summary>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetDesc']/*"/>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetSubType']/*"/>
Gets an <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface interface containing the variable base class type.
</summary>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetBaseClass']/*"/>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionType::GetNumInterfaces']/*"/>
<unmanaged>GetNumInterfaces</unmanaged>
<unmanaged>unsigned int ID3D11ShaderReflectionType::GetNumInterfaces()</unmanaged>
This shader-reflection interface provides access to a variable.
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable']/*"/>
<paramname="descRef"><para>A reference to a shader-variable description (see <seecref="T:SharpDX.D3DCompiler.ShaderVariableDescription"/>).</para></param>
<returns>Returns one of the following Direct3D 11 Return Codes.</returns>
<remarks>
This method can be used to determine if the <seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface is valid, the method returns E_FAIL when the variable is not valid.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable::GetDesc']/*"/>
<returns>A reference to a <seecref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface.</returns>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable::GetType']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable::GetBuffer']/*"/>
Gets the corresponding interface slot for a variable that represents an interface reference.
</summary>
<paramname="uArrayIndex"><para>Index of the array element to get the slot number for. For a non-array variable this value will be zero.</para></param>
<returns>Returns the index of the interface in the interface array.</returns>
<remarks>
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.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable::GetInterfaceSlot']/*"/>
<unmanaged>unsigned int ID3D11ShaderReflectionVariable::GetInterfaceSlot([In] unsigned int uArrayIndex)</unmanaged>
This method can be used to determine if the <seecref="T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface is valid, the method returns E_FAIL when the variable is not valid.This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable::GetDesc']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='ID3D11ShaderReflectionVariable::GetBuffer']/*"/>
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>
Constants are supplied to shaders in a shader-constant buffer. Get the description of a shader-constant-buffer by calling <seecref="M:SharpDX.D3DCompiler.ConstantBuffer.GetDescription(SharpDX.D3DCompiler.ConstantBufferDescription@)"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_BUFFER_DESC']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_BUFFER_DESC::Name']/*"/>
<para>The intended use of the constant data.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_BUFFER_DESC::Type']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_BUFFER_DESC::Variables']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_BUFFER_DESC::Size']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_BUFFER_DESC::uFlags']/*"/>
Describes how a shader resource is bound to a shader input.
</summary>
<remarks>
Get a shader-input-signature description by calling <seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/> or <seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::Name']/*"/>
<para>Identifies the type of data in the resource. See D3D10_SHADER_INPUT_TYPE.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::Type']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::BindPoint']/*"/>
<para>Number of contiguous bind points for arrays.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::BindCount']/*"/>
<para>Shader input-parameter options. See D3D10_SHADER_INPUT_FLAGS.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::uFlags']/*"/>
<para>If the input is a texture, the return type. See D3D11_RESOURCE_RETURN_TYPE.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::ReturnType']/*"/>
<para>Identifies the dimensions of the bound resource. For a list of values that <seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/> or <seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)"/> can return, see D3D11_SRV_DIMENSION.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::Dimension']/*"/>
<para>The number of samples for a multisampled texture; otherwise 0.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_INPUT_BIND_DESC::NumSamples']/*"/>
<unmanaged>unsigned int NumSamples</unmanaged>
</member>
<membername="T:SharpDX.D3DCompiler.ShaderData">
<summary>
Describes shader data.
</summary>
<remarks>
An array of <seecref="T:SharpDX.D3DCompiler.ShaderData"/> structures is passed to <seecref="M:SharpDX.D3DCompiler.D3D.CompressShaders(System.Int32,SharpDX.D3DCompiler.ShaderData[],System.Int32,SharpDX.Direct3D.Blob@)"/> to compress the shader data into a more compact form.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_DATA']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_DATA::pBytecode']/*"/>
<para>Length of shader data that pBytecode points to.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D_SHADER_DATA::BytecodeLength']/*"/>
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 <seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetDescription(SharpDX.D3DCompiler.ShaderDescription@)"/>.
