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FiveMHelper/MloConverter/bin/Debug/SharpDX.D3DCompiler.xml
2022-09-04 12:23:26 +02:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>SharpDX.D3DCompiler</name>
</assembly>
<members>
<member name="T:SharpDX.D3DCompiler.AssemblyDoc">
<summary>
The <see cref="A:SharpDX.D3DCompiler"/> assembly is a managed Direct3D Compiler API.
</summary>
<msdn-id>dd607340</msdn-id>
<unmanaged>D3DCompiler</unmanaged>
<unmanaged-short>D3DCompiler</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.CompilationResult">
<summary>
Shader compilation results.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.CompilationResult.#ctor(SharpDX.D3DCompiler.ShaderBytecode,SharpDX.Result,System.String)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.CompilationResult"/> class.
</summary>
<param name="bytecode">The bytecode.</param>
<param name="resultCode">The result code.</param>
<param name="message">The message.</param>
</member>
<member name="M:SharpDX.D3DCompiler.CompilationResult.op_Implicit(SharpDX.D3DCompiler.CompilationResult)~SharpDX.D3DCompiler.ShaderBytecode">
<summary>
Performs an implicit conversion from <see cref="T:SharpDX.D3DCompiler.CompilationResult"/> to <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/>.
</summary>
<param name="input">The input.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.CompilationResult.op_Implicit(SharpDX.D3DCompiler.CompilationResult)~System.Byte[]">
<summary>
Performs an implicit conversion from <see cref="T:SharpDX.D3DCompiler.CompilationResult"/> to byte array
</summary>
<param name="input">The input.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="T:SharpDX.D3DCompiler.FunctionLinkingGraph">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>A function-linking-graph interface is used for constructing shaders that consist of a sequence of precompiled function calls that pass values to each other .</p>
</summary>
<remarks>
<p>To get a function-linking-graph interface, call <strong><see cref="M:SharpDX.D3DCompiler.D3D.CreateFunctionLinkingGraph(System.Int32,SharpDX.D3DCompiler.FunctionLinkingGraph)" /></strong>. </p><p>You can use the function-linking-graph (FLG) interface methods to construct shaders that consist of a sequence of precompiled function calls that pass values to each other. You don't need to write HLSL and then call the HLSL compiler. Instead, the shader structure is specified programmatically via a C++ API. FLG nodes represent input and output signatures and invocations of precompiled library functions. The order of registering the function-call nodes defines the sequence of invocations. You must specify the input signature node first and the output signature node last. FLG edges define how values are passed from one node to another. The data types of passed values must be the same; there is no implicit type conversion. Shape and swizzling rules follow the HLSL behavior. Values can only be passed forward in this sequence.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11FunctionLinkingGraph']/*" />
<msdn-id>dn280535</msdn-id>
<unmanaged>ID3D11FunctionLinkingGraph</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.#ctor">
<summary>
Initializes a new instance of <see cref="T:SharpDX.D3DCompiler.FunctionLinkingGraph"/>.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.SetInputSignature(SharpDX.D3DCompiler.ParameterDescription[])">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Sets the input signature of the function-linking-graph.</p>
</summary>
<param name="parameters"><dd> <p>An array of <strong><see cref="T:SharpDX.D3DCompiler.ParameterDescription"/></strong> structures for the parameters of the input signature.</p> </dd></param>
<returns><p>A reference to the <strong><see cref="T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface that represents the input signature of the function-linking-graph.</p></returns>
<msdn-id>dn280542</msdn-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::SetInputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pInputParameters,[In] unsigned int cInputParameters,[Out] ID3D11LinkingNode** ppInputNode)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::SetInputSignature</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.SetOutputSignature(SharpDX.D3DCompiler.ParameterDescription[])">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Sets the output signature of the function-linking-graph.</p>
</summary>
<param name="parameters"><dd> <p>An array of <strong><see cref="T:SharpDX.D3DCompiler.ParameterDescription"/></strong> structures for the parameters of the output signature.</p> </dd></param>
<returns><p>A reference to the <strong><see cref="T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface that represents the output signature of the function-linking-graph.</p></returns>
<msdn-id>dn280543</msdn-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::SetOutputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pOutputParameters,[In] unsigned int cOutputParameters,[Out] ID3D11LinkingNode** ppOutputNode)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::SetOutputSignature</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.CreateModuleInstance">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Initializes a shader module from the function-linking-graph object.</p>
</summary>
<returns><p>A reference to an <strong><see cref="T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the shader module to initialize.</p></returns>
<msdn-id>dn280537</msdn-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::CreateModuleInstance([Out] ID3D11ModuleInstance** ppModuleInstance,[Out, Optional] ID3D10Blob** ppErrorBuffer)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::CreateModuleInstance</unmanaged-short>
<exception cref="T:SharpDX.CompilationException">Is thrown when creation fails and the error text is available.</exception>
<exception cref="T:SharpDX.SharpDXException">Is thrown when creation fails and the error text is <b>not</b> available.</exception>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionLinkingGraph.LastErrorString">
<summary>
Gets the error from the last function call of the function-linking-graph, as a string
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.CallFunction(SharpDX.D3DCompiler.Module,System.String)">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Creates a call-function linking node to use in the function-linking-graph.</p>
</summary>
<param name="moduleWithFunctionPrototypeRef"><dd> <p>A reference to the <strong><see cref="T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the library module that contains the function prototype.</p> </dd></param>
<param name="functionNameRef"><dd> <p>The name of the function.</p> </dd></param>
<returns><dd> <p>A reference to a variable that receives a reference to the <strong><see cref="T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface that represents the function in the function-linking-graph.</p> </dd></returns>
<msdn-id>dn280536</msdn-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::CallFunction([In, Optional] const char* pModuleInstanceNamespace,[In] ID3D11Module* pModuleWithFunctionPrototype,[In] const char* pFunctionName,[Out] ID3D11LinkingNode** ppCallNode)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::CallFunction</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.PassValue(SharpDX.D3DCompiler.LinkingNode,SharpDX.D3DCompiler.LinkingNode,System.Int32)">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Passes the <b>return</b> value from a source linking node to a destination linking node.</p>
</summary>
<remarks>As return value is used the constant D3D_RETURN_PARAMETER_INDEX.</remarks>
<param name="sourceNode"><dd> <p>A reference to the <strong><see cref="T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface for the source linking node.</p> </dd></param>
<param name="destinationNode"><dd> <p>A reference to the <strong><see cref="T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface for the destination linking node.</p> </dd></param>
<param name="destinationParameterIndex"><dd> <p>The zero-based index of the destination parameter.</p> </dd></param>
<returns><p>Returns <see cref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<msdn-id>dn280540</msdn-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::PassValue([In] ID3D11LinkingNode* pSrcNode,[In] int SrcParameterIndex,[In] ID3D11LinkingNode* pDstNode,[In] int DstParameterIndex)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::PassValue</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.GenerateHlsl(System.Int32)">
<summary>
Generates hlsl code for function linking grpah
</summary>
<param name="uFlags">Flags (unused by the runtime for now)</param>
<returns>Hlsl code as string</returns>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionLinkingGraph.LastError">
<summary>
<p>Gets the error from the last function call of the function-linking-graph.</p>
</summary>
<doc-id>dn280539</doc-id>
<unmanaged>GetLastError</unmanaged>
<unmanaged-short>GetLastError</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.CreateModuleInstance(SharpDX.D3DCompiler.ModuleInstance@,SharpDX.Direct3D.Blob@)">
<summary>
<p>Initializes a shader module from the function-linking-graph object.</p>
</summary>
<param name = "moduleInstanceOut"><dd> <p>The address of a reference to an <strong><see cref = "T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the shader module to initialize.</p> </dd></param>
<param name = "errorBufferOut"><dd> <p>An optional reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access compiler error messages, or <strong><c>null</c></strong> if there are no errors.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280537</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::CreateModuleInstance([Out] ID3D11ModuleInstance** ppModuleInstance,[Out, Optional] ID3D10Blob** ppErrorBuffer)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::CreateModuleInstance</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.SetInputSignature(SharpDX.D3DCompiler.ParameterDescription[],System.Int32,SharpDX.D3DCompiler.LinkingNode@)">
<summary>
<p>Sets the input signature of the function-linking-graph.</p>
</summary>
<param name = "inputParametersRef"><dd> <p>An array of <strong><see cref = "T:SharpDX.D3DCompiler.ParameterDescription"/></strong> structures for the parameters of the input signature.</p> </dd></param>
<param name = "cInputParameters"><dd> <p>The number of input parameters in the <em>pInputParameters</em> array.</p> </dd></param>
<param name = "inputNodeOut"><dd> <p>A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface that represents the input signature of the function-linking-graph.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280542</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::SetInputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pInputParameters,[In] unsigned int cInputParameters,[Out] ID3D11LinkingNode** ppInputNode)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::SetInputSignature</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.SetOutputSignature(SharpDX.D3DCompiler.ParameterDescription[],System.Int32,SharpDX.D3DCompiler.LinkingNode@)">
<summary>
<p>Sets the output signature of the function-linking-graph.</p>
</summary>
<param name = "outputParametersRef"><dd> <p>An array of <strong><see cref = "T:SharpDX.D3DCompiler.ParameterDescription"/></strong> structures for the parameters of the output signature.</p> </dd></param>
<param name = "cOutputParameters"><dd> <p>The number of output parameters in the <em>pOutputParameters</em> array.</p> </dd></param>
<param name = "outputNodeOut"><dd> <p>A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface that represents the output signature of the function-linking-graph.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280543</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::SetOutputSignature([In, Buffer] const D3D11_PARAMETER_DESC* pOutputParameters,[In] unsigned int cOutputParameters,[Out] ID3D11LinkingNode** ppOutputNode)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::SetOutputSignature</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.CallFunction(System.String,SharpDX.D3DCompiler.Module,System.String)">
<summary>
<p>Creates a call-function linking node to use in the function-linking-graph.</p>
</summary>
<param name = "moduleInstanceNamespaceRef"><dd> <p> The optional namespace for the function, or <strong><c>null</c></strong> if no namespace is needed. </p> </dd></param>
<param name = "moduleWithFunctionPrototypeRef"><dd> <p> A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the library module that contains the function prototype. </p> </dd></param>
<param name = "functionNameRef"><dd> <p>The name of the function.</p> </dd></param>
<returns><dd> <p> A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface that represents the function in the function-linking-graph. </p> </dd></returns>
<doc-id>dn280536</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::CallFunction([In, Optional] const char* pModuleInstanceNamespace,[In] ID3D11Module* pModuleWithFunctionPrototype,[In] const char* pFunctionName,[Out] ID3D11LinkingNode** ppCallNode)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::CallFunction</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.PassValue(SharpDX.D3DCompiler.LinkingNode,System.Int32,SharpDX.D3DCompiler.LinkingNode,System.Int32)">
<summary>
<p>Passes a value from a source linking node to a destination linking node.</p>
</summary>
<param name = "srcNodeRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface for the source linking node.</p> </dd></param>
<param name = "srcParameterIndex"><dd> <p>The zero-based index of the source parameter.</p> </dd></param>
<param name = "dstNodeRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface for the destination linking node.</p> </dd></param>
<param name = "dstParameterIndex"><dd> <p>The zero-based index of the destination parameter.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280540</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::PassValue([In] ID3D11LinkingNode* pSrcNode,[In] int SrcParameterIndex,[In] ID3D11LinkingNode* pDstNode,[In] int DstParameterIndex)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::PassValue</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.PassValueWithSwizzle(SharpDX.D3DCompiler.LinkingNode,System.Int32,System.String,SharpDX.D3DCompiler.LinkingNode,System.Int32,System.String)">
<summary>
<p>Passes a value with swizzle from a source linking node to a destination linking node.</p>
</summary>
<param name = "srcNodeRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface for the source linking node.</p> </dd></param>
<param name = "srcParameterIndex"><dd> <p>The zero-based index of the source parameter.</p> </dd></param>
<param name = "srcSwizzleRef"><dd> <p>The name of the source swizzle.</p> </dd></param>
<param name = "dstNodeRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.LinkingNode"/></strong> interface for the destination linking node.</p> </dd></param>
<param name = "dstParameterIndex"><dd> <p>The zero-based index of the destination parameter.</p> </dd></param>
<param name = "dstSwizzleRef"><dd> <p>The name of the destination swizzle.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280541</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::PassValueWithSwizzle([In] ID3D11LinkingNode* pSrcNode,[In] int SrcParameterIndex,[In] const char* pSrcSwizzle,[In] ID3D11LinkingNode* pDstNode,[In] int DstParameterIndex,[In] const char* pDstSwizzle)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::PassValueWithSwizzle</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.GetLastError(SharpDX.Direct3D.Blob@)">
<summary>
<p>Gets the error from the last function call of the function-linking-graph.</p>
</summary>
<param name = "errorBufferOut"><dd> <p> An reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the error. </p> </dd></param>
<returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes. </p></returns>
<doc-id>dn280539</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::GetLastError([Out, Optional] ID3D10Blob** ppErrorBuffer)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::GetLastError</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionLinkingGraph.GenerateHlsl(System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
<p>Generates Microsoft High Level Shader Language (HLSL) shader code that represents the function-linking-graph.</p>
</summary>
<param name = "uFlags"><dd> <p>Reserved</p> </dd></param>
<param name = "bufferOut"><dd> <p>An reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the HLSL shader source code that represents the function-linking-graph. You can compile this HLSL code, but first you must add code or include statements for the functions called in the function-linking-graph.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280538</doc-id>
<unmanaged>HRESULT ID3D11FunctionLinkingGraph::GenerateHlsl([In] unsigned int uFlags,[Out] ID3D10Blob** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11FunctionLinkingGraph::GenerateHlsl</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionReflection.ConstantBuffers">
<summary>
<p>Returns all constant buffers provided by this function</p>
</summary>
<returns><p>All references to <strong><see cref="T:SharpDX.D3DCompiler.ConstantBuffer"/></strong> that represents the constant buffers.</p></returns>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionReflection.Parameters">
<summary>
<p>Returns all function parameters</p>
</summary>
<returns><p>All references to <strong><see cref="T:SharpDX.D3DCompiler.FunctionParameterReflection"/></strong> that represents the function parameters.</p></returns>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionReflection.ReturnParameter">
<summary>
Returns reflection for function return parameter
</summary>
<exception cref="T:System.ArgumentException">Thrown if function has no return value (void)</exception>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetResourceBindingDescription(System.Int32)">
<summary>
<p>Gets a description of how a resource is bound to a function. </p>
</summary>
<param name="resourceIndex"><dd> <p>A zero-based resource index.</p> </dd></param>
<returns><p>A reference to a <strong><see cref="T:SharpDX.D3DCompiler.InputBindingDescription" /></strong> structure that describes input binding of the resource. </p></returns>
<remarks>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets info about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p>
</remarks>
<!-- Failed to insert some or all of included XML --><include file="..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11FunctionReflection::GetResourceBindingDesc']/*" />
<msdn-id>dn280551</msdn-id>
<unmanaged>HRESULT ID3D11FunctionReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetResourceBindingDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetResourceBindingDescription(System.String)">
<summary>
<p>Gets a description of how a resource is bound to a function. </p>
</summary>
<param name="name"><dd> <p>Resource name.</p> </dd></param>
<returns><p>A reference to a <strong><see cref="T:SharpDX.D3DCompiler.InputBindingDescription" /></strong> structure that describes input binding of the resource. </p></returns>
<remarks>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets info about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p>
</remarks>
<!-- Failed to insert some or all of included XML --><include file="..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11FunctionReflection::GetResourceBindingDesc']/*" />
<msdn-id>dn280551</msdn-id>
<unmanaged>HRESULT ID3D11FunctionReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetResourceBindingDesc</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionReflection.ResourceBindings">
<summary>
Returns all resource bindings attached to this resource
</summary>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionReflection.Description">
<summary>
<p>Fills the function descriptor structure for the function.</p>
</summary>
<doc-id>dn280549</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetDescription(SharpDX.D3DCompiler.FunctionDescription@)">
<summary>
<p>Fills the function descriptor structure for the function.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.FunctionDescription"/></strong> structure that receives a description of the function.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280549</doc-id>
<unmanaged>HRESULT ID3D11FunctionReflection::GetDesc([Out] D3D11_FUNCTION_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetConstantBufferByIndex(System.Int32)">
<summary>
<p>Gets a constant buffer by index for a function.</p>
</summary>
<param name = "bufferIndex"><dd> <p>Zero-based index.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBuffer"/></strong> interface that represents the constant buffer.</p></returns>
<remarks>
<p>A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.</p>
</remarks>
<doc-id>dn280547</doc-id>
<unmanaged>ID3D11ShaderReflectionConstantBuffer* ID3D11FunctionReflection::GetConstantBufferByIndex([In] unsigned int BufferIndex)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetConstantBufferByIndex</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetConstantBufferByName(System.String)">
<summary>
<p>Gets a constant buffer by name for a function.</p>
</summary>
<param name = "name"><dd> <p>The constant-buffer name.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBuffer"/></strong> interface that represents the constant buffer.</p></returns>
<remarks>
<p>A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.</p>
</remarks>
<doc-id>dn280548</doc-id>
<unmanaged>ID3D11ShaderReflectionConstantBuffer* ID3D11FunctionReflection::GetConstantBufferByName([In] const char* Name)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetConstantBufferByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetResourceBindingDescription(System.Int32,SharpDX.D3DCompiler.InputBindingDescription@)">
<summary>
<p>Gets a description of how a resource is bound to a function. </p>
</summary>
<param name = "resourceIndex"><dd> <p>A zero-based resource index.</p> </dd></param>
<param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure that describes input binding of the resource. </p> </dd></param>
<returns><p>Returns one of the Direct3D 11 Return Codes.</p></returns>
<remarks>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets info about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p>
</remarks>
<doc-id>dn280551</doc-id>
<unmanaged>HRESULT ID3D11FunctionReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetResourceBindingDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetVariableByName(System.String)">
<summary>
<p>Gets a variable by name.</p>
</summary>
<param name = "name"><dd> <p>A reference to a string containing the variable name.</p> </dd></param>
<returns><p> Returns a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong> interface. </p></returns>
<doc-id>dn280553</doc-id>
<unmanaged>ID3D11ShaderReflectionVariable* ID3D11FunctionReflection::GetVariableByName([In] const char* Name)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetVariableByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetResourceBindingDescByName(System.String,SharpDX.D3DCompiler.InputBindingDescription@)">
<summary>
<p>Gets a description of how a resource is bound to a function. </p>
</summary>
<param name = "name"><dd> <p>The constant-buffer name of the resource.</p> </dd></param>
<param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure that describes input binding of the resource. </p> </dd></param>
<returns><p>Returns one of the Direct3D 11 Return Codes.</p></returns>
<remarks>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDescByName</strong> gets info about how one resource in the set is bound as an input to the shader. The <em>Name</em> parameter specifies the name of the resource.</p>
</remarks>
<doc-id>dn280552</doc-id>
<unmanaged>HRESULT ID3D11FunctionReflection::GetResourceBindingDescByName([In] const char* Name,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetResourceBindingDescByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionReflection.GetFunctionParameter(System.Int32)">
<summary>
<p>Gets the function parameter reflector.</p>
</summary>
<param name = "parameterIndex"><dd> <p>The zero-based index of the function parameter reflector to retrieve.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.FunctionParameterReflection"/></strong> interface that represents the function parameter reflector.</p></returns>
<doc-id>dn280550</doc-id>
<unmanaged>ID3D11FunctionParameterReflection* ID3D11FunctionReflection::GetFunctionParameter([In] int ParameterIndex)</unmanaged>
<unmanaged-short>ID3D11FunctionReflection::GetFunctionParameter</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)">
<summary>
A user-implemented method for opening and reading the contents of a shader #include file.
</summary>
<param name="type">A <see cref="T:SharpDX.D3DCompiler.IncludeType"/>-typed value that indicates the location of the #include file.</param>
<param name="fileName">Name of the #include file.</param>
<param name="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 <see cref="M:SharpDX.D3DCompiler.Include.Close(System.IO.Stream)"/> is called.</returns>
<unmanaged>HRESULT Open([None] D3D_INCLUDE_TYPE IncludeType,[None] const char* pFileName,[None] LPCVOID pParentData,[None] LPCVOID* ppData,[None] UINT* pBytes)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.Include.Close(System.IO.Stream)">
<summary>
A user-implemented method for closing a shader #include file.
</summary>
<remarks>
If <see cref="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 <see cref="T:SharpDX.D3DCompiler.Include"/> interface returns.
</remarks>
<param name="stream">This is a reference that was returned by the corresponding <see cref="M:SharpDX.D3DCompiler.Include.Open(SharpDX.D3DCompiler.IncludeType,System.String,System.IO.Stream)"/> call.</param>
<unmanaged>HRESULT Close([None] LPCVOID pData)</unmanaged>
</member>
<member name="T:SharpDX.D3DCompiler.IncludeShadow">
<summary>
Shadow callback for <see cref="T:SharpDX.D3DCompiler.Include"/>.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.IncludeShadow.ToIntPtr(SharpDX.D3DCompiler.Include)">
<summary>
Return a pointer to the unmanaged version of this callback.
</summary>
<param name="callback">The callback.</param>
<returns>A pointer to a shadow c++ callback</returns>
</member>
<member name="T:SharpDX.D3DCompiler.IncludeShadow.IncludeVtbl">
<summary>
Internal Include Callback
</summary>
</member>
<member name="T:SharpDX.D3DCompiler.IncludeShadow.IncludeVtbl.OpenDelegate">
<summary>
A user-implemented method for opening and reading the contents of a shader #include file.
</summary>
<param name="thisPtr">This pointer</param>
<param name="includeType">A <see cref="T:SharpDX.D3DCompiler.IncludeType"/>-typed value that indicates the location of the #include file. </param>
<param name="fileNameRef">Name of the #include file.</param>
<param name="pParentData">Pointer to the container that includes the #include file.</param>
<param name="dataRef">Pointer to the buffer that Open returns that contains the include directives. This pointer remains valid until <see cref="M:SharpDX.D3DCompiler.Include.Close(System.IO.Stream)"/> is called.</param>
<param name="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>
<unmanaged>HRESULT Open([None] D3D_INCLUDE_TYPE IncludeType,[None] const char* pFileName,[None] LPCVOID pParentData,[None] LPCVOID* ppData,[None] UINT* pBytes)</unmanaged>
</member>
<member name="T:SharpDX.D3DCompiler.IncludeShadow.IncludeVtbl.CloseDelegate">
<summary>
A user-implemented method for closing a shader #include file.
</summary>
<remarks>
If <see cref="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 <see cref="T:SharpDX.D3DCompiler.Include"/> interface returns.
</remarks>
<param name="thisPtr">This pointer</param>
<param name="pData">Pointer to the buffer that contains the include directives. This is the pointer that was returned by the corresponding <see cref="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>
<unmanaged>HRESULT Close([None] LPCVOID pData)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.LibraryReflection.#ctor(System.Byte[])">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.D3DCompiler.LibraryReflection" /> class from a <see cref = "T:SharpDX.D3DCompiler.ShaderBytecode" />.
</summary>
<param name = "libraryBytecode"></param>
</member>
<member name="P:SharpDX.D3DCompiler.LibraryReflection.Functions">
<summary>
<p>Returns all function reflectors provided by this library</p>
</summary>
<returns><p>All references to <strong><see cref="T:SharpDX.D3DCompiler.FunctionReflection"/></strong> interfaces that represents the function reflectors.</p></returns>
</member>
<member name="P:SharpDX.D3DCompiler.LibraryReflection.Description">
<summary>
<p>Fills the library descriptor structure for the library reflection.</p>
</summary>
<doc-id>dn280556</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.LibraryReflection.GetDescription(SharpDX.D3DCompiler.LibraryDescription@)">
<summary>
<p>Fills the library descriptor structure for the library reflection.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.LibraryDescription"/></strong> structure that receives a description of the library reflection.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280556</doc-id>
<unmanaged>HRESULT ID3D11LibraryReflection::GetDesc([Out] D3D11_LIBRARY_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11LibraryReflection::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.LibraryReflection.GetFunctionByIndex(System.Int32)">
<summary>
<p>Gets the function reflector.</p>
</summary>
<param name = "functionIndex"><dd> <p>The zero-based index of the function reflector to retrieve.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.FunctionReflection"/></strong> interface that represents the function reflector.</p></returns>
<doc-id>dn280557</doc-id>
<unmanaged>ID3D11FunctionReflection* ID3D11LibraryReflection::GetFunctionByIndex([In] int FunctionIndex)</unmanaged>
<unmanaged-short>ID3D11LibraryReflection::GetFunctionByIndex</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.Linker">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Links the shader and produces a shader blob that the Direct3D runtime can use.</p>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Linker']/*" />
<msdn-id>dn280560</msdn-id>
<unmanaged>ID3D11Linker</unmanaged>
<unmanaged-short>ID3D11Linker</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.Linker.#ctor">
<summary>
Initializes a new instance of <see cref="T:SharpDX.D3DCompiler.Linker"/> class.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.Linker.Link(SharpDX.D3DCompiler.ModuleInstance,System.String,System.String,System.Int32)">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Links the shader and produces a shader blob that the Direct3D runtime can use.</p>
</summary>
<param name="module"><dd> <p>A reference to the <strong><see cref="T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the shader module instance to link from.</p> </dd></param>
<param name="entryPointName"><dd> <p>The name of the shader module instance to link from.</p> </dd></param>
<param name="targetName"><dd> <p>The name for the shader blob that is produced.</p> </dd></param>
<param name="flags"><dd> <p>Reserved</p> </dd></param>
<returns><p>Returns the compiled <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/>.</p></returns>
<msdn-id>dn280560</msdn-id>
<unmanaged>HRESULT ID3D11Linker::Link([In] ID3D11ModuleInstance* pEntry,[In] const char* pEntryName,[In] const char* pTargetName,[In] unsigned int uFlags,[Out] ID3D10Blob** ppShaderBlob,[Out] ID3D10Blob** ppErrorBuffer)</unmanaged>
<unmanaged-short>ID3D11Linker::Link</unmanaged-short>
<exception cref="T:SharpDX.CompilationException">Is thrown when linking fails and the error text is available.</exception>
<exception cref="T:SharpDX.SharpDXException">Is thrown when linking fails and the error text is <b>not</b> available.</exception>
</member>
<member name="M:SharpDX.D3DCompiler.Linker.Link(SharpDX.D3DCompiler.ModuleInstance,System.String,System.String,System.Int32,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
<p> Links the shader and produces a shader blob that the Direct3D runtime can use. </p>
</summary>
<param name = "entryRef"><dd> <p> A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the shader module instance to link from. </p> </dd></param>
<param name = "entryNameRef"><dd> <p> The name of the shader module instance to link from. </p> </dd></param>
<param name = "targetNameRef"><dd> <p> The name for the shader blob that is produced. </p> </dd></param>
<param name = "uFlags"><dd> <p> Reserved. </p> </dd></param>
<param name = "shaderBlobOut"><dd> <p> A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the compiled shader code. </p> </dd></param>
<param name = "errorBufferOut"><dd> <p> A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access compiler error messages. </p> </dd></param>
<returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes. </p></returns>
<doc-id>dn280560</doc-id>
<unmanaged>HRESULT ID3D11Linker::Link([In] ID3D11ModuleInstance* pEntry,[In] const char* pEntryName,[In] const char* pTargetName,[In] unsigned int uFlags,[Out] ID3D10Blob** ppShaderBlob,[Out, Optional] ID3D10Blob** ppErrorBuffer)</unmanaged>
<unmanaged-short>ID3D11Linker::Link</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.Linker.UseLibrary(SharpDX.D3DCompiler.ModuleInstance)">
<summary>
<p>Adds an instance of a library module to be used for linking.</p>
</summary>
<param name = "libraryMIRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface for the library module instance.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280561</doc-id>
<unmanaged>HRESULT ID3D11Linker::UseLibrary([In] ID3D11ModuleInstance* pLibraryMI)</unmanaged>
<unmanaged-short>ID3D11Linker::UseLibrary</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.Linker.AddClipPlaneFromCBuffer(System.Int32,System.Int32)">
<summary>
<p>Adds a clip plane with the plane coefficients taken from a cbuffer entry for 10Level9 shaders.</p>
</summary>
<param name = "uCBufferSlot">No documentation.</param>
<param name = "uCBufferEntry">No documentation.</param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280559</doc-id>
<unmanaged>HRESULT ID3D11Linker::AddClipPlaneFromCBuffer([In] unsigned int uCBufferSlot,[In] unsigned int uCBufferEntry)</unmanaged>
<unmanaged-short>ID3D11Linker::AddClipPlaneFromCBuffer</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.Module">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Initializes an instance of a shader module that is used for resource rebinding.</p>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Module']/*" />
<msdn-id>dn280608</msdn-id>
<unmanaged>ID3D11Module</unmanaged>
<unmanaged-short>ID3D11Module</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.Module.#ctor(SharpDX.D3DCompiler.ShaderBytecode)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.Module"/> class.
</summary>
<param name="bytecode">The source data of the module.</param>
</member>
<member name="M:SharpDX.D3DCompiler.Module.CreateInstance(System.String,SharpDX.D3DCompiler.ModuleInstance)">
<summary>
<p>Initializes an instance of a shader module that is used for resource rebinding.</p>
</summary>
<param name = "namespaceRef"><dd> <p>The name of a shader module to initialize. This can be <strong><c>null</c></strong> if you don't want to specify a name for the module.</p> </dd></param>
<param name = "moduleInstanceOut"><dd> <p>The address of a reference to an <strong><see cref = "T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface to initialize.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280608</doc-id>
<unmanaged>HRESULT ID3D11Module::CreateInstance([In, Optional] const char* pNamespace,[Out, Fast] ID3D11ModuleInstance** ppModuleInstance)</unmanaged>
<unmanaged-short>ID3D11Module::CreateInstance</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ModuleInstance">
<summary>
<p>[This documentation is preliminary and is subject to change.]</p><p>Rebinds a resource by name as an unordered access view (UAV) to destination slots.</p>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ModuleInstance']/*" />
<msdn-id>dn280569</msdn-id>
<unmanaged>ID3D11ModuleInstance</unmanaged>
<unmanaged-short>ID3D11ModuleInstance</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.#ctor(SharpDX.D3DCompiler.Module)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ModuleInstance"/> class.
</summary>
<param name="module"><p>The address of a reference to an <strong><see cref="T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface to initialize.</p></param>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.#ctor(System.String,SharpDX.D3DCompiler.Module)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ModuleInstance"/> class.
</summary>
<param name="namespaceRef"><p>The name of a shader module to initialize. This can be <strong><c>null</c></strong> if you don't want to specify a name for the module.</p></param>
<param name="module"><p>The address of a reference to an <strong><see cref="T:SharpDX.D3DCompiler.ModuleInstance"/></strong> interface to initialize.</p></param>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindConstantBuffer(System.Int32,System.Int32,System.Int32)">
<summary>
<p>Rebinds a constant buffer from a source slot to a destination slot.</p>
</summary>
<param name = "uSrcSlot"><dd> <p>The source slot number for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The destination slot number for rebinding.</p> </dd></param>
<param name = "cbDstOffset"><dd> <p>The offset in bytes of the destination slot for rebinding. The offset must have 16-byte alignment.</p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding </li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data </li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds </li> <li> Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280565</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindConstantBuffer([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int cbDstOffset)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindConstantBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindConstantBufferByName(System.String,System.Int32,System.Int32)">
<summary>
<p>Rebinds a constant buffer by name to a destination slot.</p>
</summary>
<param name = "nameRef"><dd> <p>The name of the constant buffer for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The destination slot number for rebinding.</p> </dd></param>
<param name = "cbDstOffset"><dd> <p>The offset in bytes of the destination slot for rebinding. The offset must have 16-byte alignment.</p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding </li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data </li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds </li> <li> Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280566</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindConstantBufferByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int cbDstOffset)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindConstantBufferByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindResource(System.Int32,System.Int32,System.Int32)">
<summary>
<p>Rebinds a texture or buffer from source slot to destination slot.</p>
</summary>
<param name = "uSrcSlot"><dd> <p>The first source slot number for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280567</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindResource([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindResource</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindResourceByName(System.String,System.Int32,System.Int32)">
<summary>
<p>Rebinds a texture or buffer by name to destination slots.</p>
</summary>
<param name = "nameRef"><dd> <p>The name of the texture or buffer for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280570</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindResourceByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindResourceByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindSampler(System.Int32,System.Int32,System.Int32)">
<summary>
<p>Rebinds a sampler from source slot to destination slot.</p>
</summary>
<param name = "uSrcSlot"><dd> <p>The first source slot number for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280571</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindSampler([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindSampler</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindSamplerByName(System.String,System.Int32,System.Int32)">
<summary>
<p>Rebinds a sampler by name to destination slots.</p>
</summary>
<param name = "nameRef"><dd> <p>The name of the sampler for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280605</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindSamplerByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindSamplerByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindUnorderedAccessView(System.Int32,System.Int32,System.Int32)">
<summary>
<p>Rebinds an unordered access view (UAV) from source slot to destination slot.</p>
</summary>
<param name = "uSrcSlot"><dd> <p>The first source slot number for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280606</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindUnorderedAccessView([In] unsigned int uSrcSlot,[In] unsigned int uDstSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindUnorderedAccessView</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindUnorderedAccessViewByName(System.String,System.Int32,System.Int32)">
<summary>
<p>Rebinds an unordered access view (UAV) by name to destination slots.</p>
</summary>
<param name = "nameRef"><dd> <p>The name of the UAV for rebinding.</p> </dd></param>
<param name = "uDstSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280607</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindUnorderedAccessViewByName([In] const char* pName,[In] unsigned int uDstSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindUnorderedAccessViewByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindResourceAsUnorderedAccessView(System.Int32,System.Int32,System.Int32)">
<summary>
<p>Rebinds a resource as an unordered access view (UAV) from source slot to destination slot.</p>
</summary>
<param name = "uSrcSrvSlot"><dd> <p>The first source slot number for rebinding.</p> </dd></param>
<param name = "uDstUavSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280568</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindResourceAsUnorderedAccessView([In] unsigned int uSrcSrvSlot,[In] unsigned int uDstUavSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindResourceAsUnorderedAccessView</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ModuleInstance.BindResourceAsUnorderedAccessViewByName(System.String,System.Int32,System.Int32)">
<summary>
<p>Rebinds a resource by name as an unordered access view (UAV) to destination slots.</p>
</summary>
<param name = "srvNameRef"><dd> <p>The name of the resource for rebinding.</p> </dd></param>
<param name = "uDstUavSlot"><dd> <p>The first destination slot number for rebinding.</p> </dd></param>
<param name = "uCount"><dd> <p>The number of slots for rebinding. </p> </dd></param>
<returns><p>Returns:</p><ul> <li><strong><see cref = "F:SharpDX.Result.Ok"/></strong> for a valid rebinding</li> <li><strong>S_FALSE</strong> for rebinding a nonexistent slot; that is, for which the shader reflection doesn?t have any data</li> <li><strong>E_FAIL</strong> for an invalid rebinding, for example, the rebinding is out-of-bounds</li> <li>Possibly one of the other Direct3D 11 Return Codes </li> </ul></returns>
<doc-id>dn280569</doc-id>
<unmanaged>HRESULT ID3D11ModuleInstance::BindResourceAsUnorderedAccessViewByName([In] const char* pSrvName,[In] unsigned int uDstUavSlot,[In] unsigned int uCount)</unmanaged>
<unmanaged-short>ID3D11ModuleInstance::BindResourceAsUnorderedAccessViewByName</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.NamespaceDoc">
<summary>
The <see cref="N:SharpDX.D3DCompiler"/> namespace provides managed Direct3D Compiler API.
</summary>
<msdn-id>dd607340</msdn-id>
<unmanaged>D3DCompiler</unmanaged>
<unmanaged-short>D3DCompiler</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.RegisterComponentMaskFlags">
<summary>
No documentation.
</summary>
<unmanaged>D3D11_REGISTER_COMPONENT_MASK_FLAG</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentMaskFlags.All">
<summary>
No documentation.
</summary>
<unmanaged>D3D11_REGISTER_COMPONENT_MASK_ALL</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentMaskFlags.ComponentW">
<summary>
No documentation.
</summary>
<unmanaged>D3D11_REGISTER_COMPONENT_MASK_COMPONENT_W</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentMaskFlags.ComponentX">
<summary>
No documentation.
</summary>
<unmanaged>D3D11_REGISTER_COMPONENT_MASK_COMPONENT_X</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentMaskFlags.ComponentY">
<summary>
No documentation.
</summary>
<unmanaged>D3D11_REGISTER_COMPONENT_MASK_COMPONENT_Y</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentMaskFlags.ComponentZ">
<summary>
No documentation.
</summary>
<unmanaged>D3D11_REGISTER_COMPONENT_MASK_COMPONENT_Z</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentMaskFlags.None">
<summary>
None.
</summary>
<unmanaged>None</unmanaged>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderBytecode">
<summary>
Represents the compiled bytecode of a shader or effect.
</summary>
<unmanaged>Blob</unmanaged>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecode.Effect10">
<summary>
Use this ShaderFlags constant in order to compile an effect with old D3D10CompileEffectFromMemory.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.#ctor(SharpDX.DataStream)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.D3DCompiler.ShaderBytecode" /> class.
</summary>
<param name = "data">A <see cref = "T:SharpDX.DataStream" /> containing the compiled bytecode.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.#ctor(System.IO.Stream)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.D3DCompiler.ShaderBytecode" /> class.
</summary>
<param name = "data">A <see cref = "T:System.IO.Stream" /> containing the compiled bytecode.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.#ctor(System.Byte[])">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/> class.
</summary>
<param name="buffer">The buffer.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.#ctor(System.IntPtr,System.Int32)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.D3DCompiler.ShaderBytecode" /> class.
</summary>
<param name = "buffer">a pointer to a compiler bytecode</param>
<param name = "sizeInBytes">size of the bytecode</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.#ctor(SharpDX.Direct3D.Blob)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/> class.
</summary>
<param name="blob">The BLOB.</param>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderBytecode.Data">
<summary>
Gets the buffer pointer.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">A string containing the source of the shader or effect to compile.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="sourceFileName">Name of the source file.</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.String,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">A string containing the source of the shader or effect to compile.</param>
<param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="sourceFileName">Name of the source file.</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">A string containing the source of the shader or effect to compile.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="defines">A set of macros to define during compilation.</param>
<param name="include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file.</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.Byte[],System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">An array of bytes containing the raw source of the shader or effect to compile.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="defines">A set of macros to define during compilation.</param>
<param name="include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file.</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.String,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">A string containing the source of the shader or effect to compile.</param>
<param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="defines">A set of macros to define during compilation.</param>
<param name="include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file.</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.Byte[],System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">An array of bytes containing the raw source of the shader or effect to compile.</param>
<param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="defines">A set of macros to define during compilation.</param>
<param name="include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file used for reporting errors. Default is "unknown"</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.IntPtr,System.Int32,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,SharpDX.D3DCompiler.SecondaryDataFlags,SharpDX.DataStream)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="textSource">The shader data.</param>
<param name="textSize">Size of the shader.</param>
<param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="defines">A set of macros to define during compilation.</param>
<param name="include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file used for reporting errors. Default is "unknown"</param>
<param name="secondaryDataFlags">The secondary data flags.</param>
<param name="secondaryData">The secondary data.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.Byte[],System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,System.String)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name="shaderSource">An array of bytes containing the raw source of the shader or effect to compile.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compile(System.Byte[],System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,System.String)">
<summary>
Compiles the provided shader or effect source.
</summary>
<param name = "shaderSource">An array of bytes containing the raw source of the shader or effect to compile.</param>
<param name = "entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
<param name = "profile">The shader target or set of shader features to compile against.</param>
<param name = "shaderFlags">Shader compilation options.</param>
<param name = "effectFlags">Effect compilation options.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>The compiled shader bytecode, or <c>null</c> if the method fails.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include)">
<summary>
Compiles a shader or effect from a file on disk.
</summary>
<param name = "fileName">The name of the source file to compile.</param>
<param name = "profile">The shader target or set of shader features to compile against.</param>
<param name = "shaderFlags">Shader compilation options.</param>
<param name = "effectFlags">Effect compilation options.</param>
<param name = "defines">A set of macros to define during compilation.</param>
<param name = "include">An interface for handling include files.</param>
<returns>The compiled shader bytecode, or <c>null</c> if the method fails.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile(System.String,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include)">
<summary>
Compiles a shader or effect from a file on disk.
</summary>
<param name="fileName">The name of the source file to compile.</param>
<param name="entryPoint">The name of the shader entry-point function, or <c>null</c> for an effect file.</param>
<param name="profile">The shader target or set of shader features to compile against.</param>
<param name="shaderFlags">Shader compilation options.</param>
<param name="effectFlags">Effect compilation options.</param>
<param name="defines">A set of macros to define during compilation.</param>
<param name="include">An interface for handling include files.</param>
<returns>
The compiled shader bytecode, or <c>null</c> if the method fails.
</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Compress(SharpDX.D3DCompiler.ShaderBytecode[])">
<summary>
Compresses a set of shaders into a more compact form.
</summary>
<param name="shaderBytecodes">An array of <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/> structures that describe the set of shaders to compress. </param>
<returns>A compressed <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/>. </returns>
<unmanaged>HRESULT D3DCompressShaders([In] int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] int uFlags,[Out] ID3DBlob** ppCompressedData)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Decompress">
<summary>
Decompresses all shaders from a compressed set.
</summary>
<returns>Returns an array of decompress shader bytecode.</returns>
<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>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Decompress(System.Int32,System.Int32)">
<summary>
Decompresses one or more shaders from a compressed set.
</summary>
<param name="numShaders"><para>The number of shaders to decompress.</para></param>
<param name="startIndex"><para>The index of the first shader to decompress.</para></param>
<returns>Returns an array of decompress shader bytecode.</returns>
<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>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Decompress(System.Int32[])">
<summary>
Decompresses one or more shaders from a compressed set.
</summary>
<param name="indices"><para>An array of indexes that represent the shaders to decompress.</para></param>
<returns>Returns an array of decompress shader bytecode.</returns>
<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>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderBytecode.IsCompressed">
<summary>
Gets this instance is composed of compressed shaders.
</summary>
<value>
<c>true</c> if this instance is compressed; otherwise, <c>false</c>.
</value>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Disassemble">
<summary>
Disassembles compiled HLSL code back into textual source.
</summary>
<returns>The textual source of the shader or effect.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Disassemble(SharpDX.D3DCompiler.DisassemblyFlags)">
<summary>
Disassembles compiled HLSL code back into textual source.
</summary>
<param name = "flags">Flags affecting the output of the disassembly.</param>
<returns>The textual source of the shader or effect.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Disassemble(SharpDX.D3DCompiler.DisassemblyFlags,System.String)">
<summary>
Disassembles compiled HLSL code back into textual source.
</summary>
<param name = "flags">Flags affecting the output of the disassembly.</param>
<param name = "comments">Commenting information to embed in the disassembly.</param>
<returns>The textual source of the shader or effect.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.DisassembleRegion(SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)">
<summary>
Disassembles a region of a compiled HLSL code back into textual source.
</summary>
<param name="flags">The flags.</param>
<param name="comments">The comments.</param>
<param name="startByteOffset">The start byte offset.</param>
<param name="numberOfInstructions">The number of instructions.</param>
<param name="finishByteOffsetRef">The finish byte offset ref.</param>
<returns>The textual source of the shader or effect.</returns>
<unmanaged>HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.GetTraceInstructionOffsets(System.Boolean,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)">
<summary>
Gets the trace instruction offsets.
</summary>
<param name="isIncludingNonExecutableCode">if set to <c>true</c> [is including non executable code].</param>
<param name="startInstIndex">Start index of the instructions.</param>
<param name="numInsts">The number of instructions.</param>
<param name="totalInstsRef">The total instructions ref.</param>
<returns>An offset</returns>
<unmanaged>HRESULT D3DGetTraceInstructionOffsets([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In] SIZE_T StartInstIndex,[In] SIZE_T NumInsts,[Out, Buffer, Optional] SIZE_T* pOffsets,[Out, Optional] SIZE_T* pTotalInsts)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.GetPart(SharpDX.D3DCompiler.ShaderBytecodePart)">
<summary>
Retrieves a specific part from a compilation result.
</summary>
<remarks>
D3DGetBlobPart retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the Part parameter specifies.
</remarks>
<param name="part">A <see cref="T:SharpDX.D3DCompiler.ShaderBytecodePart"/>-typed value that specifies the part of the buffer to retrieve. </param>
<returns>Returns the extracted part. </returns>
<unmanaged>HRESULT D3DGetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] int Flags,[Out] ID3DBlob** ppPart)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.SetPart(SharpDX.D3DCompiler.ShaderBytecodePart,SharpDX.DataStream)">
<summary>
Sets information in a compilation result.
</summary>
<param name="part">The part.</param>
<param name="partData">The part data.</param>
<returns>The new shader in which the new part data is set.</returns>
<unmanaged>HRESULT D3DSetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[In, Buffer] const void* pPart,[In] SIZE_T PartSize,[Out] ID3D10Blob** ppNewShader)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Load(System.IO.Stream)">
<summary>
Loads from the specified stream.
</summary>
<param name="stream">The stream.</param>
<returns>A shader bytecode</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Save(System.IO.Stream)">
<summary>
Saves this bytecode to the specified stream.
</summary>
<param name="stream">The stream.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Preprocess(System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String)">
<summary>
Preprocesses the provided shader or effect source.
</summary>
<param name = "shaderSource">A string containing the source of the shader or effect to preprocess.</param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Preprocess(System.Byte[],SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String)">
<summary>
Preprocesses the provided shader or effect source.
</summary>
<param name = "shaderSource">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Preprocess(System.Byte[],SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String@,System.String)">
<summary>
Preprocesses the provided shader or effect source.
</summary>
<param name = "shaderSource">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Preprocess(System.IntPtr,System.Int32,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String@,System.String)">
<summary>
Preprocesses the provided shader or effect source.
</summary>
<param name = "shaderSourcePtr">An array of bytes containing the raw source of the shader or effect to preprocess.</param>
<param name = "shaderSourceLength"></param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Preprocess(System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String@,System.String)">
<summary>
Preprocesses the provided shader or effect source.
</summary>
<param name = "shaderSource">A string containing the source of the shader or effect to preprocess.</param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
<param name="sourceFileName">Name of the source file.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.PreprocessFromFile(System.String)">
<summary>
Preprocesses a shader or effect from a file on disk.
</summary>
<param name = "fileName">The name of the source file to compile.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.PreprocessFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include)">
<summary>
Preprocesses a shader or effect from a file on disk.
</summary>
<param name = "fileName">The name of the source file to compile.</param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.PreprocessFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String@)">
<summary>
Preprocesses a shader or effect from a file on disk.