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::Version']/*"/>
<para>The name of the originator of the shader.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::Creator']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::Flags']/*"/>
<para>The number of shader-constant buffers.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::ConstantBuffers']/*"/>
<unmanaged>unsigned int ConstantBuffers</unmanaged>
<para>The number of resource (textures and buffers) bound to a shader.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::BoundResources']/*"/>
<unmanaged>unsigned int BoundResources</unmanaged>
<para>The number of parameters in the input signature.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::InputParameters']/*"/>
<unmanaged>unsigned int InputParameters</unmanaged>
<para>The number of parameters in the output signature.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::OutputParameters']/*"/>
<unmanaged>unsigned int OutputParameters</unmanaged>
<para>The number of intermediate-language instructions in the compiled shader.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::InstructionCount']/*"/>
<unmanaged>unsigned int InstructionCount</unmanaged>
<para>The number of temporary registers in the compiled shader.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TempRegisterCount']/*"/>
<unmanaged>unsigned int TempRegisterCount</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TempArrayCount']/*"/>
<unmanaged>unsigned int TempArrayCount</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::DefCount']/*"/>
<para>Number of declarations (input + output).</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::DclCount']/*"/>
<para>Number of non-categorized texture instructions.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TextureNormalInstructions']/*"/>
<unmanaged>unsigned int TextureNormalInstructions</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TextureLoadInstructions']/*"/>
<unmanaged>unsigned int TextureLoadInstructions</unmanaged>
<para>Number of texture comparison instructions</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TextureCompInstructions']/*"/>
<unmanaged>unsigned int TextureCompInstructions</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TextureBiasInstructions']/*"/>
<unmanaged>unsigned int TextureBiasInstructions</unmanaged>
<para>Number of texture gradient instructions.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::TextureGradientInstructions']/*"/>
<unmanaged>unsigned int TextureGradientInstructions</unmanaged>
<para>Number of floating point arithmetic instructions used.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::FloatInstructionCount']/*"/>
<unmanaged>unsigned int FloatInstructionCount</unmanaged>
<para>Number of signed integer arithmetic instructions used.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::IntInstructionCount']/*"/>
<unmanaged>unsigned int IntInstructionCount</unmanaged>
<para>Number of unsigned integer arithmetic instructions used.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::UintInstructionCount']/*"/>
<unmanaged>unsigned int UintInstructionCount</unmanaged>
<para>Number of static flow control instructions used.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::StaticFlowControlCount']/*"/>
<unmanaged>unsigned int StaticFlowControlCount</unmanaged>
<para>Number of dynamic flow control instructions used.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::DynamicFlowControlCount']/*"/>
<unmanaged>unsigned int DynamicFlowControlCount</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::MacroInstructionCount']/*"/>
<unmanaged>unsigned int MacroInstructionCount</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::ArrayInstructionCount']/*"/>
<unmanaged>unsigned int ArrayInstructionCount</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::CutInstructionCount']/*"/>
<unmanaged>unsigned int CutInstructionCount</unmanaged>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::EmitInstructionCount']/*"/>
<unmanaged>unsigned int EmitInstructionCount</unmanaged>
<para>The D3D10_PRIMITIVE_TOPOLOGY, which represents the shader output topology.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::GSOutputTopology']/*"/>
<para>Geometry shader maximum output vertex count.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::GSMaxOutputVertexCount']/*"/>
<unmanaged>unsigned int GSMaxOutputVertexCount</unmanaged>
<para>The D3D11_PRIMITIVE-typed value that represents the input primitive for a geometry shader or hull shader.</para>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_DESC::InputPrimitive']/*"/>
<para>Number of parameters in the patch-constant signature.</para>
</summary>
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<unmanaged>unsigned int PatchConstantParameters</unmanaged>
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<unmanaged>unsigned int cGSInstanceCount</unmanaged>
<para>Number of control points in the hull shader and domain shader.</para>
</summary>
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<unmanaged>unsigned int cControlPoints</unmanaged>
<para>The D3D11_TESSELLATOR_OUTPUT_PRIMITIVE, which represents the tessellator output-primitive type.</para>
</summary>
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<para>The D3D11_TESSELLATOR_PARTITIONING, which represents the tessellator partitioning mode.</para>
</summary>
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<para>The D3D11_TESSELLATOR_DOMAIN, which represents the tessellator domain.</para>
</summary>
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<para>Number of barrier instructions in a compute shader.</para>
</summary>
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<unmanaged>unsigned int cBarrierInstructions</unmanaged>
<para>Number of interlocked instructions in a compute shader.</para>
</summary>
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<unmanaged>unsigned int cInterlockedInstructions</unmanaged>
<para>Number of texture writes in a compute shader.</para>
</summary>
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<unmanaged>unsigned int cTextureStoreInstructions</unmanaged>
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.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.Get a shader-signature from a shader or an effect by calling APIs such as <seecref="M:SharpDX.D3DCompiler.ShaderReflection.GetInputParameterDescription(System.Int32)"/>.
</remarks>
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<para>A per-parameter string that identifies how the data will be used. </para>
</summary>
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<para>Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.</para>
</summary>
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<para>The register that will contain this variable's data.</para>
</summary>
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<para>A predefined string that determines the functionality of certain pipeline stages. See D3D10_NAME.</para>
</summary>
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<para>The per-component-data type that is stored in a register. See D3D10_REGISTER_COMPONENT_TYPE. Each register can store up to four-components of data.</para>
</summary>
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<para>Mask which indicates which components of a register are used.</para>
</summary>
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<para>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). </para>
</summary>
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<para>Indicates which stream the geometry shader is using for the signature parameter.</para>
</summary>
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Get a shader-variable-type description by calling <seecref="M:SharpDX.D3DCompiler.ShaderReflectionType.GetDescription(SharpDX.D3DCompiler.ShaderTypeDescription@)"/>.
</remarks>
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<para>Identifies the variable class as one of scalar, vector, matrix or object. See D3D10_SHADER_VARIABLE_CLASS.</para>
</summary>
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<para>The variable type. See D3D10_SHADER_VARIABLE_TYPE.</para>
</summary>
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<para>Number of rows in a matrix. Otherwise a numeric type returns 1, any other type returns 0.</para>
</summary>
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<para>Number of columns in a matrix. Otherwise a numeric type returns 1, any other type returns 0.</para>
</summary>
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<para>Number of elements in an array; otherwise 0.</para>
</summary>
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<para>Number of members in the structure; otherwise 0.</para>
</summary>
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<para>Offset, in bytes, between the start of the parent structure and this variable.</para>
</summary>
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Get a shader-variable description using reflection by calling <seecref="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)"/>.As of the June 2010 update, DefaultValue emits default values for reflection.
</remarks>
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<para>Offset from the start of the parent structure to the beginning of the variable.</para>
</summary>
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<para>A combination of <seecref="T:SharpDX.D3DCompiler.ShaderVariableFlags"/>-typed values that are combined by using a bitwise OR operation. The resulting value identifies shader-variable properties.</para>
</summary>
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<para>The default value for initializing the variable.</para>
</summary>
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<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='D3D11_SHADER_VARIABLE_DESC::SamplerSize']/*"/>
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>