</summary>
<param name = "fileName">The name of the source file to compile.</param>
<param name = "defines">A set of macros to define during preprocessing.</param>
<param name = "include">An interface for handling include files.</param>
<param name = "compilationErrors">When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded.</param>
<returns>The preprocessed shader source.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Strip(SharpDX.D3DCompiler.StripFlags)">
<summary>
Strips extraneous information from a compiled shader or effect.
</summary>
<param name = "flags">Options specifying what to remove from the shader.</param>
<returns>A string containing any errors that may have occurred.</returns>
<unmanaged>HRESULT D3DStripShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In] D3DCOMPILER_STRIP_FLAGS uStripFlags,[Out] ID3D10Blob** ppStrippedBlob)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.op_Implicit(SharpDX.D3DCompiler.ShaderBytecode)~System.Byte[]">
<summary>
Cast this <see cref="T:SharpDX.D3DCompiler.ShaderBytecode"/> to the underlying byte buffer.
</summary>
<param name="shaderBytecode"></param>
<returns>A byte buffer</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.FromStream(System.IO.Stream)">
<summary>
Read a compiled shader bytecode from a Stream and return a ShaderBytecode
</summary>
<param name = "stream"></param>
<returns></returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.FromFile(System.String)">
<summary>
Read a compiled shader bytecode from a Stream and return a ShaderBytecode
</summary>
<param name = "fileName"></param>
<returns></returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.Dispose">
<summary>
Disposes all resource for the allocated object
</summary>
<remarks>This is kept for backwards compatibility only, this actually does nothing in that case</remarks>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.GetVersion">
<summary>
Gets the shader type and version string from the provided bytecode.
</summary>
<returns>The type and version string of the provided shader bytecode.</returns>
<exception cref="T:System.ArgumentException">Is thrown when bytecode contains invalid data or the version could not be read.</exception>
<exception cref="T:System.IndexOutOfRangeException">Is thrown when bytecode contains invalid data.</exception>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderBytecode.DecodeValue(System.Int32,System.Int32,System.Int32)">
<summary>
Reads the value between start and end bits from the provided token.
</summary>
<param name="token">The source of the data to read.</param>
<param name="start">The start bit.</param>
<param name="end">The end bit.</param>
<returns></returns>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderProfile">
<summary>
Represents a profile of a shader stage - stage type and version
</summary>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderProfile.Version">
<summary>
Gets the shader version - that is the shader stage type
</summary>
<remarks>For example, it is the "vs" part from "vs_5_0".</remarks>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderProfile.Major">
<summary>
Gets the major version of the shader profile.
</summary>
<remarks>For example, it is the "5" part from "vs_5_0".</remarks>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderProfile.Minor">
<summary>
Gets the minor version of the shader profile.
</summary>
<remarks>For example, it is the "0" part from "vs_5_0".</remarks>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderProfile.ProfileMajor">
<summary>
Gets the major version of the shader sub-profile.
</summary>
<remarks>For example, it is the "9" part from "vs_4_0_profile_9_3".</remarks>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderProfile.ProfileMinor">
<summary>
Gets the minor version of the shader sub-profile.
</summary>
<remarks>For example, it is the "3" part from "vs_4_0_profile_9_3".</remarks>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderProfile.#ctor(SharpDX.D3DCompiler.ShaderVersion,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Creates a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderProfile"/> struct.
</summary>
<param name="version">The shader stage type.</param>
<param name="major">The major version.</param>
<param name="minor">The minor version.</param>
<param name="profileMajor">The profile major version.</param>
<param name="profileMinor">The profile minor version.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderProfile.ToString">
<summary>
Returns the string representation of the current profile.
</summary>
<returns>The string representation, for example "ps_5_0" or "vs_4_0_profile_9_3".</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderProfile.GetTypePrefix">
<summary>
Gets the shader type prefix.
</summary>
<returns>Type prefix, for example "vs" or "ps".</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderProfile.GetFeatureLevel">
<summary>
Gets the corresponding <see cref="T:SharpDX.Direct3D.FeatureLevel"/> for this <see cref="T:SharpDX.D3DCompiler.ShaderProfile"/>.
</summary>
<returns>The minimum <see cref="T:SharpDX.Direct3D.FeatureLevel"/> that corresponds to current profile.</returns>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.#ctor(System.Byte[])">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.D3DCompiler.ShaderReflection" /> class from a <see cref = "T:SharpDX.D3DCompiler.ShaderBytecode" />.
</summary>
<param name = "shaderBytecode"></param>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.Description">
<summary>
<p>Get a shader description.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476615</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.MoveInstructionCount">
<summary>
<p>Gets the number of Mov instructions.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476620</doc-id>
<unmanaged>GetMovInstructionCount</unmanaged>
<unmanaged-short>GetMovInstructionCount</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.ConditionalMoveInstructionCount">
<summary>
<p>Gets the number of Movc instructions.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476619</doc-id>
<unmanaged>GetMovcInstructionCount</unmanaged>
<unmanaged-short>GetMovcInstructionCount</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.ConversionInstructionCount">
<summary>
<p>Gets the number of conversion instructions.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476614</doc-id>
<unmanaged>GetConversionInstructionCount</unmanaged>
<unmanaged-short>GetConversionInstructionCount</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.BitwiseInstructionCount">
<summary>
<p>Gets the number of bitwise instructions.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476611</doc-id>
<unmanaged>GetBitwiseInstructionCount</unmanaged>
<unmanaged-short>GetBitwiseInstructionCount</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.GeometryShaderSInputPrimitive">
<summary>
<p>Gets the geometry-shader input-primitive description.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476616</doc-id>
<unmanaged>GetGSInputPrimitive</unmanaged>
<unmanaged-short>GetGSInputPrimitive</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.IsSampleFrequencyShader">
<summary>
<p>Indicates whether a shader is a sample frequency shader.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476627</doc-id>
<unmanaged>IsSampleFrequencyShader</unmanaged>
<unmanaged-short>IsSampleFrequencyShader</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.InterfaceSlotCount">
<summary>
<p>Gets the number of interface slots in a shader.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476621</doc-id>
<unmanaged>GetNumInterfaceSlots</unmanaged>
<unmanaged-short>GetNumInterfaceSlots</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.MinFeatureLevel">
<summary>
<p>Gets the minimum feature level.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476618</doc-id>
<unmanaged>GetMinFeatureLevel</unmanaged>
<unmanaged-short>GetMinFeatureLevel</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflection.RequiresFlags">
<summary>
<p>Gets a group of flags that indicates the requirements of a shader.</p>
</summary>
<remarks>
<p>Here is how the D3D11Shader.h header defines the shader requirements flags:</p><pre> #define D3D_SHADER_REQUIRES_DOUBLES 0x00000001
#define D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL 0x00000002
#define D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE 0x00000004
#define D3D_SHADER_REQUIRES_64_UAVS 0x00000008
#define D3D_SHADER_REQUIRES_MINIMUM_PRECISION 0x00000010
#define D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS 0x00000020
#define D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS 0x00000040
#define D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING 0x00000080
</pre>
</remarks>
<doc-id>jj542458</doc-id>
<unmanaged>GetRequiresFlags</unmanaged>
<unmanaged-short>GetRequiresFlags</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetDescription(SharpDX.D3DCompiler.ShaderDescription@)">
<summary>
<p>Get a shader description.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a shader description. See <strong><see cref = "T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p> </dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476615</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetDesc([Out] D3D11_SHADER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetConstantBuffer(System.Int32)">
<summary>
<p>Get a constant buffer by index.</p>
</summary>
<param name = "index"><dd> <p>Zero-based index.</p> </dd></param>
<returns><p>A reference to a constant buffer (see <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBuffer"/> Interface</strong>).</p></returns>
<remarks>
<p>A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476612</doc-id>
<unmanaged>ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflection::GetConstantBufferByIndex([In] unsigned int Index)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetConstantBufferByIndex</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetConstantBuffer(System.String)">
<summary>
<p>Get a constant buffer by name.</p>
</summary>
<param name = "name"><dd> <p>The constant-buffer name.</p> </dd></param>
<returns><p>A reference to a constant buffer (see <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBuffer"/> Interface</strong>).</p></returns>
<remarks>
<p>A constant buffer supplies either scalar constants or texture constants to a shader. A shader can use one or more constant buffers. For best performance, separate constants into buffers based on the frequency they are updated.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476613</doc-id>
<unmanaged>ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflection::GetConstantBufferByName([In] const char* Name)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetConstantBufferByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.Int32)">
<summary>
<p>Get a description of how a resource is bound to a shader.</p>
</summary>
<param name = "resourceIndex"><dd> <p>A zero-based resource index.</p> </dd></param>
<returns><dd> <p>A reference to an input-binding description. See <strong><see cref = "T:SharpDX.D3DCompiler.InputBindingDescription"/></strong>.</p> </dd></returns>
<remarks>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDesc</strong> gets information about how one resource in the set is bound as an input to the shader. The <em>ResourceIndex</em> parameter specifies the index for the resource.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476624</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetResourceBindingDesc([In] unsigned int ResourceIndex,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetResourceBindingDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetInputParameterDescription(System.Int32)">
<summary>
<p>Get an input-parameter description for a shader.</p>
</summary>
<param name = "parameterIndex"><dd> <p>A zero-based parameter index.</p> </dd></param>
<returns><dd> <p> A reference to a shader-input-signature description. See <strong><see cref = "T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>. </p> </dd></returns>
<remarks>
<p>An input-parameter description is also called a shader signature. The shader signature contains information about the input parameters such as the order or parameters, their data type, and a parameter semantic.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476617</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetInputParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetInputParameterDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetOutputParameterDescription(System.Int32)">
<summary>
<p>Get an output-parameter description for a shader.</p>
</summary>
<param name = "parameterIndex"><dd> <p>A zero-based parameter index.</p> </dd></param>
<returns><dd> <p>A reference to a shader-output-parameter description. See <strong><see cref = "T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>.</p> </dd></returns>
<remarks>
<p>An output-parameter description is also called a shader signature. The shader signature contains information about the output parameters such as the order or parameters, their data type, and a parameter semantic.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476622</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetOutputParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetOutputParameterDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetPatchConstantParameterDescription(System.Int32)">
<summary>
<p>Get a patch-constant parameter description for a shader.</p>
</summary>
<param name = "parameterIndex"><dd> <p>A zero-based parameter index.</p> </dd></param>
<returns><dd> <p>A reference to a shader-input-signature description. See <strong><see cref = "T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>.</p> </dd></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476623</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetPatchConstantParameterDesc([In] unsigned int ParameterIndex,[Out] D3D11_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetPatchConstantParameterDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetVariable(System.String)">
<summary>
<p>Gets a variable by name.</p>
</summary>
<param name = "name"><dd> <p>A reference to a string containing the variable name.</p> </dd></param>
<returns><p> Returns a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong> interface. </p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476626</doc-id>
<unmanaged>ID3D11ShaderReflectionVariable* ID3D11ShaderReflection::GetVariableByName([In] const char* Name)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetVariableByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetResourceBindingDescription(System.String)">
<summary>
<p>Get a description of how a resource is bound to a shader. </p>
</summary>
<param name = "name"><dd> <p>The constant-buffer name of the resource.</p> </dd></param>
<returns><dd> <p>A reference to an input-binding description. See <strong><see cref = "T:SharpDX.D3DCompiler.InputBindingDescription"/></strong>.</p> </dd></returns>
<remarks>
<p>A shader consists of executable code (the compiled HLSL functions) and a set of resources that supply the shader with input data. <strong>GetResourceBindingDescByName</strong> gets information about how one resource in the set is bound as an input to the shader. The <em>Name</em> parameter specifies the name of the resource.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476625</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetResourceBindingDescByName([In] const char* Name,[Out] D3D11_SHADER_INPUT_BIND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetResourceBindingDescByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetMoveInstructionCount">
<summary>
<p>Gets the number of Mov instructions.</p>
</summary>
<returns><p>Returns the number of Mov instructions.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476620</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflection::GetMovInstructionCount()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetMovInstructionCount</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetConditionalMoveInstructionCount">
<summary>
<p>Gets the number of Movc instructions.</p>
</summary>
<returns><p>Returns the number of Movc instructions.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476619</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflection::GetMovcInstructionCount()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetMovcInstructionCount</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetConversionInstructionCount">
<summary>
<p>Gets the number of conversion instructions.</p>
</summary>
<returns><p>Returns the number of conversion instructions.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476614</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflection::GetConversionInstructionCount()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetConversionInstructionCount</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetBitwiseInstructionCount">
<summary>
<p>Gets the number of bitwise instructions.</p>
</summary>
<returns><p>The number of bitwise instructions.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476611</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflection::GetBitwiseInstructionCount()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetBitwiseInstructionCount</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetGeometryShaderSInputPrimitive">
<summary>
<p>Gets the geometry-shader input-primitive description.</p>
</summary>
<returns><p> The input-primitive description. See <strong><see cref = "T:SharpDX.Direct3D.PrimitiveTopology"/></strong>, <strong>D3D11_PRIMITIVE_TOPOLOGY</strong>, or <strong>D3D10_PRIMITIVE_TOPOLOGY</strong>. </p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476616</doc-id>
<unmanaged>D3D_PRIMITIVE ID3D11ShaderReflection::GetGSInputPrimitive()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetGSInputPrimitive</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.IsSampleFrequencyShader_">
<summary>
<p>Indicates whether a shader is a sample frequency shader.</p>
</summary>
<returns><p>Returns true if the shader is a sample frequency shader; otherwise returns false.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476627</doc-id>
<unmanaged>BOOL ID3D11ShaderReflection::IsSampleFrequencyShader()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::IsSampleFrequencyShader</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetInterfaceSlotCount">
<summary>
<p>Gets the number of interface slots in a shader.</p>
</summary>
<returns><p>The number of interface slots in the shader.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476621</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflection::GetNumInterfaceSlots()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetNumInterfaceSlots</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetMinFeatureLevel(SharpDX.Direct3D.FeatureLevel@)">
<summary>
<p>Gets the minimum feature level.</p>
</summary>
<param name = "levelRef"><dd> <p> A reference to one of the enumerated values in <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong>, which represents the minimum feature level. </p> </dd></param>
<returns><p> Returns one of the following Direct3D 11 Return Codes. </p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476618</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflection::GetMinFeatureLevel([Out] D3D_FEATURE_LEVEL* pLevel)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetMinFeatureLevel</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetThreadGroupSize(System.Int32@,System.Int32@,System.Int32@)">
<summary>
<p>Retrieves the sizes, in units of threads, of the X, Y, and Z dimensions of the shader's thread-group grid.</p>
</summary>
<param name = "sizeXRef"><dd> <p>A reference to the size, in threads, of the x-dimension of the thread-group grid. The maximum size is 1024.</p> </dd></param>
<param name = "sizeYRef"><dd> <p>A reference to the size, in threads, of the y-dimension of the thread-group grid. The maximum size is 1024.</p> </dd></param>
<param name = "sizeZRef"><dd> <p>A reference to the size, in threads, of the z-dimension of the thread-group grid. The maximum size is 64.</p> </dd></param>
<returns><p> Returns the total size, in threads, of the thread-group grid by calculating the product of the size of each dimension.</p><code>*pSizeX * *pSizeY * *pSizeZ;</code></returns>
<remarks>
<p> This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll. </p><p>When a compute shader is written it defines the actions of a single thread group only. If multiple thread groups are required, it is the role of the <strong>ID3D11DeviceContext::Dispatch</strong> call to issue multiple thread groups. </p>
</remarks>
<doc-id>ff728742</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflection::GetThreadGroupSize([Out, Optional] unsigned int* pSizeX,[Out, Optional] unsigned int* pSizeY,[Out, Optional] unsigned int* pSizeZ)</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetThreadGroupSize</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflection.GetRequiresFlags">
<summary>
<p>Gets a group of flags that indicates the requirements of a shader.</p>
</summary>
<returns><p>A value that contains a combination of one or more shader requirements flags; each flag specifies a requirement of the shader. A default value of 0 means there are no requirements. </p><table> <tr><th>Shader requirement flag</th><th>Description</th></tr> <tr><td><strong>D3D_SHADER_REQUIRES_DOUBLES</strong></td><td>Shader requires that the graphics driver and hardware support double data type. For more info, see <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataDoubles"/></strong>.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL</strong></td><td>Shader requires an early depth stencil.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE</strong></td><td>Shader requires unordered access views (UAVs) at every pipeline stage.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_64_UAVS</strong></td><td>Shader requires 64 UAVs.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_MINIMUM_PRECISION</strong></td><td>Shader requires the graphics driver and hardware to support minimum precision. For more info, see Using HLSL minimum precision.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS</strong></td><td>Shader requires that the graphics driver and hardware support extended doubles instructions. For more info, see the <strong>ExtendedDoublesShaderInstructions</strong> member of <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong>.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS</strong></td><td>Shader requires that the graphics driver and hardware support the <strong>msad4</strong> intrinsic function in shaders. For more info, see the <strong>SAD4ShaderInstructions</strong> member of <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong>.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING</strong></td><td>Shader requires that the graphics driver and hardware support Direct3D 9 shadow support. For more info, see <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D9ShadowSupport"/></strong>.</td></tr> <tr><td><strong>D3D_SHADER_REQUIRES_TILED_RESOURCES</strong></td><td>Shader requires that the graphics driver and hardware support tiled resources. For more info, see <strong>GetResourceTiling</strong>. </td></tr> </table><p>?</p></returns>
<remarks>
<p>Here is how the D3D11Shader.h header defines the shader requirements flags:</p><pre> #define D3D_SHADER_REQUIRES_DOUBLES 0x00000001
#define D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL 0x00000002
#define D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE 0x00000004
#define D3D_SHADER_REQUIRES_64_UAVS 0x00000008
#define D3D_SHADER_REQUIRES_MINIMUM_PRECISION 0x00000010
#define D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS 0x00000020
#define D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS 0x00000040
#define D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING 0x00000080
</pre>
</remarks>
<doc-id>jj542458</doc-id>
<unmanaged>unsigned longlong ID3D11ShaderReflection::GetRequiresFlags()</unmanaged>
<unmanaged-short>ID3D11ShaderReflection::GetRequiresFlags</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.IsEqual(SharpDX.D3DCompiler.ShaderReflectionType)">
<summary>
Indicates whether two <see cref="T:SharpDX.D3DCompiler.ShaderReflectionType"/> references have the same underlying type.
</summary>
<remarks>
IsEqual indicates whether the sources of the <see cref="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>
<param name="typeRef">A reference to a <see cref="T:SharpDX.D3DCompiler.ShaderReflectionType"/>. </param>
<returns>Returns true if the references have the same underlying type; otherwise returns false. </returns>
<unmanaged>HRESULT ID3D11ShaderReflectionType::IsEqual([In] ID3D11ShaderReflectionType* pType)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.IsOfType(SharpDX.D3DCompiler.ShaderReflectionType)">
<summary>
Indicates whether a variable is of the specified type.
</summary>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<param name="typeRef">A reference to a <see cref="T:SharpDX.D3DCompiler.ShaderReflectionType"/>. </param>
<returns>Returns true if object being queried is equal to or inherits from the type in the pType parameter; otherwise returns false. </returns>
<unmanaged>HRESULT ID3D11ShaderReflectionType::IsOfType([In] ID3D11ShaderReflectionType* pType)</unmanaged>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.ImplementsInterface(SharpDX.D3DCompiler.ShaderReflectionType)">
<summary>
Indicates whether a class type implements an interface.
</summary>
<remarks>
This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.
</remarks>
<param name="baseRef">A reference to a <see cref="T:SharpDX.D3DCompiler.ShaderReflectionType"/>. </param>
<returns>Returns true if the interface is implemented; otherwise return false. </returns>
<unmanaged>HRESULT ID3D11ShaderReflectionType::ImplementsInterface([In] ID3D11ShaderReflectionType* pBase)</unmanaged>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflectionType.Description">
<summary>
<p>Get the description of a shader-reflection-variable type.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476597</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflectionType.SubType">
<summary>
<p>Gets the base class of a class.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476603</doc-id>
<unmanaged>GetSubType</unmanaged>
<unmanaged-short>GetSubType</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflectionType.BaseClass">
<summary>
<p>Gets an <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> interface containing the variable base class type.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476596</doc-id>
<unmanaged>GetBaseClass</unmanaged>
<unmanaged-short>GetBaseClass</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflectionType.NumInterfaces">
<summary>
<p>Gets the number of interfaces.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476602</doc-id>
<unmanaged>GetNumInterfaces</unmanaged>
<unmanaged-short>GetNumInterfaces</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetDescription(SharpDX.D3DCompiler.ShaderTypeDescription@)">
<summary>
<p>Get the description of a shader-reflection-variable type.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a shader-type description (see <strong><see cref = "T:SharpDX.D3DCompiler.ShaderTypeDescription"/></strong>).</p> </dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476597</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflectionType::GetDesc([Out] D3D11_SHADER_TYPE_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetMemberType(System.Int32)">
<summary>
<p>Get a shader-reflection-variable type by index.</p>
</summary>
<param name = "index"><dd> <p>Zero-based index.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476599</doc-id>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetMemberTypeByIndex([In] unsigned int Index)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetMemberTypeByIndex</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetMemberType(System.String)">
<summary>
<p>Get a shader-reflection-variable type by name.</p>
</summary>
<param name = "name"><dd> <p>Member name.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476600</doc-id>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetMemberTypeByName([In] const char* Name)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetMemberTypeByName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetMemberTypeName(System.Int32)">
<summary>
<p>Get a shader-reflection-variable type.</p>
</summary>
<param name = "index"><dd> <p>Zero-based index.</p> </dd></param>
<returns><p>The variable type.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476601</doc-id>
<unmanaged>const char* ID3D11ShaderReflectionType::GetMemberTypeName([In] unsigned int Index)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetMemberTypeName</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.IsEqual_(SharpDX.D3DCompiler.ShaderReflectionType)">
<summary>
<p>Indicates whether two <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> references have the same underlying type.</p>
</summary>
<param name = "typeRef">No documentation.</param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if the references have the same underlying type; otherwise returns S_FALSE.</p></returns>
<remarks>
<p>IsEqual indicates whether the sources of the <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> references have the same underlying type. For example, if two <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> references were retrieved from variables, IsEqual can be used to see if the variables have the same type.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476605</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflectionType::IsEqual([In] ID3D11ShaderReflectionType* pType)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::IsEqual</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetSubType">
<summary>
<p>Gets the base class of a class.</p>
</summary>
<returns><p>Returns a reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> containing the base class type. Returns <strong><c>null</c></strong> if the class does not have a base class.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476603</doc-id>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetSubType()</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetSubType</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetBaseClass">
<summary>
<p>Gets an <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong> interface containing the variable base class type.</p>
</summary>
<returns><p>Returns A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476596</doc-id>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetBaseClass()</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetBaseClass</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetNumInterfaces">
<summary>
<p>Gets the number of interfaces.</p>
</summary>
<returns><p>Returns the number of interfaces.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476602</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflectionType::GetNumInterfaces()</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetNumInterfaces</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.GetInterface(System.Int32)">
<summary>
<p>Get an interface by index.</p>
</summary>
<param name = "uIndex"><dd> <p>Zero-based index.</p> </dd></param>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476598</doc-id>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionType::GetInterfaceByIndex([In] unsigned int uIndex)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::GetInterfaceByIndex</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.IsOfType_(SharpDX.D3DCompiler.ShaderReflectionType)">
<summary>
<p>Indicates whether a variable is of the specified type.</p>
</summary>
<param name = "typeRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if object being queried is equal to or inherits from the type in the <em>pType</em> parameter; otherwise returns S_FALSE.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476606</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflectionType::IsOfType([In] ID3D11ShaderReflectionType* pType)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::IsOfType</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionType.ImplementsInterface_(SharpDX.D3DCompiler.ShaderReflectionType)">
<summary>
<p>Indicates whether a class type implements an interface.</p>
</summary>
<param name = "baseRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if the interface is implemented; otherwise return S_FALSE.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476604</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflectionType::ImplementsInterface([In] ID3D11ShaderReflectionType* pBase)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionType::ImplementsInterface</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderSignature">
<summary>
Represents a shader signature.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.#ctor(System.IntPtr,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderSignature"/> class.
</summary>
<param name="ptr">A pointer to a shader signature bytecode.</param>
<param name="size">The size.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.#ctor(SharpDX.Direct3D.Blob)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderSignature"/> class.
</summary>
<param name="blob">The BLOB.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.#ctor(SharpDX.DataStream)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderSignature"/> class.
</summary>
<param name="data">The data.</param>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.#ctor(System.Byte[])">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.D3DCompiler.ShaderSignature"/> class.
</summary>
<param name="data">The data.</param>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderSignature.Data">
<summary>
Gets the raw data of the shader signature.
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.GetInputOutputSignature(System.Byte[])">
<summary>
Extracts the input and output signatures from a compiled shader or effect.
</summary>
<param name = "shaderBytecode">The bytecode of the compiled shader or effect.</param>
<returns>The input and output signatures of the shader or effect.</returns>
<msdn-id>dd607329</msdn-id>
<unmanaged>HRESULT D3DGetInputAndOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<unmanaged-short>D3DGetInputAndOutputSignatureBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.GetInputSignature(System.Byte[])">
<summary>
Extracts the input signature from a compiled shader or effect.
</summary>
<param name = "shaderBytecode">The bytecode of the compiled shader or effect.</param>
<returns>The input signature of the shader or effect.</returns>
<msdn-id>dd607330</msdn-id>
<unmanaged>HRESULT D3DGetInputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<unmanaged-short>D3DGetInputSignatureBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.GetOutputSignature(System.Byte[])">
<summary>
Extracts the output signature from a compiled shader or effect.
</summary>
<param name = "shaderBytecode">The bytecode of the compiled shader or effect.</param>
<returns>The output signature of the shader or effect.</returns>
<unmanaged>HRESULT D3DGetOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<msdn-id>dd607331</msdn-id>
<unmanaged>HRESULT D3DGetOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<unmanaged-short>D3DGetOutputSignatureBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderSignature.op_Implicit(SharpDX.D3DCompiler.ShaderSignature)~System.Byte[]">
<summary>
Cast this <see cref="T:SharpDX.D3DCompiler.ShaderSignature"/> to the underlying byte buffer.
</summary>
<param name="shaderSignature"></param>
<returns>A byte buffer</returns>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferFlags.ConstantBufferUserpacked">
<summary>
<dd> <p>Bind the constant buffer to an input slot defined in HLSL code (instead of letting the compiler choose the input slot).</p> </dd>
</summary>
<doc-id>ff728729</doc-id>
<unmanaged>D3D_CBF_USERPACKED</unmanaged>
<unmanaged-short>D3D_CBF_USERPACKED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ConstantBufferType">
<summary>
<p>Values that identify the intended use of constant-buffer data. </p>
</summary>
<doc-id>ff728722</doc-id>
<unmanaged>D3D_CBUFFER_TYPE</unmanaged>
<unmanaged-short>D3D_CBUFFER_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferType.ConstantBuffer">
<summary>
<dd> <p>A buffer containing scalar constants.</p> </dd>
</summary>
<doc-id>ff728722</doc-id>
<unmanaged>D3D_CT_CBUFFER</unmanaged>
<unmanaged-short>D3D_CT_CBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferType.TextureBuffer">
<summary>
<dd> <p>A buffer containing texture data.</p> </dd>
</summary>
<doc-id>ff728722</doc-id>
<unmanaged>D3D_CT_TBUFFER</unmanaged>
<unmanaged-short>D3D_CT_TBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferType.InterfacePointers">
<summary>
<dd> <p>A buffer containing interface references.</p> </dd>
</summary>
<doc-id>ff728722</doc-id>
<unmanaged>D3D_CT_INTERFACE_POINTERS</unmanaged>
<unmanaged-short>D3D_CT_INTERFACE_POINTERS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferType.ResourceBindInformation">
<summary>
<dd> <p>A buffer containing binding information.</p> </dd>
</summary>
<doc-id>ff728722</doc-id>
<unmanaged>D3D_CT_RESOURCE_BIND_INFO</unmanaged>
<unmanaged-short>D3D_CT_RESOURCE_BIND_INFO</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableColorCode">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_ENABLE_COLOR_CODE</unmanaged>
<unmanaged-short>D3D_DISASM_ENABLE_COLOR_CODE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableDefaultValuePrints">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS</unmanaged>
<unmanaged-short>D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableInstructionNumbering">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING</unmanaged>
<unmanaged-short>D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableInstructionCycle">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_ENABLE_INSTRUCTION_CYCLE</unmanaged>
<unmanaged-short>D3D_DISASM_ENABLE_INSTRUCTION_CYCLE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.DisableDebugInformation">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_DISABLE_DEBUG_INFO</unmanaged>
<unmanaged-short>D3D_DISASM_DISABLE_DEBUG_INFO</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.EnableInstructionOffset">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_ENABLE_INSTRUCTION_OFFSET</unmanaged>
<unmanaged-short>D3D_DISASM_ENABLE_INSTRUCTION_OFFSET</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.InstructionOnly">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_INSTRUCTION_ONLY</unmanaged>
<unmanaged-short>D3D_DISASM_INSTRUCTION_ONLY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.PrintHexLiterals">
<summary>
No documentation.
</summary>
<unmanaged>D3D_DISASM_PRINT_HEX_LITERALS</unmanaged>
<unmanaged-short>D3D_DISASM_PRINT_HEX_LITERALS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.DisassemblyFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.EffectFlags.ChildEffect">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_EFFECT_CHILD_EFFECT</unmanaged>
<unmanaged-short>D3DCOMPILE_EFFECT_CHILD_EFFECT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.EffectFlags.AllowSlowOperations">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS</unmanaged>
<unmanaged-short>D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.EffectFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.IncludeType">
<summary>
<p>Values that indicate the location of a shader #include file. </p>
</summary>
<remarks>
<p>You pass a <strong><see cref = "T:SharpDX.D3DCompiler.IncludeType"/></strong>-typed value to the <em>IncludeType</em> parameter in a call to the <strong>ID3DInclude::Open</strong> method to indicate the location of the #include file.</p>
</remarks>
<doc-id>ff728723</doc-id>
<unmanaged>D3D_INCLUDE_TYPE</unmanaged>
<unmanaged-short>D3D_INCLUDE_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.IncludeType.Local">
<summary>
<dd> <p>The local directory.</p> </dd>
</summary>
<doc-id>ff728723</doc-id>
<unmanaged>D3D_INCLUDE_LOCAL</unmanaged>
<unmanaged-short>D3D_INCLUDE_LOCAL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.IncludeType.System">
<summary>
<dd> <p>The system directory.</p> </dd>
</summary>
<doc-id>ff728723</doc-id>
<unmanaged>D3D_INCLUDE_SYSTEM</unmanaged>
<unmanaged-short>D3D_INCLUDE_SYSTEM</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.InputPrimitive">
<summary>
<p>Values that indicate how the pipeline interprets geometry or hull shader input primitives.</p>
</summary>
<remarks>
<p> The <strong>ID3D11ShaderReflection::GetGSInputPrimitive</strong> method returns a <strong><see cref = "T:SharpDX.D3DCompiler.InputPrimitive"/></strong>-typed value. </p>
</remarks>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE</unmanaged>
<unmanaged-short>D3D_PRIMITIVE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.Undefined">
<summary>
<dd> <p> The shader has not been initialized with an input primitive type. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_UNDEFINED</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_UNDEFINED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.Point">
<summary>
<dd> <p> Interpret the input primitive as a point. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_POINT</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_POINT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.Line">
<summary>
<dd> <p> Interpret the input primitive as a line. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_LINE</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_LINE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.Triangle">
<summary>
<dd> <p> Interpret the input primitive as a triangle. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_TRIANGLE</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_TRIANGLE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.LineWithAdjacency">
<summary>
<dd> <p> Interpret the input primitive as a line with adjacency data. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_LINE_ADJ</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_LINE_ADJ</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.TriangleWithAdjacency">
<summary>
<dd> <p> Interpret the input primitive as a triangle with adjacency data. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_TRIANGLE_ADJ</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_TRIANGLE_ADJ</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith1ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_1_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_1_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith2ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_2_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_2_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith3ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_3_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_3_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith4ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_4_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_4_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith5ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_5_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_5_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith6ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_6_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_6_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith7ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_7_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_7_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith8ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_8_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_8_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith9ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_9_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_9_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith10ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_10_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_10_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith11ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_11_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_11_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith12ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_12_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_12_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith13ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_13_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_13_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith14ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_14_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_14_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith15ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_15_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_15_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith16ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_16_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_16_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith17ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_17_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_17_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith18ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_18_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_18_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith19ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_19_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_19_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith20ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_20_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_20_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith21ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_21_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_21_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith22ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_22_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_22_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith23ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_23_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_23_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith24ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_24_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_24_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith25ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_25_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_25_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith26ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_26_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_26_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith27ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_27_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_27_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith28ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_28_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_28_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith29ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_29_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_29_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith30ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_30_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_30_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith31ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_31_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_31_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputPrimitive.PatchWith32ControlPoints">
<summary>
<dd> <p> Interpret the input primitive as a control point patch. </p> </dd>
</summary>
<doc-id>ff728725</doc-id>
<unmanaged>D3D_PRIMITIVE_32_CONTROL_POINT_PATCH</unmanaged>
<unmanaged-short>D3D_PRIMITIVE_32_CONTROL_POINT_PATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterFlags.None">
<summary>
<dd> <p>The parameter has no semantic flags.</p> </dd>
</summary>
<doc-id>dn280475</doc-id>
<unmanaged>D3D_PF_NONE</unmanaged>
<unmanaged-short>D3D_PF_NONE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterFlags.In">
<summary>
<dd> <p>Indicates an input parameter.</p> </dd>
</summary>
<doc-id>dn280475</doc-id>
<unmanaged>D3D_PF_IN</unmanaged>
<unmanaged-short>D3D_PF_IN</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterFlags.Out">
<summary>
<dd> <p>Indicates an output parameter.</p> </dd>
</summary>
<doc-id>dn280475</doc-id>
<unmanaged>D3D_PF_OUT</unmanaged>
<unmanaged-short>D3D_PF_OUT</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.RegisterComponentType">
<summary>
<p>Values that identify the data types that can be stored in a register.</p>
</summary>
<remarks>
<p>A register component type is specified in the <strong>ComponentType</strong> member of the <strong><see cref = "T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong> structure.</p>
</remarks>
<doc-id>ff728727</doc-id>
<unmanaged>D3D_REGISTER_COMPONENT_TYPE</unmanaged>
<unmanaged-short>D3D_REGISTER_COMPONENT_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentType.Unknown">
<summary>
<dd> <p>The data type is unknown.</p> </dd>
</summary>
<doc-id>ff728727</doc-id>
<unmanaged>D3D_REGISTER_COMPONENT_UNKNOWN</unmanaged>
<unmanaged-short>D3D_REGISTER_COMPONENT_UNKNOWN</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentType.UInt32">
<summary>
<dd> <p>32-bit unsigned integer.</p> </dd>
</summary>
<doc-id>ff728727</doc-id>
<unmanaged>D3D_REGISTER_COMPONENT_UINT32</unmanaged>
<unmanaged-short>D3D_REGISTER_COMPONENT_UINT32</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentType.SInt32">
<summary>
<dd> <p>32-bit signed integer.</p> </dd>
</summary>
<doc-id>ff728727</doc-id>
<unmanaged>D3D_REGISTER_COMPONENT_SINT32</unmanaged>
<unmanaged-short>D3D_REGISTER_COMPONENT_SINT32</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.RegisterComponentType.Float32">
<summary>
<dd> <p>32-bit floating-point number.</p> </dd>
</summary>
<doc-id>ff728727</doc-id>
<unmanaged>D3D_REGISTER_COMPONENT_FLOAT32</unmanaged>
<unmanaged-short>D3D_REGISTER_COMPONENT_FLOAT32</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ResourceReturnType">
<summary>
<p>Values that identify the return type of a resource.</p>
</summary>
<remarks>
<p>A resource return type is specified in the <strong>ReturnType</strong> member of the <strong><see cref = "T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure.</p>
</remarks>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RESOURCE_RETURN_TYPE</unmanaged>
<unmanaged-short>D3D_RESOURCE_RETURN_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.UNorm">
<summary>
<dd> <p>Return type is an unsigned integer value normalized to a value between 0 and 1.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_UNORM</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_UNORM</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.SNorm">
<summary>
<dd> <p>Return type is a signed integer value normalized to a value between -1 and 1.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_SNORM</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_SNORM</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.SInt">
<summary>
<dd> <p>Return type is a signed integer.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_SINT</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_SINT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.UInt">
<summary>
<dd> <p>Return type is an unsigned integer.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_UINT</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_UINT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.Float">
<summary>
<dd> <p>Return type is a floating-point number.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_FLOAT</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_FLOAT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.Mixed">
<summary>
<dd> <p>Return type is unknown.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_MIXED</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_MIXED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.Double">
<summary>
<dd> <p>Return type is a double-precision value.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_DOUBLE</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_DOUBLE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ResourceReturnType.Continued">
<summary>
<dd> <p>Return type is a multiple-dword type, such as a double or uint64, and the component is continued from the previous component that was declared. The first component represents the lower bits.</p> </dd>
</summary>
<doc-id>ff728728</doc-id>
<unmanaged>D3D_RETURN_TYPE_CONTINUED</unmanaged>
<unmanaged-short>D3D_RETURN_TYPE_CONTINUED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SecondaryDataFlags.MergeUnorderedAccessViewSlots">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_SECDATA_MERGE_UAV_SLOTS</unmanaged>
<unmanaged-short>D3DCOMPILE_SECDATA_MERGE_UAV_SLOTS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SecondaryDataFlags.PreserveTemplateSlots">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_SECDATA_PRESERVE_TEMPLATE_SLOTS</unmanaged>
<unmanaged-short>D3DCOMPILE_SECDATA_PRESERVE_TEMPLATE_SLOTS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SecondaryDataFlags.RequireTemplateMatch">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_SECDATA_REQUIRE_TEMPLATE_MATCH</unmanaged>
<unmanaged-short>D3DCOMPILE_SECDATA_REQUIRE_TEMPLATE_MATCH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SecondaryDataFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderBytecodePart">
<summary>
<p>Values that identify parts of the content of an arbitrary length data buffer.</p>
</summary>
<remarks>
<p>These values are passed to the <strong>D3DGetBlobPart</strong> or <strong>D3DSetBlobPart</strong> function.</p>
</remarks>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_PART</unmanaged>
<unmanaged-short>D3D_BLOB_PART</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.InputSignatureBlob">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_INPUT_SIGNATURE_BLOB</unmanaged>
<unmanaged-short>D3D_BLOB_INPUT_SIGNATURE_BLOB</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.OutputSignatureBlob">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_OUTPUT_SIGNATURE_BLOB</unmanaged>
<unmanaged-short>D3D_BLOB_OUTPUT_SIGNATURE_BLOB</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.InputAndOutputSignatureBlob">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB</unmanaged>
<unmanaged-short>D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.PatchConstantSignatureBlob">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB</unmanaged>
<unmanaged-short>D3D_BLOB_PATCH_CONSTANT_SIGNATURE_BLOB</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.AllSignatureBlob">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_ALL_SIGNATURE_BLOB</unmanaged>
<unmanaged-short>D3D_BLOB_ALL_SIGNATURE_BLOB</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.DebugInformation">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_DEBUG_INFO</unmanaged>
<unmanaged-short>D3D_BLOB_DEBUG_INFO</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.LegacyShader">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_LEGACY_SHADER</unmanaged>
<unmanaged-short>D3D_BLOB_LEGACY_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.XnaPrepassShader">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_XNA_PREPASS_SHADER</unmanaged>
<unmanaged-short>D3D_BLOB_XNA_PREPASS_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.XnaShader">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_XNA_SHADER</unmanaged>
<unmanaged-short>D3D_BLOB_XNA_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.Pdb">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_PDB</unmanaged>
<unmanaged-short>D3D_BLOB_PDB</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.PrivateData">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_PRIVATE_DATA</unmanaged>
<unmanaged-short>D3D_BLOB_PRIVATE_DATA</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.RootSignature">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_ROOT_SIGNATURE</unmanaged>
<unmanaged-short>D3D_BLOB_ROOT_SIGNATURE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.DebugName">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_DEBUG_NAME</unmanaged>
<unmanaged-short>D3D_BLOB_DEBUG_NAME</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.TestAlternateShader">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_TEST_ALTERNATE_SHADER</unmanaged>
<unmanaged-short>D3D_BLOB_TEST_ALTERNATE_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.TestCompileDetails">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_TEST_COMPILE_DETAILS</unmanaged>
<unmanaged-short>D3D_BLOB_TEST_COMPILE_DETAILS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.TestCompilePerf">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_TEST_COMPILE_PERF</unmanaged>
<unmanaged-short>D3D_BLOB_TEST_COMPILE_PERF</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderBytecodePart.TestCompileReport">
<summary>
No documentation.
</summary>
<doc-id>ff728720</doc-id>
<unmanaged>D3D_BLOB_TEST_COMPILE_REPORT</unmanaged>
<unmanaged-short>D3D_BLOB_TEST_COMPILE_REPORT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.Debug">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_DEBUG</unmanaged>
<unmanaged-short>D3DCOMPILE_DEBUG</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.SkipValidation">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_SKIP_VALIDATION</unmanaged>
<unmanaged-short>D3DCOMPILE_SKIP_VALIDATION</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.SkipOptimization">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_SKIP_OPTIMIZATION</unmanaged>
<unmanaged-short>D3DCOMPILE_SKIP_OPTIMIZATION</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.PackMatrixRowMajor">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_PACK_MATRIX_ROW_MAJOR</unmanaged>
<unmanaged-short>D3DCOMPILE_PACK_MATRIX_ROW_MAJOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.PackMatrixColumnMajor">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR</unmanaged>
<unmanaged-short>D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.PartialPrecision">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_PARTIAL_PRECISION</unmanaged>
<unmanaged-short>D3DCOMPILE_PARTIAL_PRECISION</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.ForceVertexShaderSoftwareNoOptimization">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT</unmanaged>
<unmanaged-short>D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.ForcePixelShaderSoftwareNoOptimization">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT</unmanaged>
<unmanaged-short>D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.NoPreshader">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_NO_PRESHADER</unmanaged>
<unmanaged-short>D3DCOMPILE_NO_PRESHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.AvoidFlowControl">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_AVOID_FLOW_CONTROL</unmanaged>
<unmanaged-short>D3DCOMPILE_AVOID_FLOW_CONTROL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.PreferFlowControl">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_PREFER_FLOW_CONTROL</unmanaged>
<unmanaged-short>D3DCOMPILE_PREFER_FLOW_CONTROL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.EnableStrictness">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_ENABLE_STRICTNESS</unmanaged>
<unmanaged-short>D3DCOMPILE_ENABLE_STRICTNESS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.EnableBackwardsCompatibility">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY</unmanaged>
<unmanaged-short>D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.IeeeStrictness">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_IEEE_STRICTNESS</unmanaged>
<unmanaged-short>D3DCOMPILE_IEEE_STRICTNESS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel0">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_OPTIMIZATION_LEVEL0</unmanaged>
<unmanaged-short>D3DCOMPILE_OPTIMIZATION_LEVEL0</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel1">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_OPTIMIZATION_LEVEL1</unmanaged>
<unmanaged-short>D3DCOMPILE_OPTIMIZATION_LEVEL1</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel2">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_OPTIMIZATION_LEVEL2</unmanaged>
<unmanaged-short>D3DCOMPILE_OPTIMIZATION_LEVEL2</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.OptimizationLevel3">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_OPTIMIZATION_LEVEL3</unmanaged>
<unmanaged-short>D3DCOMPILE_OPTIMIZATION_LEVEL3</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.Reserved16">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_RESERVED16</unmanaged>
<unmanaged-short>D3DCOMPILE_RESERVED16</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.Reserved17">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_RESERVED17</unmanaged>
<unmanaged-short>D3DCOMPILE_RESERVED17</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.WarningsAreErrors">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_WARNINGS_ARE_ERRORS</unmanaged>
<unmanaged-short>D3DCOMPILE_WARNINGS_ARE_ERRORS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.DebugNameForSource">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_DEBUG_NAME_FOR_SOURCE</unmanaged>
<unmanaged-short>D3DCOMPILE_DEBUG_NAME_FOR_SOURCE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.DebugNameForBinary">
<summary>
No documentation.
</summary>
<unmanaged>D3DCOMPILE_DEBUG_NAME_FOR_BINARY</unmanaged>
<unmanaged-short>D3DCOMPILE_DEBUG_NAME_FOR_BINARY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.Userpacked">
<summary>
<dd> <p> Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register). </p> </dd>
</summary>
<doc-id>ff728730</doc-id>
<unmanaged>D3D_SIF_USERPACKED</unmanaged>
<unmanaged-short>D3D_SIF_USERPACKED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.ComparisonSampler">
<summary>
<dd> <p> Use a comparison sampler, which uses the SampleCmp (DirectX HLSL Texture Object) and SampleCmpLevelZero (DirectX HLSL Texture Object) sampling functions. </p> </dd>
</summary>
<doc-id>ff728730</doc-id>
<unmanaged>D3D_SIF_COMPARISON_SAMPLER</unmanaged>
<unmanaged-short>D3D_SIF_COMPARISON_SAMPLER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.TextureComponent0">
<summary>
<dd> <p> A 2-bit value for encoding texture components. </p> </dd>
</summary>
<doc-id>ff728730</doc-id>
<unmanaged>D3D_SIF_TEXTURE_COMPONENT_0</unmanaged>
<unmanaged-short>D3D_SIF_TEXTURE_COMPONENT_0</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.TextureComponent1">
<summary>
<dd> <p> A 2-bit value for encoding texture components. </p> </dd>
</summary>
<doc-id>ff728730</doc-id>
<unmanaged>D3D_SIF_TEXTURE_COMPONENT_1</unmanaged>
<unmanaged-short>D3D_SIF_TEXTURE_COMPONENT_1</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.TextureComponents">
<summary>
<dd> <p> A 2-bit value for encoding texture components. </p> </dd>
</summary>
<doc-id>ff728730</doc-id>
<unmanaged>D3D_SIF_TEXTURE_COMPONENTS</unmanaged>
<unmanaged-short>D3D_SIF_TEXTURE_COMPONENTS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.Unused">
<summary>
<dd> <p> This value is reserved. </p> </dd>
</summary>
<doc-id>ff728730</doc-id>
<unmanaged>D3D_SIF_UNUSED</unmanaged>
<unmanaged-short>D3D_SIF_UNUSED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderInputType">
<summary>
<p>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.</p>
</summary>
<remarks>
<p><strong><see cref = "T:SharpDX.D3DCompiler.ShaderInputType"/></strong>-typed values are specified in the <strong>Type</strong> member of the <strong><see cref = "T:SharpDX.D3DCompiler.InputBindingDescription"/></strong> structure.</p>
</remarks>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SHADER_INPUT_TYPE</unmanaged>
<unmanaged-short>D3D_SHADER_INPUT_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.ConstantBuffer">
<summary>
<dd> <p>The shader resource is a constant buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_CBUFFER</unmanaged>
<unmanaged-short>D3D_SIT_CBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.TextureBuffer">
<summary>
<dd> <p>The shader resource is a texture buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_TBUFFER</unmanaged>
<unmanaged-short>D3D_SIT_TBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.Texture">
<summary>
<dd> <p>The shader resource is a texture.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_TEXTURE</unmanaged>
<unmanaged-short>D3D_SIT_TEXTURE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.Sampler">
<summary>
<dd> <p>The shader resource is a sampler.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_SAMPLER</unmanaged>
<unmanaged-short>D3D_SIT_SAMPLER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWTyped">
<summary>
<dd> <p>The shader resource is a read-and-write buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_UAV_RWTYPED</unmanaged>
<unmanaged-short>D3D_SIT_UAV_RWTYPED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.Structured">
<summary>
<dd> <p>The shader resource is a structured buffer.</p> <p>For more information about structured buffer, see the <strong>Remarks</strong> section.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_STRUCTURED</unmanaged>
<unmanaged-short>D3D_SIT_STRUCTURED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWStructured">
<summary>
<dd> <p>The shader resource is a read-and-write structured buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_UAV_RWSTRUCTURED</unmanaged>
<unmanaged-short>D3D_SIT_UAV_RWSTRUCTURED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.ByteAddress">
<summary>
<dd> <p>The shader resource is a byte-address buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_BYTEADDRESS</unmanaged>
<unmanaged-short>D3D_SIT_BYTEADDRESS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWByteAddress">
<summary>
<dd> <p>The shader resource is a read-and-write byte-address buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_UAV_RWBYTEADDRESS</unmanaged>
<unmanaged-short>D3D_SIT_UAV_RWBYTEADDRESS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewAppendStructured">
<summary>
<dd> <p>The shader resource is an append-structured buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_UAV_APPEND_STRUCTURED</unmanaged>
<unmanaged-short>D3D_SIT_UAV_APPEND_STRUCTURED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewConsumeStructured">
<summary>
<dd> <p>The shader resource is a consume-structured buffer.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_UAV_CONSUME_STRUCTURED</unmanaged>
<unmanaged-short>D3D_SIT_UAV_CONSUME_STRUCTURED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderInputType.UnorderedAccessViewRWStructuredWithCounter">
<summary>
<dd> <p>The shader resource is a read-and-write structured buffer that uses the built-in counter to append or consume.</p> </dd>
</summary>
<doc-id>ff728731</doc-id>
<unmanaged>D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER</unmanaged>
<unmanaged-short>D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresDoubles">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_DOUBLES</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_DOUBLES</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresEarlyDepthStencil">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_EARLY_DEPTH_STENCIL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresUnorderedAccessViewsAtEveryStage">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_UAVS_AT_EVERY_STAGE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequires64UnorderedAccessViews">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_64_UAVS</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_64_UAVS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresMinimumPrecision">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_MINIMUM_PRECISION</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_MINIMUM_PRECISION</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequires111DoubleExtensionS">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_11_1_DOUBLE_EXTENSIONS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequires111ShaderExtensionS">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_11_1_SHADER_EXTENSIONS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresLevel9ComparisonFiltering">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_LEVEL_9_COMPARISON_FILTERING</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresTiledResources">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_TILED_RESOURCES</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_TILED_RESOURCES</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresStencilRef">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_STENCIL_REF</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_STENCIL_REF</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresInnerCoverage">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_INNER_COVERAGE</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_INNER_COVERAGE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresTypedUnorderedAccessViewLoadAdditionalFormatS">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_TYPED_UAV_LOAD_ADDITIONAL_FORMATS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresRovs">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_ROVS</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_ROVS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.ShaderRequiresViewportAndRtArrayIndexFromAnyShaderFeedingRasterizer">
<summary>
No documentation.
</summary>
<unmanaged>D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER</unmanaged>
<unmanaged-short>D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderRequiresFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderVariableClass">
<summary>
<p>Values that identify the class of a shader variable.</p>
</summary>
<remarks>
<p>The class of a shader variable is not a programming class; the class identifies the variable class such as scalar, vector, object, and so on. <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableClass"/></strong>-typed values are specified in the <strong>Class</strong> member of the <strong><see cref = "T:SharpDX.D3DCompiler.ShaderTypeDescription"/></strong> structure.</p>
</remarks>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SHADER_VARIABLE_CLASS</unmanaged>
<unmanaged-short>D3D_SHADER_VARIABLE_CLASS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.Scalar">
<summary>
<dd> <p>The shader variable is a scalar.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_SCALAR</unmanaged>
<unmanaged-short>D3D_SVC_SCALAR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.Vector">
<summary>
<dd> <p>The shader variable is a vector.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_VECTOR</unmanaged>
<unmanaged-short>D3D_SVC_VECTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.MatrixRows">
<summary>
<dd> <p>The shader variable is a row-major matrix.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_MATRIX_ROWS</unmanaged>
<unmanaged-short>D3D_SVC_MATRIX_ROWS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.MatrixColumns">
<summary>
<dd> <p>The shader variable is a column-major matrix.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_MATRIX_COLUMNS</unmanaged>
<unmanaged-short>D3D_SVC_MATRIX_COLUMNS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.Object">
<summary>
<dd> <p>The shader variable is an object.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_OBJECT</unmanaged>
<unmanaged-short>D3D_SVC_OBJECT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.Struct">
<summary>
<dd> <p>The shader variable is a structure.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_STRUCT</unmanaged>
<unmanaged-short>D3D_SVC_STRUCT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.InterfaceClass">
<summary>
<dd> <p>The shader variable is a class.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_INTERFACE_CLASS</unmanaged>
<unmanaged-short>D3D_SVC_INTERFACE_CLASS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableClass.InterfacePointer">
<summary>
<dd> <p>The shader variable is an interface.</p> </dd>
</summary>
<doc-id>ff728733</doc-id>
<unmanaged>D3D_SVC_INTERFACE_POINTER</unmanaged>
<unmanaged-short>D3D_SVC_INTERFACE_POINTER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableFlags.Userpacked">
<summary>
<dd> <p>Indicates that the registers assigned to this shader variable were explicitly declared in shader code (instead of automatically assigned by the compiler).</p> </dd>
</summary>
<doc-id>ff728734</doc-id>
<unmanaged>D3D_SVF_USERPACKED</unmanaged>
<unmanaged-short>D3D_SVF_USERPACKED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableFlags.Used">
<summary>
<dd> <p>Indicates that this variable is used by this shader. This value confirms that a particular shader variable (which can be common to many different shaders) is indeed used by a particular shader.</p> </dd>
</summary>
<doc-id>ff728734</doc-id>
<unmanaged>D3D_SVF_USED</unmanaged>
<unmanaged-short>D3D_SVF_USED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableFlags.InterfacePointer">
<summary>
<dd> <p>Indicates that this variable is an interface.</p> </dd>
</summary>
<doc-id>ff728734</doc-id>
<unmanaged>D3D_SVF_INTERFACE_POINTER</unmanaged>
<unmanaged-short>D3D_SVF_INTERFACE_POINTER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableFlags.InterfaceParameter">
<summary>
<dd> <p>Indicates that this variable is a parameter of an interface.</p> </dd>
</summary>
<doc-id>ff728734</doc-id>
<unmanaged>D3D_SVF_INTERFACE_PARAMETER</unmanaged>
<unmanaged-short>D3D_SVF_INTERFACE_PARAMETER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderVariableType">
<summary>
<p>Values that identify various data, texture, and buffer types that can be assigned to a shader variable.</p>
</summary>
<remarks>
<p> A call to the <strong>ID3D11ShaderReflectionType::GetDesc</strong> method returns a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableType"/></strong> value in the <strong>Type</strong> member of a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderTypeDescription"/></strong> structure. </p><p> The types in a structured buffer describe the structure of the elements in the buffer. The layout of these types generally match their C++ struct counterparts. The following examples show structured buffers: </p><pre>struct mystruct {float4 val; uint ind;}; RWStructuredBuffer&lt;mystruct&gt; rwbuf; RWStructuredBuffer&lt;float3&gt; rwbuf2;</pre>
</remarks>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SHADER_VARIABLE_TYPE</unmanaged>
<unmanaged-short>D3D_SHADER_VARIABLE_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Void">
<summary>
<dd> <p>The variable is a void reference.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_VOID</unmanaged>
<unmanaged-short>D3D_SVT_VOID</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Bool">
<summary>
<dd> <p>The variable is a boolean.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_BOOL</unmanaged>
<unmanaged-short>D3D_SVT_BOOL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Int">
<summary>
<dd> <p>The variable is an integer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_INT</unmanaged>
<unmanaged-short>D3D_SVT_INT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Float">
<summary>
<dd> <p>The variable is a floating-point number.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_FLOAT</unmanaged>
<unmanaged-short>D3D_SVT_FLOAT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.String">
<summary>
<dd> <p>The variable is a string.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_STRING</unmanaged>
<unmanaged-short>D3D_SVT_STRING</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture">
<summary>
<dd> <p>The variable is a texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture1D">
<summary>
<dd> <p>The variable is a 1D texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE1D</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE1D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture2D">
<summary>
<dd> <p>The variable is a 2D texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE2D</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE2D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture3D">
<summary>
<dd> <p>The variable is a 3D texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE3D</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE3D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.TextureCube">
<summary>
<dd> <p>The variable is a texture cube.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURECUBE</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURECUBE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Sampler">
<summary>
<dd> <p>The variable is a sampler.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_SAMPLER</unmanaged>
<unmanaged-short>D3D_SVT_SAMPLER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Sampler1D">
<summary>
<dd> <p> The variable is a 1D sampler. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_SAMPLER1D</unmanaged>
<unmanaged-short>D3D_SVT_SAMPLER1D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Sampler2D">
<summary>
<dd> <p> The variable is a 2D sampler. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_SAMPLER2D</unmanaged>
<unmanaged-short>D3D_SVT_SAMPLER2D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Sampler3D">
<summary>
<dd> <p> The variable is a 3D sampler. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_SAMPLER3D</unmanaged>
<unmanaged-short>D3D_SVT_SAMPLER3D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.SamplerCube">
<summary>
<dd> <p> The variable is a cube sampler. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_SAMPLERCUBE</unmanaged>
<unmanaged-short>D3D_SVT_SAMPLERCUBE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.PixelShader">
<summary>
<dd> <p>The variable is a pixel shader.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_PIXELSHADER</unmanaged>
<unmanaged-short>D3D_SVT_PIXELSHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.VertexShader">
<summary>
<dd> <p>The variable is a vertex shader.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_VERTEXSHADER</unmanaged>
<unmanaged-short>D3D_SVT_VERTEXSHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.PixelFragment">
<summary>
<dd> <p> The variable is a pixel fragment. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_PIXELFRAGMENT</unmanaged>
<unmanaged-short>D3D_SVT_PIXELFRAGMENT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.VertexFragment">
<summary>
<dd> <p> The variable is a vertex fragment. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_VERTEXFRAGMENT</unmanaged>
<unmanaged-short>D3D_SVT_VERTEXFRAGMENT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.UInt">
<summary>
<dd> <p>The variable is an unsigned integer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_UINT</unmanaged>
<unmanaged-short>D3D_SVT_UINT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.UInt8">
<summary>
<dd> <p>The variable is an 8-bit unsigned integer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_UINT8</unmanaged>
<unmanaged-short>D3D_SVT_UINT8</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.GeometryShader">
<summary>
<dd> <p>The variable is a geometry shader.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_GEOMETRYSHADER</unmanaged>
<unmanaged-short>D3D_SVT_GEOMETRYSHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Rasterizer">
<summary>
<dd> <p>The variable is a rasterizer-state object.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RASTERIZER</unmanaged>
<unmanaged-short>D3D_SVT_RASTERIZER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.DepthStencil">
<summary>
<dd> <p>The variable is a depth-stencil-state object.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_DEPTHSTENCIL</unmanaged>
<unmanaged-short>D3D_SVT_DEPTHSTENCIL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Blend">
<summary>
<dd> <p>The variable is a blend-state object.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_BLEND</unmanaged>
<unmanaged-short>D3D_SVT_BLEND</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Buffer">
<summary>
<dd> <p>The variable is a buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.ConstantBuffer">
<summary>
<dd> <p>The variable is a constant buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_CBUFFER</unmanaged>
<unmanaged-short>D3D_SVT_CBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.TextureBuffer">
<summary>
<dd> <p>The variable is a texture buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TBUFFER</unmanaged>
<unmanaged-short>D3D_SVT_TBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture1DArray">
<summary>
<dd> <p>The variable is a 1D-texture array.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE1DARRAY</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE1DARRAY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture2DArray">
<summary>
<dd> <p>The variable is a 2D-texture array.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE2DARRAY</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE2DARRAY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RenderTargetView">
<summary>
<dd> <p>The variable is a render-target view.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RENDERTARGETVIEW</unmanaged>
<unmanaged-short>D3D_SVT_RENDERTARGETVIEW</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.DepthStencilView">
<summary>
<dd> <p>The variable is a depth-stencil view.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_DEPTHSTENCILVIEW</unmanaged>
<unmanaged-short>D3D_SVT_DEPTHSTENCILVIEW</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture2DMultisampled">
<summary>
<dd> <p>The variable is a 2D-multisampled texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE2DMS</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE2DMS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Texture2DMultisampledArray">
<summary>
<dd> <p>The variable is a 2D-multisampled-texture array.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURE2DMSARRAY</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURE2DMSARRAY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.TextureCubeArray">
<summary>
<dd> <p>The variable is a texture-cube array.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_TEXTURECUBEARRAY</unmanaged>
<unmanaged-short>D3D_SVT_TEXTURECUBEARRAY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.HullShader">
<summary>
<dd> <p>The variable holds a compiled hull-shader binary.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_HULLSHADER</unmanaged>
<unmanaged-short>D3D_SVT_HULLSHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.DomainShader">
<summary>
<dd> <p>The variable holds a compiled domain-shader binary.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_DOMAINSHADER</unmanaged>
<unmanaged-short>D3D_SVT_DOMAINSHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.InterfacePointer">
<summary>
<dd> <p>The variable is an interface.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_INTERFACE_POINTER</unmanaged>
<unmanaged-short>D3D_SVT_INTERFACE_POINTER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.ComputeShader">
<summary>
<dd> <p>The variable holds a compiled compute-shader binary.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_COMPUTESHADER</unmanaged>
<unmanaged-short>D3D_SVT_COMPUTESHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.Double">
<summary>
<dd> <p>The variable is a double precision (64-bit) floating-point number.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_DOUBLE</unmanaged>
<unmanaged-short>D3D_SVT_DOUBLE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWTexture1D">
<summary>
<dd> <p>The variable is a 1D read-and-write texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWTEXTURE1D</unmanaged>
<unmanaged-short>D3D_SVT_RWTEXTURE1D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWTexture1DArray">
<summary>
<dd> <p>The variable is an array of 1D read-and-write textures.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWTEXTURE1DARRAY</unmanaged>
<unmanaged-short>D3D_SVT_RWTEXTURE1DARRAY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWTexture2D">
<summary>
<dd> <p>The variable is a 2D read-and-write texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWTEXTURE2D</unmanaged>
<unmanaged-short>D3D_SVT_RWTEXTURE2D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWTexture2DArray">
<summary>
<dd> <p>The variable is an array of 2D read-and-write textures.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWTEXTURE2DARRAY</unmanaged>
<unmanaged-short>D3D_SVT_RWTEXTURE2DARRAY</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWTexture3D">
<summary>
<dd> <p>The variable is a 3D read-and-write texture.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWTEXTURE3D</unmanaged>
<unmanaged-short>D3D_SVT_RWTEXTURE3D</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWBuffer">
<summary>
<dd> <p>The variable is a read-and-write buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWBUFFER</unmanaged>
<unmanaged-short>D3D_SVT_RWBUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.ByteAddressBuffer">
<summary>
<dd> <p>The variable is a byte-address buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_BYTEADDRESS_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_BYTEADDRESS_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWByteAddressBuffer">
<summary>
<dd> <p>The variable is a read-and-write byte-address buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWBYTEADDRESS_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_RWBYTEADDRESS_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.StructuredBuffer">
<summary>
<dd> <p>The variable is a structured buffer. </p> <p> For more information about structured buffer, see the <strong>Remarks</strong> section. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_STRUCTURED_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_STRUCTURED_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.RWStructuredBuffer">
<summary>
<dd> <p>The variable is a read-and-write structured buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_RWSTRUCTURED_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_RWSTRUCTURED_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.AppendStructuredBuffer">
<summary>
<dd> <p>The variable is an append structured buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_APPEND_STRUCTURED_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_APPEND_STRUCTURED_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.ConsumeStructuredBuffer">
<summary>
<dd> <p>The variable is a consume structured buffer.</p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_CONSUME_STRUCTURED_BUFFER</unmanaged>
<unmanaged-short>D3D_SVT_CONSUME_STRUCTURED_BUFFER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.MinimumFloat8">
<summary>
<dd> <p> The variable is an 8-byte FLOAT. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_MIN8FLOAT</unmanaged>
<unmanaged-short>D3D_SVT_MIN8FLOAT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.MinimumFloat10">
<summary>
<dd> <p> The variable is a 10-byte FLOAT. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_MIN10FLOAT</unmanaged>
<unmanaged-short>D3D_SVT_MIN10FLOAT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.MinimumFloat16">
<summary>
<dd> <p> The variable is a 16-byte FLOAT. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_MIN16FLOAT</unmanaged>
<unmanaged-short>D3D_SVT_MIN16FLOAT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.MinimumInt12">
<summary>
<dd> <p> The variable is a 12-byte INT. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_MIN12INT</unmanaged>
<unmanaged-short>D3D_SVT_MIN12INT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.MinimumInt16">
<summary>
<dd> <p> The variable is a 16-byte INT. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_MIN16INT</unmanaged>
<unmanaged-short>D3D_SVT_MIN16INT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableType.MinimumUInt16">
<summary>
<dd> <p> The variable is a 16-byte INT. </p> </dd>
</summary>
<doc-id>ff728735</doc-id>
<unmanaged>D3D_SVT_MIN16UINT</unmanaged>
<unmanaged-short>D3D_SVT_MIN16UINT</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderVersion">
<summary>
<p>Indicates shader type.</p>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHADER_VERSION_TYPE</unmanaged>
<unmanaged-short>D3D11_SHADER_VERSION_TYPE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.PixelShader">
<summary>
<dd> <p>Pixel shader.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_PIXEL_SHADER</unmanaged>
<unmanaged-short>D3D11_SHVER_PIXEL_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.VertexShader">
<summary>
<dd> <p>Vertex shader.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_VERTEX_SHADER</unmanaged>
<unmanaged-short>D3D11_SHVER_VERTEX_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.GeometryShader">
<summary>
<dd> <p>Geometry shader.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_GEOMETRY_SHADER</unmanaged>
<unmanaged-short>D3D11_SHVER_GEOMETRY_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.HullShader">
<summary>
<dd> <p>Hull shader.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_HULL_SHADER</unmanaged>
<unmanaged-short>D3D11_SHVER_HULL_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.DomainShader">
<summary>
<dd> <p>Domain shader.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_DOMAIN_SHADER</unmanaged>
<unmanaged-short>D3D11_SHVER_DOMAIN_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.ComputeShader">
<summary>
<dd> <p>Compute shader.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_COMPUTE_SHADER</unmanaged>
<unmanaged-short>D3D11_SHVER_COMPUTE_SHADER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVersion.Reserved0">
<summary>
<dd> <p>Indicates the end of the enumeration constants.</p> </dd>
</summary>
<doc-id>ff476214</doc-id>
<unmanaged>D3D11_SHVER_RESERVED0</unmanaged>
<unmanaged-short>D3D11_SHVER_RESERVED0</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.StripFlags.CompilerStripReflectionData">
<summary>
No documentation.
</summary>
<doc-id>dd607325</doc-id>
<unmanaged>D3DCOMPILER_STRIP_REFLECTION_DATA</unmanaged>
<unmanaged-short>D3DCOMPILER_STRIP_REFLECTION_DATA</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.StripFlags.CompilerStripDebugInformation">
<summary>
No documentation.
</summary>
<doc-id>dd607325</doc-id>
<unmanaged>D3DCOMPILER_STRIP_DEBUG_INFO</unmanaged>
<unmanaged-short>D3DCOMPILER_STRIP_DEBUG_INFO</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.StripFlags.CompilerStripTestBlobs">
<summary>
No documentation.
</summary>
<doc-id>dd607325</doc-id>
<unmanaged>D3DCOMPILER_STRIP_TEST_BLOBS</unmanaged>
<unmanaged-short>D3DCOMPILER_STRIP_TEST_BLOBS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.StripFlags.CompilerStripPrivateData">
<summary>
No documentation.
</summary>
<doc-id>dd607325</doc-id>
<unmanaged>D3DCOMPILER_STRIP_PRIVATE_DATA</unmanaged>
<unmanaged-short>D3DCOMPILER_STRIP_PRIVATE_DATA</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.StripFlags.CompilerStripRootSignature">
<summary>
No documentation.
</summary>
<doc-id>dd607325</doc-id>
<unmanaged>D3DCOMPILER_STRIP_ROOT_SIGNATURE</unmanaged>
<unmanaged-short>D3DCOMPILER_STRIP_ROOT_SIGNATURE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.StripFlags.None">
<summary>
None
</summary>
<unmanaged>None</unmanaged>
<unmanaged-short>None</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.SystemValueType">
<summary>
<p>Values that identify shader parameters that use system-value semantics.</p>
</summary>
<remarks>
<p> The <strong><see cref = "T:SharpDX.D3DCompiler.SystemValueType"/></strong> values identify shader parameters that have predefined system-value semantics. These values are used in a shader-signature description. For more information about shader-signature description, see <strong><see cref = "T:SharpDX.D3DCompiler.ShaderParameterDescription"/></strong>. </p>
</remarks>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME</unmanaged>
<unmanaged-short>D3D_NAME</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.Undefined">
<summary>
<dd> <p>This parameter does not use a predefined system-value semantic.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_UNDEFINED</unmanaged>
<unmanaged-short>D3D_NAME_UNDEFINED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.Position">
<summary>
<dd> <p>This parameter contains position data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_POSITION</unmanaged>
<unmanaged-short>D3D_NAME_POSITION</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.ClipDistance">
<summary>
<dd> <p>This parameter contains clip-distance data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_CLIP_DISTANCE</unmanaged>
<unmanaged-short>D3D_NAME_CLIP_DISTANCE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.CullDistance">
<summary>
<dd> <p>This parameter contains cull-distance data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_CULL_DISTANCE</unmanaged>
<unmanaged-short>D3D_NAME_CULL_DISTANCE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.RenderTargetArrayIndex">
<summary>
<dd> <p>This parameter contains a render-target-array index.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_RENDER_TARGET_ARRAY_INDEX</unmanaged>
<unmanaged-short>D3D_NAME_RENDER_TARGET_ARRAY_INDEX</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.ViewportArrayIndex">
<summary>
<dd> <p>This parameter contains a viewport-array index.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_VIEWPORT_ARRAY_INDEX</unmanaged>
<unmanaged-short>D3D_NAME_VIEWPORT_ARRAY_INDEX</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.VertexId">
<summary>
<dd> <p>This parameter contains a vertex ID.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_VERTEX_ID</unmanaged>
<unmanaged-short>D3D_NAME_VERTEX_ID</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.PrimitiveId">
<summary>
<dd> <p>This parameter contains a primitive ID.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_PRIMITIVE_ID</unmanaged>
<unmanaged-short>D3D_NAME_PRIMITIVE_ID</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.InstanceId">
<summary>
<dd> <p>This parameter contains an instance ID.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_INSTANCE_ID</unmanaged>
<unmanaged-short>D3D_NAME_INSTANCE_ID</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.IsFrontFace">
<summary>
<dd> <p>This parameter contains data that identifies whether or not the primitive faces the camera.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_IS_FRONT_FACE</unmanaged>
<unmanaged-short>D3D_NAME_IS_FRONT_FACE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.SampleIndex">
<summary>
<dd> <p>This parameter contains a sampler-array index.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_SAMPLE_INDEX</unmanaged>
<unmanaged-short>D3D_NAME_SAMPLE_INDEX</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.FinalQuadEdgeTessfactor">
<summary>
<dd> <p>This parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR</unmanaged>
<unmanaged-short>D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.FinalQuadInsideTessfactor">
<summary>
<dd> <p>This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR</unmanaged>
<unmanaged-short>D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.FinalTriEdgeTessfactor">
<summary>
<dd> <p>This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR</unmanaged>
<unmanaged-short>D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.FinalTriInsideTessfactor">
<summary>
<dd> <p>This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR</unmanaged>
<unmanaged-short>D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.FinalLineDetailTessfactor">
<summary>
<dd> <p>This parameter contains the tessellation factor that corresponds to the number of lines broken into within the patch. This flag is used to tessellate an isolines patch.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR</unmanaged>
<unmanaged-short>D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.FinalLineDensityTessfactor">
<summary>
<dd> <p>This parameter contains the tessellation factor that corresponds to the number of lines that are created within the patch. This flag is used to tessellate an isolines patch.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR</unmanaged>
<unmanaged-short>D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.Barycentrics">
<summary>
<dd> <p>This parameter contains render-target data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_BARYCENTRICS</unmanaged>
<unmanaged-short>D3D_NAME_BARYCENTRICS</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.Target">
<summary>
<dd> <p>This parameter contains render-target data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_TARGET</unmanaged>
<unmanaged-short>D3D_NAME_TARGET</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.Depth">
<summary>
<dd> <p>This parameter contains depth data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_DEPTH</unmanaged>
<unmanaged-short>D3D_NAME_DEPTH</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.Coverage">
<summary>
<dd> <p>This parameter contains alpha-coverage data.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_COVERAGE</unmanaged>
<unmanaged-short>D3D_NAME_COVERAGE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.DepthGreaterEqual">
<summary>
<dd> <p>This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_DEPTH_GREATER_EQUAL</unmanaged>
<unmanaged-short>D3D_NAME_DEPTH_GREATER_EQUAL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.DepthLessEqual">
<summary>
<dd> <p>This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader.</p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_DEPTH_LESS_EQUAL</unmanaged>
<unmanaged-short>D3D_NAME_DEPTH_LESS_EQUAL</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.StencilRef">
<summary>
<dd> <p> This parameter contains a stencil reference. See Shader Specified Stencil Reference Value. </p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_STENCIL_REF</unmanaged>
<unmanaged-short>D3D_NAME_STENCIL_REF</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.SystemValueType.InnerCoverage">
<summary>
<dd> <p> This parameter contains inner input coverage data. See Conservative Rasterization. </p> </dd>
</summary>
<doc-id>ff728724</doc-id>
<unmanaged>D3D_NAME_INNER_COVERAGE</unmanaged>
<unmanaged-short>D3D_NAME_INNER_COVERAGE</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.TessellatorDomain">
<summary>
<p>Values that identify domain options for tessellator data.</p>
</summary>
<remarks>
<p>The data domain defines the type of data. This enumeration is used by <strong><see cref = "T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p>
</remarks>
<doc-id>ff728737</doc-id>
<unmanaged>D3D_TESSELLATOR_DOMAIN</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_DOMAIN</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorDomain.Undefined">
<summary>
<dd> <p>The data type is undefined.</p> </dd>
</summary>
<doc-id>ff728737</doc-id>
<unmanaged>D3D_TESSELLATOR_DOMAIN_UNDEFINED</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_DOMAIN_UNDEFINED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorDomain.Isoline">
<summary>
<dd> <p>Isoline data.</p> </dd>
</summary>
<doc-id>ff728737</doc-id>
<unmanaged>D3D_TESSELLATOR_DOMAIN_ISOLINE</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_DOMAIN_ISOLINE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorDomain.Triangle">
<summary>
<dd> <p>Triangle data.</p> </dd>
</summary>
<doc-id>ff728737</doc-id>
<unmanaged>D3D_TESSELLATOR_DOMAIN_TRI</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_DOMAIN_TRI</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorDomain.Quad">
<summary>
<dd> <p>Quad data.</p> </dd>
</summary>
<doc-id>ff728737</doc-id>
<unmanaged>D3D_TESSELLATOR_DOMAIN_QUAD</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_DOMAIN_QUAD</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.TessellatorOutputPrimitive">
<summary>
<p>Values that identify output primitive types.</p>
</summary>
<remarks>
<p>The output primitive type determines how the tessellator output data is organized; this enumeration is used by <strong><see cref = "T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p>
</remarks>
<doc-id>ff728738</doc-id>
<unmanaged>D3D_TESSELLATOR_OUTPUT_PRIMITIVE</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_OUTPUT_PRIMITIVE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorOutputPrimitive.Undefined">
<summary>
<dd> <p>The output primitive type is undefined.</p> </dd>
</summary>
<doc-id>ff728738</doc-id>
<unmanaged>D3D_TESSELLATOR_OUTPUT_UNDEFINED</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_OUTPUT_UNDEFINED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorOutputPrimitive.Point">
<summary>
<dd> <p>The output primitive type is a point.</p> </dd>
</summary>
<doc-id>ff728738</doc-id>
<unmanaged>D3D_TESSELLATOR_OUTPUT_POINT</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_OUTPUT_POINT</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorOutputPrimitive.Line">
<summary>
<dd> <p>The output primitive type is a line.</p> </dd>
</summary>
<doc-id>ff728738</doc-id>
<unmanaged>D3D_TESSELLATOR_OUTPUT_LINE</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_OUTPUT_LINE</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorOutputPrimitive.TriangleClockwise">
<summary>
<dd> <p>The output primitive type is a clockwise triangle.</p> </dd>
</summary>
<doc-id>ff728738</doc-id>
<unmanaged>D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_OUTPUT_TRIANGLE_CW</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorOutputPrimitive.TriangleCounterclockwise">
<summary>
<dd> <p>The output primitive type is a counter clockwise triangle.</p> </dd>
</summary>
<doc-id>ff728738</doc-id>
<unmanaged>D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.TessellatorPartitioning">
<summary>
<p>Values that identify partitioning options.</p>
</summary>
<remarks>
<p>During tessellation, the partition option helps to determine how the algorithm chooses the next partition value; this enumeration is used by <strong><see cref = "T:SharpDX.D3DCompiler.ShaderDescription"/></strong>.</p>
</remarks>
<doc-id>ff728739</doc-id>
<unmanaged>D3D_TESSELLATOR_PARTITIONING</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_PARTITIONING</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorPartitioning.Undefined">
<summary>
<dd> <p>The partitioning type is undefined.</p> </dd>
</summary>
<doc-id>ff728739</doc-id>
<unmanaged>D3D_TESSELLATOR_PARTITIONING_UNDEFINED</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_PARTITIONING_UNDEFINED</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorPartitioning.Integer">
<summary>
<dd> <p>Partition with integers only.</p> </dd>
</summary>
<doc-id>ff728739</doc-id>
<unmanaged>D3D_TESSELLATOR_PARTITIONING_INTEGER</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_PARTITIONING_INTEGER</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorPartitioning.PowerOfTwo">
<summary>
<dd> <p>Partition with a power-of-two number only.</p> </dd>
</summary>
<doc-id>ff728739</doc-id>
<unmanaged>D3D_TESSELLATOR_PARTITIONING_POW2</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_PARTITIONING_POW2</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorPartitioning.FractionalOdd">
<summary>
<dd> <p>Partition with an odd, fractional number.</p> </dd>
</summary>
<doc-id>ff728739</doc-id>
<unmanaged>D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.TessellatorPartitioning.FractionalEven">
<summary>
<dd> <p>Partition with an even, fractional number.</p> </dd>
</summary>
<doc-id>ff728739</doc-id>
<unmanaged>D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN</unmanaged>
<unmanaged-short>D3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.D3D">
<summary>
Functions
</summary>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.ReadFileToBlob(System.String,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?<p>Reads a file that is on disk into memory.</p>
</summary>
<param name = "fileNameRef"><dd> <p>A reference to a constant null-terminated string that contains the name of the file to read into memory.</p> </dd></param>
<param name = "contentsOut"><dd> <p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that contains information that <strong>D3DReadFileToBlob</strong> read from the <em>pFileName</em> file. You can use this <strong>ID3DBlob</strong> interface to access the file information and pass it to other compiler functions.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_44.dll or later version of the file contains the <strong>D3DReadFileToBlob</strong> compiler function.?
</remarks>
<doc-id>hh446877</doc-id>
<unmanaged>HRESULT D3DReadFileToBlob([In] const wchar_t* pFileName,[Out] ID3D10Blob** ppContents)</unmanaged>
<unmanaged-short>D3DReadFileToBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.WriteBlobToFile(SharpDX.Direct3D.Blob,System.String,SharpDX.Mathematics.Interop.RawBool)">
<summary>
<strong>Note</strong>??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?<p>Writes a memory blob to a file on disk.</p>
</summary>
<param name = "blobRef"><dd> <p>A reference to a <strong>ID3DBlob</strong> interface that contains the memory blob to write to the file that the <em>pFileName</em> parameter specifies.</p> </dd></param>
<param name = "fileNameRef"><dd> <p>A reference to a constant null-terminated string that contains the name of the file to which to write.</p> </dd></param>
<param name = "bOverwrite"><dd> <p>A Boolean value that specifies whether to overwrite information in the <em>pFileName</em> file. TRUE specifies to overwrite information and <see cref = "F:SharpDX.Result.False"/> specifies not to overwrite information.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_44.dll or later version of the file contains the <strong>D3DWriteBlobToFile</strong> compiler function.?
</remarks>
<doc-id>hh446883</doc-id>
<unmanaged>HRESULT D3DWriteBlobToFile([In] ID3D10Blob* pBlob,[In] const wchar_t* pFileName,[In] BOOL bOverwrite)</unmanaged>
<unmanaged-short>D3DWriteBlobToFile</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Compile(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
<p>Compile HLSL code or an effect file into bytecode for a given target.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of <em>pSrcData</em>.</p> </dd></param>
<param name = "sourceNameRef"><dd> <p> You can use this parameter for strings that specify error messages. If not used, set to <strong><c>null</c></strong>.</p> </dd></param>
<param name = "definesRef"><dd> <p> An array of <c>null</c>-terminated macro definitions (see <strong><see cref = "T:SharpDX.Direct3D.ShaderMacro"/></strong>).</p> </dd></param>
<param name = "includeRef"><dd> <p>Optional. A reference to an <strong><see cref = "T:SharpDX.D3DCompiler.Include"/></strong> for handling include files. Setting this to <strong><c>null</c></strong> will cause a compile error if a shader contains a #include. You can pass the <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong> macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong>, you must specify the source file name in the <em>pSourceName</em> parameter; the compiler will derive the initial relative directory from <em>pSourceName</em>.</p> <pre>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref = "T:SharpDX.D3DCompiler.Include"/>*)(<see cref = "T:System.IntPtr"/>)1)</pre> </dd></param>
<param name = "entrypointRef"><dd> <p>The name of the shader entry point function where shader execution begins. When you compile using a fx profile (for example, fx_4_0, fx_5_0, and so on), <strong>D3DCompile</strong> ignores <em>pEntrypoint</em>. In this case, we recommend that you set <em>pEntrypoint</em> to <strong><c>null</c></strong> because it is good programming practice to set a reference parameter to <strong><c>null</c></strong> if the called function will not use it. For all other shader profiles, a valid <em>pEntrypoint</em> is required.</p> </dd></param>
<param name = "targetRef"><dd> <p>A string that specifies the shader target or set of shader features to compile against. The shader target can be shader model 2, shader model 3, shader model 4, or shader model 5. The target can also be an effect type (for example, fx_4_1). For info about the targets that various profiles support, see Specifying Compiler Targets. </p> </dd></param>
<param name = "flags1"><dd> <p>Flags defined by <strong>D3D compile constants</strong>.</p> </dd></param>
<param name = "flags2"><dd> <p>Flags defined by <strong>D3D compile effect constants</strong>. When you compile a shader and not an effect file, <strong>D3DCompile</strong> ignores <em>Flags2</em>; we recommend that you set <em>Flags2</em> to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</p> </dd></param>
<param name = "codeOut"><dd> <p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the compiled code.</p> </dd></param>
<param name = "errorMsgsOut"><dd> <p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access compiler error messages, or <strong><c>null</c></strong> if there are no errors.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p>The difference between <strong>D3DCompile</strong> and <strong>D3DCompile2</strong> is that the latter method takes some optional parameters that can be used to control some aspects of how bytecode is generated. If this extra flexibility is not required, there is no performance gain from using <strong>D3DCompile2</strong>.</p>
</remarks>
<doc-id>dd607324</doc-id>
<unmanaged>HRESULT D3DCompile([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In, Optional] const char* pEntrypoint,[In] const char* pTarget,[In] unsigned int Flags1,[In] unsigned int Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
<unmanaged-short>D3DCompile</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Compile2(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.D3DCompiler.SecondaryDataFlags,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
<p>Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to uncompiled shader data (ASCII HLSL code).</p> </dd></param>
<param name = "srcDataSize"><dd> <p>The size, in bytes, of the block of memory that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "sourceNameRef"><dd> <p>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 <strong><c>null</c></strong>.</p> </dd></param>
<param name = "definesRef"><dd> <p>An optional array of <strong><see cref = "T:SharpDX.Direct3D.ShaderMacro"/></strong> structures that define shader macros. Each macro definition contains a name and a <c>null</c>-terminated definition. If not used, set to <strong><c>null</c></strong>.</p> </dd></param>
<param name = "includeRef"><dd> <p> A reference to an <strong><see cref = "T:SharpDX.D3DCompiler.Include"/></strong> interface that the compiler uses to handle include files. If you set this parameter to <strong><c>null</c></strong> and the shader contains a #include, a compile error occurs. You can pass the <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong> macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong>, you must specify the source file name in the <em>pSourceName</em> parameter; the compiler will derive the initial relative directory from <em>pSourceName</em>.</p> <pre>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref = "T:SharpDX.D3DCompiler.Include"/>*)(<see cref = "T:System.IntPtr"/>)1)</pre> </dd></param>
<param name = "entrypointRef"><dd> <p>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, <strong>D3DCompile2</strong> ignores <em>pEntrypoint</em>; we recommend that you set <em>pEntrypoint</em> to <strong><c>null</c></strong> because it is good programming practice to set a reference parameter to <strong><c>null</c></strong> if the called function will not use it.</p> </dd></param>
<param name = "targetRef"><dd> <p>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). For info about the targets that various profiles support, see Specifying Compiler Targets. </p> </dd></param>
<param name = "flags1"><dd> <p>A combination of shader <strong>D3D compile constants</strong> that are combined by using a bitwise <strong>OR</strong> operation. The resulting value specifies how the compiler compiles the HLSL code.</p> </dd></param>
<param name = "flags2"><dd> <p>A combination of effect <strong>D3D compile effect constants</strong> that are combined by using a bitwise <strong>OR</strong> operation. The resulting value specifies how the compiler compiles the effect. When you compile a shader and not an effect file, <strong>D3DCompile2</strong> ignores <em>Flags2</em>; we recommend that you set <em>Flags2</em> to zero because it is good programming practice to set a nonreference parameter to zero if the called function will not use it.</p> </dd></param>
<param name = "secondaryDataFlags"><dd> <p>A combination of the following flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value specifies how the compiler compiles the HLSL code. </p> <table> <tr><th>Flag</th><th>Description</th></tr> <tr><td>D3DCOMPILE_SECDATA_MERGE_UAV_SLOTS (0x01)</td><td>Merge unordered access view (UAV) slots in the secondary data that the <em>pSecondaryData</em> parameter points to.</td></tr> <tr><td>D3DCOMPILE_SECDATA_PRESERVE_TEMPLATE_SLOTS (0x02)</td><td>Preserve template slots in the secondary data that the <em>pSecondaryData</em> parameter points to.</td></tr> <tr><td>D3DCOMPILE_SECDATA_REQUIRE_TEMPLATE_MATCH (0x04)</td><td>Require that templates in the secondary data that the <em>pSecondaryData</em> parameter points to match when the compiler compiles the HLSL code.</td></tr> </table> <p>?</p> <p>If <em>pSecondaryData</em> is <strong><c>null</c></strong>, set to zero.</p> </dd></param>
<param name = "secondaryDataRef"><dd> <p>A reference to secondary data. If you don't pass secondary data, set to <strong><c>null</c></strong>. Use this secondary data to align UAV slots in two shaders. Suppose shader A has UAVs and they are bound to some slots. To compile shader B such that UAVs with the same names are mapped in B to the same slots as in A, pass A?s byte code to <strong>D3DCompile2</strong> as the secondary data. </p> </dd></param>
<param name = "secondaryDataSize"><dd> <p>The size, in bytes, of the block of memory that <em>pSecondaryData</em> points to. If <em>pSecondaryData</em> is <strong><c>null</c></strong>, set to zero.</p> </dd></param>
<param name = "codeOut"><dd> <p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the compiled code.</p> </dd></param>
<param name = "errorMsgsOut"><dd> <p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access compiler error messages, or <strong><c>null</c></strong> if there are no errors.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p>The difference between <strong>D3DCompile2</strong> and <strong>D3DCompile</strong> is that <strong>D3DCompile2</strong> takes some optional parameters (<em>SecondaryDataFlags</em>, <em>pSecondaryData</em> and <em>SecondaryDataSize</em>) that can be used to control some aspects of how bytecode is generated. Refer to the descriptions of these parameters for more details. There is no difference otherwise to the efficiency of the bytecode generated between <strong>D3DCompile2</strong> and <strong>D3DCompile</strong>.</p>
</remarks>
<doc-id>hh446869</doc-id>
<unmanaged>HRESULT D3DCompile2([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] unsigned int Flags1,[In] unsigned int Flags2,[In] unsigned int SecondaryDataFlags,[In, Buffer, Optional] const void* pSecondaryData,[In] SIZE_T SecondaryDataSize,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
<unmanaged-short>D3DCompile2</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompileFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,System.String,System.String,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store. Refer to the section, "Compiling shaders for UWP", in the remarks for <strong>D3DCompile2</strong>.?<p>Compiles Microsoft High Level Shader Language (HLSL) code into bytecode for a given target.</p>
</summary>
<param name = "fileNameRef">No documentation.</param>
<param name = "definesRef">No documentation.</param>
<param name = "includeRef">No documentation.</param>
<param name = "entrypointRef">No documentation.</param>
<param name = "targetRef">No documentation.</param>
<param name = "flags1">No documentation.</param>
<param name = "flags2">No documentation.</param>
<param name = "codeOut">No documentation.</param>
<param name = "errorMsgsOut">No documentation.</param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_44.dll or later version of the file contains the <strong>D3DCompileFromFile</strong> compiler function.?
</remarks>
<doc-id>hh446872</doc-id>
<unmanaged>HRESULT D3DCompileFromFile([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[In] const char* pEntrypoint,[In] const char* pTarget,[In] unsigned int Flags1,[In] unsigned int Flags2,[Out] ID3D10Blob** ppCode,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
<unmanaged-short>D3DCompileFromFile</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Preprocess(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],SharpDX.D3DCompiler.Include,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
<summary>
<p>Preprocesses uncompiled HLSL code.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of <em>pSrcData</em>.</p> </dd></param>
<param name = "sourceNameRef"><dd> <p> The name of the file that contains the uncompiled HLSL code.</p> </dd></param>
<param name = "definesRef"><dd> <p> An array of <c>null</c>-terminated macro definitions (see <strong><see cref = "T:SharpDX.Direct3D.ShaderMacro"/></strong>).</p> </dd></param>
<param name = "includeRef"><dd> <p> A reference to an <strong><see cref = "T:SharpDX.D3DCompiler.Include"/></strong> for handling include files. Setting this to <strong><c>null</c></strong> will cause a compile error if a shader contains a #include. You can pass the <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong> macro, which is a reference to a default include handler. This default include handler includes files that are relative to the current directory and files that are relative to the directory of the initial source file. When you use <strong>D3D_COMPILE_STANDARD_FILE_INCLUDE</strong>, you must specify the source file name in the <em>pSourceName</em> parameter; the compiler will derive the initial relative directory from <em>pSourceName</em>.</p> <pre>#define D3D_COMPILE_STANDARD_FILE_INCLUDE ((<see cref = "T:SharpDX.D3DCompiler.Include"/>*)(<see cref = "T:System.IntPtr"/>)1)</pre> </dd></param>
<param name = "codeTextOut"><dd> <p>The address of a <strong>ID3DBlob</strong> that contains the compiled code.</p> </dd></param>
<param name = "errorMsgsOut"><dd> <p> A reference to an <strong>ID3DBlob</strong> that contains compiler error messages, or <strong><c>null</c></strong> if there were no errors.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p><strong>D3DPreprocess</strong> outputs #line directives and preserves line numbering of source input so that output line numbering can be properly related to the input source.</p>
</remarks>
<doc-id>dd607332</doc-id>
<unmanaged>HRESULT D3DPreprocess([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] const char* pSourceName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In, Optional] ID3DInclude* pInclude,[Out] ID3D10Blob** ppCodeText,[Out, Optional] ID3D10Blob** ppErrorMsgs)</unmanaged>
<unmanaged-short>D3DPreprocess</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetDebugInfo(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?<p>Gets shader debug information.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to source data; either uncompiled or compiled HLSL code.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of <em>pSrcData</em>.</p> </dd></param>
<param name = "debugInfoOut"><dd> <p>A reference to a buffer that receives the <strong>ID3DBlob</strong> interface that contains debug information.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p>Debug information is embedded in the body of the shader after calling <strong>D3DCompile</strong>.</p>
</remarks>
<doc-id>dd607328</doc-id>
<unmanaged>HRESULT D3DGetDebugInfo([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppDebugInfo)</unmanaged>
<unmanaged-short>D3DGetDebugInfo</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Reflect(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)">
<summary>
<p>Gets a reference to a reflection interface.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to source data as compiled HLSL code.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of <em>pSrcData</em>.</p> </dd></param>
<param name = "interfaceRef"><dd> <p>The reference <see cref = "T:System.Guid"/> of the COM interface to use. For example, <strong>IID_ID3D11ShaderReflection</strong>.</p> </dd></param>
<param name = "reflectorOut"><dd> <p>A reference to a reflection interface.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p>Shader code contains metadata that can be inspected using the reflection APIs.</p><p>The following code illustrates retrieving a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflection"/></strong> Interface from a shader.</p><pre> pd3dDevice-&gt;CreatePixelShader( pPixelShaderBuffer-&gt;GetBufferPointer(), pPixelShaderBuffer-&gt;GetBufferSize(), g_pPSClassLinkage, &amp;g_pPixelShader ); <see cref = "T:SharpDX.D3DCompiler.ShaderReflection"/>* pReflector = <c>null</c>;
D3DReflect( pPixelShaderBuffer-&gt;GetBufferPointer(), pPixelShaderBuffer-&gt;GetBufferSize(), IID_ID3D11ShaderReflection, (void**) &amp;pReflector);
</pre>
</remarks>
<doc-id>dd607334</doc-id>
<unmanaged>HRESULT D3DReflect([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] const GUID&amp; pInterface,[Out] void** ppReflector)</unmanaged>
<unmanaged-short>D3DReflect</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.ReflectLibrary(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)">
<summary>
<p>Creates a library-reflection interface from source data that contains an HLSL library of functions. </p><strong>Note</strong>??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?
</summary>
<param name = "srcDataRef"><dd> <p>A reference to source data as an HLSL library of functions. </p> </dd></param>
<param name = "srcDataSize"><dd> <p>The size, in bytes, of the block of memory that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "riid"><dd> <p>The reference <see cref = "T:System.Guid"/> of the COM interface to use. For example, <strong>IID_ID3D11LibraryReflection</strong>.</p> </dd></param>
<param name = "reflectorOut"><dd> <p>A reference to a variable that receives a reference to a library-reflection interface, <strong><see cref = "T:SharpDX.D3DCompiler.LibraryReflection"/></strong>.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes. </p></returns>
<doc-id>dn280343</doc-id>
<unmanaged>HRESULT D3DReflectLibrary([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] const GUID&amp; riid,[Out] void** ppReflector)</unmanaged>
<unmanaged-short>D3DReflectLibrary</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.Disassemble(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.DisassemblyFlags,System.String,SharpDX.Direct3D.Blob@)">
<summary>
<p>Disassembles compiled HLSL code.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to source data as compiled HLSL code.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of <em>pSrcData</em>.</p> </dd></param>
<param name = "flags"><dd> <p>Flags affecting the behavior of <strong>D3DDisassemble</strong>. <em>Flags</em> can be a combination of zero or more of the following values. </p> <table> <tr><th>Flag</th><th>Description</th></tr> <tr><td><strong>D3D_DISASM_ENABLE_COLOR_CODE</strong></td><td>Enable the output of color codes.</td></tr> <tr><td><strong>D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS</strong></td><td>Enable the output of default values.</td></tr> <tr><td><strong>D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING</strong></td><td>Enable instruction numbering.</td></tr> <tr><td><strong>D3D_DISASM_ENABLE_INSTRUCTION_CYCLE</strong></td><td>No effect.</td></tr> <tr><td><strong>D3D_DISASM_DISABLE_DEBUG_INFO</strong></td><td>Disable debug information.</td></tr> <tr><td><strong>D3D_DISASM_ENABLE_INSTRUCTION_OFFSET</strong></td><td>Enable instruction offsets.</td></tr> <tr><td><strong>D3D_DISASM_INSTRUCTION_ONLY</strong></td><td>Disassemble instructions only.</td></tr> <tr><td><strong> D3D_DISASM_PRINT_HEX_LITERALS</strong></td><td>Use hex symbols in disassemblies.</td></tr> </table> <p>?</p> </dd></param>
<param name = "szComments"><dd> <p>The comment string at the top of the shader that identifies the shader constants and variables.</p> </dd></param>
<param name = "disassemblyOut"><dd> <p>A reference to a buffer that receives the <strong>ID3DBlob</strong> interface that accesses assembly text.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>dd607326</doc-id>
<unmanaged>HRESULT D3DDisassemble([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
<unmanaged-short>D3DDisassemble</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.DisassembleRegion(System.IntPtr,SharpDX.PointerSize,System.Int32,System.String,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@,SharpDX.Direct3D.Blob@)">
<summary>
<p>Disassembles a specific region of compiled Microsoft High Level Shader Language (HLSL) code.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to compiled shader data.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>The size, in bytes, of the block of memory that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "flags"><dd> <p>A combination of zero or more of the following flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value specifies how <strong>D3DDisassembleRegion</strong> disassembles the compiled shader data.</p> <table> <tr><th>Flag</th><th>Description</th></tr> <tr><td>D3D_DISASM_ENABLE_COLOR_CODE (0x01)</td><td>Enable the output of color codes.</td></tr> <tr><td>D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS (0x02)</td><td>Enable the output of default values.</td></tr> <tr><td>D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING (0x04)</td><td>Enable instruction numbering.</td></tr> <tr><td>D3D_DISASM_ENABLE_INSTRUCTION_CYCLE (0x08)</td><td>No effect.</td></tr> <tr><td>D3D_DISASM_DISABLE_DEBUG_INFO (0x10)</td><td>Disable the output of debug information.</td></tr> <tr><td>D3D_DISASM_ENABLE_INSTRUCTION_OFFSET (0x20)</td><td>Enable the output of instruction offsets.</td></tr> <tr><td>D3D_DISASM_INSTRUCTION_ONLY (0x40)</td><td>This flag has no effect in <strong>D3DDisassembleRegion</strong>. Cycle information comes from the trace; therefore, cycle information is available only in <strong>D3DDisassemble11Trace</strong>'s trace disassembly.</td></tr> </table> <p>?</p> </dd></param>
<param name = "szComments"><dd> <p>A reference to a constant null-terminated string at the top of the shader that identifies the shader constants and variables.</p> </dd></param>
<param name = "startByteOffset"><dd> <p>The number of bytes offset into the compiled shader data where <strong>D3DDisassembleRegion</strong> starts the disassembly.</p> </dd></param>
<param name = "numInsts"><dd> <p>The number of instructions to disassemble.</p> </dd></param>
<param name = "finishByteOffsetRef"><dd> <p>A reference to a variable that receives the number of bytes offset into the compiled shader data where <strong>D3DDisassembleRegion</strong> finishes the disassembly.</p> </dd></param>
<param name = "disassemblyOut"><dd> <p>A reference to a buffer that receives the <strong>ID3DBlob</strong> interface that accesses the disassembled HLSL code.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_44.dll or later version of the file contains the <strong>D3DDisassembleRegion</strong> compiler function.?
</remarks>
<doc-id>hh706344</doc-id>
<unmanaged>HRESULT D3DDisassembleRegion([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In, Optional] const char* szComments,[In] SIZE_T StartByteOffset,[In] SIZE_T NumInsts,[Out, Optional] SIZE_T* pFinishByteOffset,[Out] ID3D10Blob** ppDisassembly)</unmanaged>
<unmanaged-short>D3DDisassembleRegion</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CreateLinker(SharpDX.D3DCompiler.Linker)">
<summary>
<p>Creates a linker interface. </p><strong>Note</strong>??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?
</summary>
<param name = "linkerOut"><dd> <p>A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.Linker"/></strong> interface that is used to link a shader module.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_47.dll or later version of the DLL contains the <strong>D3DCreateLinker</strong> function.?
</remarks>
<doc-id>dn280341</doc-id>
<unmanaged>HRESULT D3DCreateLinker([Out, Fast] ID3D11Linker** ppLinker)</unmanaged>
<unmanaged-short>D3DCreateLinker</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.LoadModule(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.Module)">
<summary>
<p>Creates a shader module interface from source data for the shader module. </p><strong>Note</strong>??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?
</summary>
<param name = "srcDataRef"><dd> <p>A reference to the source data for the shader module.</p> </dd></param>
<param name = "cbSrcDataSize"><dd> <p>The size, in bytes, of the block of memory that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "moduleOut"><dd> <p>A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.Module"/></strong> interface that is used for shader resource re-binding.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_47.dll or later version of the DLL contains the <strong>D3DLoadModule</strong> function.?
</remarks>
<doc-id>dn280342</doc-id>
<unmanaged>HRESULT D3DLoadModule([In] const void* pSrcData,[In] SIZE_T cbSrcDataSize,[Out, Fast] ID3D11Module** ppModule)</unmanaged>
<unmanaged-short>D3DLoadModule</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CreateFunctionLinkingGraph(System.Int32,SharpDX.D3DCompiler.FunctionLinkingGraph)">
<summary>
<p>Creates a function-linking-graph interface. </p><strong>Note</strong>??This function is part of the HLSL shader linking technology that you can use on all Direct3D?11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.?
</summary>
<param name = "uFlags"><dd> <p>Reserved</p> </dd></param>
<param name = "functionLinkingGraphOut"><dd> <p>A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.FunctionLinkingGraph"/></strong> interface that is used for constructing shaders that consist of a sequence of precompiled function calls.</p> </dd></param>
<returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the Direct3D 11 Return Codes.</p></returns>
<remarks>
<strong>Note</strong>??The D3dcompiler_47.dll or later version of the DLL contains the <strong>D3DCreateFunctionLinkingGraph</strong> function.?
</remarks>
<doc-id>dn280340</doc-id>
<unmanaged>HRESULT D3DCreateFunctionLinkingGraph([In] unsigned int uFlags,[Out, Fast] ID3D11FunctionLinkingGraph** ppFunctionLinkingGraph)</unmanaged>
<unmanaged-short>D3DCreateFunctionLinkingGraph</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetTraceInstructionOffsets(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.PointerSize,SharpDX.PointerSize,SharpDX.PointerSize@)">
<summary>
<p>Retrieves the byte offsets for instructions within a section of shader code.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to the compiled shader data.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>The size, in bytes, of the block of memory that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "flags"><dd> <p>A combination of the following flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value specifies how <strong>D3DGetTraceInstructionOffsets</strong> retrieves the instruction offsets.</p> <table> <tr><th>Flag</th><th>Description</th></tr> <tr><td>D3D_GET_INST_OFFSETS_INCLUDE_NON_EXECUTABLE (0x01)</td><td>Include non-executable code in the retrieved information.</td></tr> </table> <p>?</p> </dd></param>
<param name = "startInstIndex"><dd> <p>The index of the instruction in the compiled shader data for which <strong>D3DGetTraceInstructionOffsets</strong> starts to retrieve the byte offsets.</p> </dd></param>
<param name = "numInsts"><dd> <p>The number of instructions for which <strong>D3DGetTraceInstructionOffsets</strong> retrieves the byte offsets.</p> </dd></param>
<param name = "totalInstsRef"><dd> <p>A reference to a variable that receives the total number of instructions in the section of shader code.</p> </dd></param>
<returns><dd> <p>A reference to a variable that receives the actual number of offsets.</p> </dd></returns>
<remarks>
<p>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 <strong>D3DGetTraceInstructionOffsets</strong> to translate to and from instruction indexes.</p><strong>Note</strong>??The D3dcompiler_44.dll or later version of the file contains the <strong>D3DGetTraceInstructionOffsets</strong> compiler function.?
</remarks>
<doc-id>hh446875</doc-id>
<unmanaged>HRESULT D3DGetTraceInstructionOffsets([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int Flags,[In] SIZE_T StartInstIndex,[In] SIZE_T NumInsts,[Out] SIZE_T* pOffsets,[Out] SIZE_T* pTotalInsts)</unmanaged>
<unmanaged-short>D3DGetTraceInstructionOffsets</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetInputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??<strong>D3DGetInputSignatureBlob</strong> may be altered or unavailable for releases after Windows?8.1. Instead use <strong>D3DGetBlobPart</strong> with the <strong>D3D_BLOB_INPUT_SIGNATURE_BLOB</strong> value.?<p>Gets the input signature from a compilation result.</p>
</summary>
<param name = "srcDataRef">No documentation.</param>
<param name = "srcDataSize">No documentation.</param>
<param name = "signatureBlobOut">No documentation.</param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>dd607330</doc-id>
<unmanaged>HRESULT D3DGetInputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<unmanaged-short>D3DGetInputSignatureBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetOutputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??<strong>D3DGetOutputSignatureBlob</strong> may be altered or unavailable for releases after Windows?8.1. Instead use <strong>D3DGetBlobPart</strong> with the <strong>D3D_BLOB_OUTPUT_SIGNATURE_BLOB</strong> value.?<p>Gets the output signature from a compilation result.</p>
</summary>
<param name = "srcDataRef">No documentation.</param>
<param name = "srcDataSize">No documentation.</param>
<param name = "signatureBlobOut">No documentation.</param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>dd607331</doc-id>
<unmanaged>HRESULT D3DGetOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<unmanaged-short>D3DGetOutputSignatureBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetInputAndOutputSignatureBlob(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??<strong>D3DGetInputAndOutputSignatureBlob</strong> may be altered or unavailable for releases after Windows?8.1. Instead use <strong>D3DGetBlobPart</strong> with the <strong>D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB</strong> value.?<p>Gets the input and output signatures from a compilation result.</p>
</summary>
<param name = "srcDataRef">No documentation.</param>
<param name = "srcDataSize">No documentation.</param>
<param name = "signatureBlobOut">No documentation.</param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>dd607329</doc-id>
<unmanaged>HRESULT D3DGetInputAndOutputSignatureBlob([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[Out] ID3D10Blob** ppSignatureBlob)</unmanaged>
<unmanaged-short>D3DGetInputAndOutputSignatureBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.StripShader(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.StripFlags,SharpDX.Direct3D.Blob@)">
<summary>
<p>Removes unwanted blobs from a compilation result.</p>
</summary>
<param name = "shaderBytecodeRef"><dd> <p>A reference to source data as compiled HLSL code.</p> </dd></param>
<param name = "bytecodeLength"><dd> <p>Length of <em>pSrcData</em>.</p> </dd></param>
<param name = "uStripFlags"><dd> <p>Strip flag options, represented by <strong><see cref = "T:SharpDX.D3DCompiler.StripFlags"/></strong>.</p> </dd></param>
<param name = "strippedBlobOut"><dd> <p>A reference to a variable that receives a reference to the <strong>ID3DBlob</strong> interface that you can use to access the unwanted stripped out shader code.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>dd607335</doc-id>
<unmanaged>HRESULT D3DStripShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In] unsigned int uStripFlags,[Out] ID3D10Blob** ppStrippedBlob)</unmanaged>
<unmanaged-short>D3DStripShader</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.GetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
<p>Retrieves a specific part from a compilation result.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of uncompiled shader data that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "part"><dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderBytecodePart"/></strong>-typed value that specifies the part of the buffer to retrieve.</p> </dd></param>
<param name = "flags"><dd> <p>Flags that indicate how to retrieve the blob part. Currently, no flags are defined.</p> </dd></param>
<param name = "partOut"><dd> <p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the specified part of the buffer.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p><strong>D3DGetBlobPart</strong> retrieves the part of a blob (arbitrary length data buffer) that contains the type of data that the <em>Part</em> parameter specifies.</p>
</remarks>
<doc-id>ff728674</doc-id>
<unmanaged>HRESULT D3DGetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[Out] ID3D10Blob** ppPart)</unmanaged>
<unmanaged-short>D3DGetBlobPart</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.SetBlobPart(System.IntPtr,SharpDX.PointerSize,SharpDX.D3DCompiler.ShaderBytecodePart,System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
<p>Sets information in a compilation result.</p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to compiled shader data.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>The length of the compiled shader data that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "part"><dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderBytecodePart"/></strong>-typed value that specifies the part to set. Currently, you can update only private data; that is, <strong>D3DSetBlobPart</strong> currently only supports the <strong>D3D_BLOB_PRIVATE_DATA</strong> value.</p> </dd></param>
<param name = "flags"><dd> <p>Flags that indicate how to set the blob part. Currently, no flags are defined; therefore, set to zero.</p> </dd></param>
<param name = "partRef"><dd> <p>A reference to data to set in the compilation result.</p> </dd></param>
<param name = "partSize"><dd> <p>The length of the data that <em>pPart</em> points to.</p> </dd></param>
<param name = "newShaderOut"><dd> <p>A reference to a buffer that receives the <strong>ID3DBlob</strong> interface for the new shader in which the new part data is set.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p><strong>D3DSetBlobPart</strong> modifies data in a compiled shader. Currently, <strong>D3DSetBlobPart</strong> can update only the private data in a compiled shader. You can use <strong>D3DSetBlobPart</strong> to attach arbitrary uninterpreted data to a compiled shader.</p><strong>Note</strong>??The D3dcompiler_44.dll or later version of the file contains the <strong>D3DSetBlobPart</strong> compiler function.?
</remarks>
<doc-id>hh446880</doc-id>
<unmanaged>HRESULT D3DSetBlobPart([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] D3D_BLOB_PART Part,[In] unsigned int Flags,[In, Buffer] const void* pPart,[In] SIZE_T PartSize,[Out] ID3D10Blob** ppNewShader)</unmanaged>
<unmanaged-short>D3DSetBlobPart</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CreateBlob(SharpDX.PointerSize,SharpDX.Direct3D.Blob@)">
<summary>
<p>Creates a buffer.</p>
</summary>
<param name = "size"><dd> <p>Number of bytes in the blob.</p> </dd></param>
<param name = "blobOut"><dd> <p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the buffer.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<remarks>
<p>The latest D3dcompiler_nn.dll contains the <strong>D3DCreateBlob</strong> compiler function. Therefore, you are no longer required to create and use an arbitrary length data buffer by using the <strong>D3D10CreateBlob</strong> function that is contained in D3d10.dll.</p>
</remarks>
<doc-id>ff728672</doc-id>
<unmanaged>HRESULT D3DCreateBlob([In] SIZE_T Size,[Out] ID3D10Blob** ppBlob)</unmanaged>
<unmanaged-short>D3DCreateBlob</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.CompressShaders(System.Int32,SharpDX.D3DCompiler.ShaderData[],System.Int32,SharpDX.Direct3D.Blob@)">
<summary>
<strong>Note</strong>??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?<p>Compresses a set of shaders into a more compact form. </p>
</summary>
<param name = "uNumShaders"><dd> <p>The number of shaders to compress.</p> </dd></param>
<param name = "shaderDataRef"><dd> <p>An array of <strong><see cref = "T:SharpDX.D3DCompiler.ShaderData"/></strong> structures that describe the set of shaders to compress.</p> </dd></param>
<param name = "uFlags"><dd> <p>Flags that indicate how to compress the shaders. Currently, only the D3D_COMPRESS_SHADER_KEEP_ALL_PARTS (0x00000001) flag is defined.</p> </dd></param>
<param name = "compressedDataOut"><dd> <p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the compressed shader data.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>ff728671</doc-id>
<unmanaged>HRESULT D3DCompressShaders([In] unsigned int uNumShaders,[In, Buffer] D3D_SHADER_DATA* pShaderData,[In] unsigned int uFlags,[Out] ID3D10Blob** ppCompressedData)</unmanaged>
<unmanaged-short>D3DCompressShaders</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.D3D.DecompressShaders(System.IntPtr,SharpDX.PointerSize,System.Int32,System.Int32,System.Int32[],System.Int32,SharpDX.Direct3D.Blob[],System.Int32@)">
<summary>
<strong>Note</strong>??You can use this API to develop your Windows Store apps, but you can't use it in apps that you submit to the Windows Store.?<p>Decompresses one or more shaders from a compressed set. </p>
</summary>
<param name = "srcDataRef"><dd> <p>A reference to uncompiled shader data; either ASCII HLSL code or a compiled effect.</p> </dd></param>
<param name = "srcDataSize"><dd> <p>Length of uncompiled shader data that <em>pSrcData</em> points to.</p> </dd></param>
<param name = "uNumShaders"><dd> <p>The number of shaders to decompress.</p> </dd></param>
<param name = "uStartIndex"><dd> <p>The index of the first shader to decompress.</p> </dd></param>
<param name = "indicesRef"><dd> <p>An array of indexes that represent the shaders to decompress.</p> </dd></param>
<param name = "uFlags"><dd> <p>Flags that indicate how to decompress. Currently, no flags are defined.</p> </dd></param>
<param name = "shadersOut"><dd> <p>The address of a reference to the <strong>ID3DBlob</strong> interface that is used to retrieve the decompressed shader data.</p> </dd></param>
<param name = "totalShadersRef"><dd> <p>A reference to a variable that receives the total number of shaders that <strong>D3DDecompressShaders</strong> decompressed.</p> </dd></param>
<returns><p>Returns one of the Direct3D 11 return codes.</p></returns>
<doc-id>ff728673</doc-id>
<unmanaged>HRESULT D3DDecompressShaders([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] unsigned int uNumShaders,[In] unsigned int uStartIndex,[In, Buffer, Optional] unsigned int* pIndices,[In] unsigned int uFlags,[Out, Buffer] ID3D10Blob** ppShaders,[Out, Optional] unsigned int* pTotalShaders)</unmanaged>
<unmanaged-short>D3DDecompressShaders</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.D3DCommon">
<summary>
Functions
</summary>
</member>
<member name="P:SharpDX.D3DCompiler.ConstantBuffer.Description">
<summary>
<p>Get a constant-buffer description.</p>
</summary>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476592</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ConstantBuffer.GetDescription(SharpDX.D3DCompiler.ConstantBufferDescription@)">
<summary>
<p>Get a constant-buffer description.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBufferDescription"/></strong>, which represents a shader-buffer description.</p> </dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476592</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflectionConstantBuffer::GetDesc([Out] D3D11_SHADER_BUFFER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionConstantBuffer::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ConstantBuffer.GetVariable(System.Int32)">
<summary>
<p>Get a shader-reflection variable by index.</p>
</summary>
<param name = "index"><dd> <p>Zero-based index.</p> </dd></param>
<returns><p>A reference to a shader-reflection variable interface (see <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong>).</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476593</doc-id>
<unmanaged>ID3D11ShaderReflectionVariable* ID3D11ShaderReflectionConstantBuffer::GetVariableByIndex([In] unsigned int Index)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionConstantBuffer::GetVariableByIndex</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ConstantBuffer.GetVariable(System.String)">
<summary>
<p>Get a shader-reflection variable by name.</p>
</summary>
<param name = "name"><dd> <p>Variable name.</p> </dd></param>
<returns><p>Returns a sentinel object (end of list marker). To determine if GetVariableByName successfully completed, call <strong>ID3D11ShaderReflectionVariable::GetDesc</strong> and check the returned <strong><see cref = "T:SharpDX.Result"/></strong>; any return value other than success means that GetVariableByName failed.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476594</doc-id>
<unmanaged>ID3D11ShaderReflectionVariable* ID3D11ShaderReflectionConstantBuffer::GetVariableByName([In] const char* Name)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionConstantBuffer::GetVariableByName</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.FunctionParameterReflection.Description">
<summary>
<p>Fills the parameter descriptor structure for the function's parameter.</p>
</summary>
<doc-id>dn280545</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.FunctionParameterReflection.GetDescription(SharpDX.D3DCompiler.ParameterDescription@)">
<summary>
<p>Fills the parameter descriptor structure for the function's parameter.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ParameterDescription"/></strong> structure that receives a description of the function's parameter. </p> </dd></param>
<returns><p>Returns one of the Direct3D 11 Return Codes.</p></returns>
<doc-id>dn280545</doc-id>
<unmanaged>HRESULT ID3D11FunctionParameterReflection::GetDesc([Out] D3D11_PARAMETER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11FunctionParameterReflection::GetDesc</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflectionVariable.Description">
<summary>
<p>Get a shader-variable description.</p>
</summary>
<remarks>
<p>This method can be used to determine if the <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong> is valid, the method returns <strong>E_FAIL</strong> when the variable is not valid.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476608</doc-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
</member>
<member name="P:SharpDX.D3DCompiler.ShaderReflectionVariable.Buffer">
<summary>
<p>This method returns the buffer of the current <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/></strong>.</p>
</summary>
<doc-id>dn933280</doc-id>
<unmanaged>GetBuffer</unmanaged>
<unmanaged-short>GetBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetDescription(SharpDX.D3DCompiler.ShaderVariableDescription@)">
<summary>
<p>Get a shader-variable description.</p>
</summary>
<param name = "descRef"><dd> <p>A reference to a shader-variable description (see <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableDescription"/></strong>).</p> </dd></param>
<returns><p>Returns one of the following Direct3D 11 Return Codes.</p></returns>
<remarks>
<p>This method can be used to determine if the <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/> Interface</strong> is valid, the method returns <strong>E_FAIL</strong> when the variable is not valid.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476608</doc-id>
<unmanaged>HRESULT ID3D11ShaderReflectionVariable::GetDesc([Out] D3D11_SHADER_VARIABLE_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionVariable::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetVariableType">
<summary>
<p>Get a shader-variable type.</p>
</summary>
<returns><p>A reference to a <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionType"/> Interface</strong>.</p></returns>
<remarks>
<p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476610</doc-id>
<unmanaged>ID3D11ShaderReflectionType* ID3D11ShaderReflectionVariable::GetType()</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionVariable::GetType</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetBuffer">
<summary>
<p>This method returns the buffer of the current <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/></strong>.</p>
</summary>
<returns><p> Returns a reference to the <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBuffer"/></strong> of the present <strong><see cref = "T:SharpDX.D3DCompiler.ShaderReflectionVariable"/></strong>. </p></returns>
<doc-id>dn933280</doc-id>
<unmanaged>ID3D11ShaderReflectionConstantBuffer* ID3D11ShaderReflectionVariable::GetBuffer()</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionVariable::GetBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.D3DCompiler.ShaderReflectionVariable.GetInterfaceSlot(System.Int32)">
<summary>
<p>Gets the corresponding interface slot for a variable that represents an interface reference.</p>
</summary>
<param name = "uArrayIndex"><dd> <p>Index of the array element to get the slot number for. For a non-array variable this value will be zero.</p> </dd></param>
<returns><p>Returns the index of the interface in the interface array.</p></returns>
<remarks>
<p>GetInterfaceSlot gets the corresponding slot in an dynamic linkage array for an interface instance. The returned slot number is used to set an interface instance to a particular class instance. See the HLSL Interfaces and Classes overview for additional information.</p><p>This method's interface is hosted in the out-of-box DLL D3DCompiler_xx.dll.</p>
</remarks>
<doc-id>ff476609</doc-id>
<unmanaged>unsigned int ID3D11ShaderReflectionVariable::GetInterfaceSlot([In] unsigned int uArrayIndex)</unmanaged>
<unmanaged-short>ID3D11ShaderReflectionVariable::GetInterfaceSlot</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ConstantBufferDescription">
<summary>
<p>Describes a shader constant-buffer.</p>
</summary>
<remarks>
<p>Constants are supplied to shaders in a shader-constant buffer. Get the description of a shader-constant-buffer by calling <strong>ID3D11ShaderReflectionConstantBuffer::GetDesc</strong>.</p>
</remarks>
<doc-id>ff476208</doc-id>
<unmanaged>D3D11_SHADER_BUFFER_DESC</unmanaged>
<unmanaged-short>D3D11_SHADER_BUFFER_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferDescription.Name">
<summary>
<dd> <p>The name of the buffer.</p> </dd>
</summary>
<doc-id>ff476208</doc-id>
<unmanaged>Name</unmanaged>
<unmanaged-short>Name</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferDescription.Type">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBufferType"/></strong>-typed value that indicates the intended use of the constant data.</p> </dd>
</summary>
<doc-id>ff476208</doc-id>
<unmanaged>Type</unmanaged>
<unmanaged-short>Type</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferDescription.VariableCount">
<summary>
<dd> <p>The number of unique variables.</p> </dd>
</summary>
<doc-id>ff476208</doc-id>
<unmanaged>Variables</unmanaged>
<unmanaged-short>Variables</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferDescription.Size">
<summary>
<dd> <p>Buffer size (in bytes).</p> </dd>
</summary>
<doc-id>ff476208</doc-id>
<unmanaged>Size</unmanaged>
<unmanaged-short>Size</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ConstantBufferDescription.Flags">
<summary>
<dd> <p>A combination of <strong><see cref = "T:SharpDX.D3DCompiler.ConstantBufferFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies properties for the shader constant-buffer.</p> </dd>
</summary>
<doc-id>ff476208</doc-id>
<unmanaged>uFlags</unmanaged>
<unmanaged-short>uFlags</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.FunctionDescription">
<summary>
<p>Describes a function.</p>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>D3D11_FUNCTION_DESC</unmanaged>
<unmanaged-short>D3D11_FUNCTION_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.Version">
<summary>
<dd> <p>The shader version.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>Version</unmanaged>
<unmanaged-short>Version</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.Creator">
<summary>
<dd> <p>The name of the originator of the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>Creator</unmanaged>
<unmanaged-short>Creator</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.Flags">
<summary>
<dd> <p>A combination of <strong>D3DCOMPILE Constants</strong> that are combined by using a bitwise OR operation. The resulting value specifies shader compilation and parsing.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>Flags</unmanaged>
<unmanaged-short>Flags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.ConstantBuffers">
<summary>
<dd> <p>The number of constant buffers for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>ConstantBuffers</unmanaged>
<unmanaged-short>ConstantBuffers</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.BoundResources">
<summary>
<dd> <p>The number of bound resources for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>BoundResources</unmanaged>
<unmanaged-short>BoundResources</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.InstructionCount">
<summary>
<dd> <p>The number of emitted instructions for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>InstructionCount</unmanaged>
<unmanaged-short>InstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TempRegisterCount">
<summary>
<dd> <p>The number of temporary registers used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TempRegisterCount</unmanaged>
<unmanaged-short>TempRegisterCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TempArrayCount">
<summary>
<dd> <p>The number of temporary arrays used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TempArrayCount</unmanaged>
<unmanaged-short>TempArrayCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.DefCount">
<summary>
<dd> <p>The number of constant defines for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>DefCount</unmanaged>
<unmanaged-short>DefCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.DclCount">
<summary>
<dd> <p>The number of declarations (input + output) for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>DclCount</unmanaged>
<unmanaged-short>DclCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TextureNormalInstructions">
<summary>
<dd> <p>The number of non-categorized texture instructions for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TextureNormalInstructions</unmanaged>
<unmanaged-short>TextureNormalInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TextureLoadInstructions">
<summary>
<dd> <p>The number of texture load instructions for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TextureLoadInstructions</unmanaged>
<unmanaged-short>TextureLoadInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TextureCompInstructions">
<summary>
<dd> <p>The number of texture comparison instructions for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TextureCompInstructions</unmanaged>
<unmanaged-short>TextureCompInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TextureBiasInstructions">
<summary>
<dd> <p>The number of texture bias instructions for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TextureBiasInstructions</unmanaged>
<unmanaged-short>TextureBiasInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.TextureGradientInstructions">
<summary>
<dd> <p>The number of texture gradient instructions for the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>TextureGradientInstructions</unmanaged>
<unmanaged-short>TextureGradientInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.FloatInstructionCount">
<summary>
<dd> <p>The number of floating point arithmetic instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>FloatInstructionCount</unmanaged>
<unmanaged-short>FloatInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.IntInstructionCount">
<summary>
<dd> <p>The number of signed integer arithmetic instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>IntInstructionCount</unmanaged>
<unmanaged-short>IntInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.UintInstructionCount">
<summary>
<dd> <p>The number of unsigned integer arithmetic instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>UintInstructionCount</unmanaged>
<unmanaged-short>UintInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.StaticFlowControlCount">
<summary>
<dd> <p>The number of static flow control instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>StaticFlowControlCount</unmanaged>
<unmanaged-short>StaticFlowControlCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.DynamicFlowControlCount">
<summary>
<dd> <p>The number of dynamic flow control instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>DynamicFlowControlCount</unmanaged>
<unmanaged-short>DynamicFlowControlCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.MacroInstructionCount">
<summary>
<dd> <p>The number of macro instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>MacroInstructionCount</unmanaged>
<unmanaged-short>MacroInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.ArrayInstructionCount">
<summary>
<dd> <p>The number of array instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>ArrayInstructionCount</unmanaged>
<unmanaged-short>ArrayInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.MovInstructionCount">
<summary>
<dd> <p>The number of mov instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>MovInstructionCount</unmanaged>
<unmanaged-short>MovInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.MovcInstructionCount">
<summary>
<dd> <p>The number of movc instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>MovcInstructionCount</unmanaged>
<unmanaged-short>MovcInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.ConversionInstructionCount">
<summary>
<dd> <p>The number of type conversion instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>ConversionInstructionCount</unmanaged>
<unmanaged-short>ConversionInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.BitwiseInstructionCount">
<summary>
<dd> <p>The number of bitwise arithmetic instructions used by the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>BitwiseInstructionCount</unmanaged>
<unmanaged-short>BitwiseInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.MinFeatureLevel">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong>-typed value that specifies the minimum Direct3D feature level target of the function byte code.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>MinFeatureLevel</unmanaged>
<unmanaged-short>MinFeatureLevel</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.RequiredFeatureFlags">
<summary>
<dd> <p>A value that contains a combination of one or more shader requirements flags; each flag specifies a requirement of the shader. A default value of 0 means there are no requirements. For a list of values, see <strong>ID3D11ShaderReflection::GetRequiresFlags</strong>. </p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>RequiredFeatureFlags</unmanaged>
<unmanaged-short>RequiredFeatureFlags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.Name">
<summary>
<dd> <p>The name of the function.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>Name</unmanaged>
<unmanaged-short>Name</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.FunctionParameterCount">
<summary>
<dd> <p>The number of logical parameters in the function signature, not including the return value.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>FunctionParameterCount</unmanaged>
<unmanaged-short>FunctionParameterCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.HasReturn">
<summary>
<dd> <p>Indicates whether the function returns a value. <strong>TRUE</strong> indicates it returns a value; otherwise, <strong><see cref = "F:SharpDX.Result.False"/></strong> (it is a subroutine).</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>HasReturn</unmanaged>
<unmanaged-short>HasReturn</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.Has10Level9VertexShader">
<summary>
<dd> <p>Indicates whether there is a Direct3D 10Level9 vertex shader blob. <strong>TRUE</strong> indicates there is a 10Level9 vertex shader blob; otherwise, <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>Has10Level9VertexShader</unmanaged>
<unmanaged-short>Has10Level9VertexShader</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.FunctionDescription.Has10Level9PixelShader">
<summary>
<dd> <p>Indicates whether there is a Direct3D 10Level9 pixel shader blob. <strong>TRUE</strong> indicates there is a 10Level9 pixel shader blob; otherwise, <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p> </dd>
</summary>
<doc-id>dn280416</doc-id>
<unmanaged>Has10Level9PixelShader</unmanaged>
<unmanaged-short>Has10Level9PixelShader</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.InputBindingDescription">
<summary>
<p>Describes how a shader resource is bound to a shader input.</p>
</summary>
<remarks>
<p>Get a shader-input-signature description by calling <strong>ID3D11ShaderReflection::GetResourceBindingDesc</strong> or <strong>ID3D11ShaderReflection::GetResourceBindingDescByName</strong>.</p>
</remarks>
<doc-id>ff476210</doc-id>
<unmanaged>D3D11_SHADER_INPUT_BIND_DESC</unmanaged>
<unmanaged-short>D3D11_SHADER_INPUT_BIND_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.Name">
<summary>
<dd> <p>Name of the shader resource.</p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>Name</unmanaged>
<unmanaged-short>Name</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.Type">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderInputType"/></strong>-typed value that identifies the type of data in the resource.</p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>Type</unmanaged>
<unmanaged-short>Type</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.BindPoint">
<summary>
<dd> <p>Starting bind point.</p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>BindPoint</unmanaged>
<unmanaged-short>BindPoint</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.BindCount">
<summary>
<dd> <p>Number of contiguous bind points for arrays.</p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>BindCount</unmanaged>
<unmanaged-short>BindCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.Flags">
<summary>
<dd> <p>A combination of <strong><see cref = "T:SharpDX.D3DCompiler.ShaderInputFlags"/></strong>-typed values for shader input-parameter options. </p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>uFlags</unmanaged>
<unmanaged-short>uFlags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.ReturnType">
<summary>
<dd> <p>If the input is a texture, the <strong><see cref = "T:SharpDX.D3DCompiler.ResourceReturnType"/></strong>-typed value that identifies the return type.</p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>ReturnType</unmanaged>
<unmanaged-short>ReturnType</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.Dimension">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.Direct3D.ShaderResourceViewDimension"/></strong>-typed value that identifies the dimensions of the bound resource.</p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>Dimension</unmanaged>
<unmanaged-short>Dimension</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.InputBindingDescription.NumSamples">
<summary>
<dd> <p>The number of samples for a multisampled texture; when a texture isn't multisampled, the value is set to -1 (0xFFFFFFFF). </p> </dd>
</summary>
<doc-id>ff476210</doc-id>
<unmanaged>NumSamples</unmanaged>
<unmanaged-short>NumSamples</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.LibraryDescription">
<summary>
<p>Describes a library.</p>
</summary>
<doc-id>dn280417</doc-id>
<unmanaged>D3D11_LIBRARY_DESC</unmanaged>
<unmanaged-short>D3D11_LIBRARY_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.LibraryDescription.Creator">
<summary>
<dd> <p>The name of the originator of the library.</p> </dd>
</summary>
<doc-id>dn280417</doc-id>
<unmanaged>Creator</unmanaged>
<unmanaged-short>Creator</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.LibraryDescription.Flags">
<summary>
<dd> <p>A combination of <strong>D3DCOMPILE Constants</strong> that are combined by using a bitwise OR operation. The resulting value specifies how the compiler compiles.</p> </dd>
</summary>
<doc-id>dn280417</doc-id>
<unmanaged>Flags</unmanaged>
<unmanaged-short>Flags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.LibraryDescription.FunctionCount">
<summary>
<dd> <p>The number of functions exported from the library.</p> </dd>
</summary>
<doc-id>dn280417</doc-id>
<unmanaged>FunctionCount</unmanaged>
<unmanaged-short>FunctionCount</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ParameterDescription">
<summary>
<p>Describes a function parameter. </p>
</summary>
<remarks>
<p>Get a function-parameter description by calling <strong>ID3D11FunctionParameterReflection::GetDesc</strong>.</p>
</remarks>
<doc-id>dn280419</doc-id>
<unmanaged>D3D11_PARAMETER_DESC</unmanaged>
<unmanaged-short>D3D11_PARAMETER_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.Name">
<summary>
<dd> <p>The name of the function parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>Name</unmanaged>
<unmanaged-short>Name</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.SemanticName">
<summary>
<dd> <p>The HLSL semantic that is associated with this function parameter. This name includes the index, for example, SV_Target[n].</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>SemanticName</unmanaged>
<unmanaged-short>SemanticName</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.Type">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableType"/></strong>-typed value that identifies the variable type for the parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>Type</unmanaged>
<unmanaged-short>Type</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.Class">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableClass"/></strong>-typed value that identifies the variable class for the parameter as one of scalar, vector, matrix, object, and so on.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>Class</unmanaged>
<unmanaged-short>Class</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.Rows">
<summary>
<dd> <p>The number of rows for a matrix parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>Rows</unmanaged>
<unmanaged-short>Rows</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.Columns">
<summary>
<dd> <p>The number of columns for a matrix parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>Columns</unmanaged>
<unmanaged-short>Columns</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.InterpolationMode">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.Direct3D.InterpolationMode"/></strong>-typed value that identifies the interpolation mode for the parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>InterpolationMode</unmanaged>
<unmanaged-short>InterpolationMode</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.Flags">
<summary>
<dd> <p>A combination of <strong><see cref = "T:SharpDX.D3DCompiler.ParameterFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies semantic flags for the parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>Flags</unmanaged>
<unmanaged-short>Flags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.FirstInRegister">
<summary>
<dd> <p>The first input register for this parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>FirstInRegister</unmanaged>
<unmanaged-short>FirstInRegister</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.FirstInComponent">
<summary>
<dd> <p>The first input register component for this parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>FirstInComponent</unmanaged>
<unmanaged-short>FirstInComponent</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.FirstOutRegister">
<summary>
<dd> <p>The first output register for this parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>FirstOutRegister</unmanaged>
<unmanaged-short>FirstOutRegister</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ParameterDescription.FirstOutComponent">
<summary>
<dd> <p>The first output register component for this parameter.</p> </dd>
</summary>
<doc-id>dn280419</doc-id>
<unmanaged>FirstOutComponent</unmanaged>
<unmanaged-short>FirstOutComponent</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderData">
<summary>
<p>Describes shader data.</p>
</summary>
<remarks>
<p>An array of <strong><see cref = "T:SharpDX.D3DCompiler.ShaderData"/></strong> structures is passed to <strong>D3DCompressShaders</strong> to compress the shader data into a more compact form.</p>
</remarks>
<doc-id>ff728721</doc-id>
<unmanaged>D3D_SHADER_DATA</unmanaged>
<unmanaged-short>D3D_SHADER_DATA</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderData.BytecodePtr">
<summary>
<dd> <p>A reference to shader data.</p> </dd>
</summary>
<doc-id>ff728721</doc-id>
<unmanaged>pBytecode</unmanaged>
<unmanaged-short>pBytecode</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderData.BytecodeLength">
<summary>
<dd> <p>Length of shader data that <strong>pBytecode</strong> points to.</p> </dd>
</summary>
<doc-id>ff728721</doc-id>
<unmanaged>BytecodeLength</unmanaged>
<unmanaged-short>BytecodeLength</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderDescription">
<summary>
<p>Describes a shader.</p>
</summary>
<remarks>
<p>A shader is written in HLSL and compiled into an intermediate language by the HLSL compiler. The shader description returns information about the compiled shader. Get a shader description by calling <strong>ID3D11ShaderReflection::GetDesc</strong>.</p>
</remarks>
<doc-id>ff476209</doc-id>
<unmanaged>D3D11_SHADER_DESC</unmanaged>
<unmanaged-short>D3D11_SHADER_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.Version">
<summary>
<dd> <p>Shader version.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>Version</unmanaged>
<unmanaged-short>Version</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.Creator">
<summary>
<dd> <p>The name of the originator of the shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>Creator</unmanaged>
<unmanaged-short>Creator</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.Flags">
<summary>
<dd> <p>Shader compilation/parse flags.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>Flags</unmanaged>
<unmanaged-short>Flags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.ConstantBuffers">
<summary>
<dd> <p>The number of shader-constant buffers.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>ConstantBuffers</unmanaged>
<unmanaged-short>ConstantBuffers</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.BoundResources">
<summary>
<dd> <p>The number of resource (textures and buffers) bound to a shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>BoundResources</unmanaged>
<unmanaged-short>BoundResources</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.InputParameters">
<summary>
<dd> <p>The number of parameters in the input signature.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>InputParameters</unmanaged>
<unmanaged-short>InputParameters</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.OutputParameters">
<summary>
<dd> <p>The number of parameters in the output signature.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>OutputParameters</unmanaged>
<unmanaged-short>OutputParameters</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.InstructionCount">
<summary>
<dd> <p>The number of intermediate-language instructions in the compiled shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>InstructionCount</unmanaged>
<unmanaged-short>InstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TempRegisterCount">
<summary>
<dd> <p>The number of temporary registers in the compiled shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TempRegisterCount</unmanaged>
<unmanaged-short>TempRegisterCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TempArrayCount">
<summary>
<dd> <p>Number of temporary arrays used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TempArrayCount</unmanaged>
<unmanaged-short>TempArrayCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.DefineCount">
<summary>
<dd> <p>Number of constant defines.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>DefCount</unmanaged>
<unmanaged-short>DefCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.DeclarationCount">
<summary>
<dd> <p>Number of declarations (input + output).</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>DclCount</unmanaged>
<unmanaged-short>DclCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TextureNormalInstructions">
<summary>
<dd> <p>Number of non-categorized texture instructions.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TextureNormalInstructions</unmanaged>
<unmanaged-short>TextureNormalInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TextureLoadInstructions">
<summary>
<dd> <p>Number of texture load instructions</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TextureLoadInstructions</unmanaged>
<unmanaged-short>TextureLoadInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TextureCompInstructions">
<summary>
<dd> <p>Number of texture comparison instructions</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TextureCompInstructions</unmanaged>
<unmanaged-short>TextureCompInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TextureBiasInstructions">
<summary>
<dd> <p>Number of texture bias instructions</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TextureBiasInstructions</unmanaged>
<unmanaged-short>TextureBiasInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TextureGradientInstructions">
<summary>
<dd> <p>Number of texture gradient instructions.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TextureGradientInstructions</unmanaged>
<unmanaged-short>TextureGradientInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.FloatInstructionCount">
<summary>
<dd> <p>Number of floating point arithmetic instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>FloatInstructionCount</unmanaged>
<unmanaged-short>FloatInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.IntInstructionCount">
<summary>
<dd> <p>Number of signed integer arithmetic instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>IntInstructionCount</unmanaged>
<unmanaged-short>IntInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.UintInstructionCount">
<summary>
<dd> <p>Number of unsigned integer arithmetic instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>UintInstructionCount</unmanaged>
<unmanaged-short>UintInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.StaticFlowControlCount">
<summary>
<dd> <p>Number of static flow control instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>StaticFlowControlCount</unmanaged>
<unmanaged-short>StaticFlowControlCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.DynamicFlowControlCount">
<summary>
<dd> <p>Number of dynamic flow control instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>DynamicFlowControlCount</unmanaged>
<unmanaged-short>DynamicFlowControlCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.MacroInstructionCount">
<summary>
<dd> <p>Number of macro instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>MacroInstructionCount</unmanaged>
<unmanaged-short>MacroInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.ArrayInstructionCount">
<summary>
<dd> <p>Number of array instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>ArrayInstructionCount</unmanaged>
<unmanaged-short>ArrayInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.CutInstructionCount">
<summary>
<dd> <p>Number of cut instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>CutInstructionCount</unmanaged>
<unmanaged-short>CutInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.EmitInstructionCount">
<summary>
<dd> <p>Number of emit instructions used.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>EmitInstructionCount</unmanaged>
<unmanaged-short>EmitInstructionCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.GeometryShaderOutputTopology">
<summary>
<dd> <p>The <strong><see cref = "T:SharpDX.Direct3D.PrimitiveTopology"/></strong>-typed value that represents the geometry shader output topology.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>GSOutputTopology</unmanaged>
<unmanaged-short>GSOutputTopology</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.GeometryShaderMaxOutputVertexCount">
<summary>
<dd> <p>Geometry shader maximum output vertex count.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>GSMaxOutputVertexCount</unmanaged>
<unmanaged-short>GSMaxOutputVertexCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.InputPrimitive">
<summary>
<dd> <p>The <strong><see cref = "T:SharpDX.D3DCompiler.InputPrimitive"/></strong>-typed value that represents the input primitive for a geometry shader or hull shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>InputPrimitive</unmanaged>
<unmanaged-short>InputPrimitive</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.PatchConstantParameters">
<summary>
<dd> <p>Number of parameters in the patch-constant signature.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>PatchConstantParameters</unmanaged>
<unmanaged-short>PatchConstantParameters</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.GeometryShaderInstanceCount">
<summary>
<dd> <p>Number of geometry shader instances.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>cGSInstanceCount</unmanaged>
<unmanaged-short>cGSInstanceCount</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.ControlPoints">
<summary>
<dd> <p>Number of control points in the hull shader and domain shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>cControlPoints</unmanaged>
<unmanaged-short>cControlPoints</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.HullShaderOutputPrimitive">
<summary>
<dd> <p>The <strong><see cref = "T:SharpDX.D3DCompiler.TessellatorOutputPrimitive"/></strong>-typed value that represents the tessellator output-primitive type.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>HSOutputPrimitive</unmanaged>
<unmanaged-short>HSOutputPrimitive</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.HullShaderPartitioning">
<summary>
<dd> <p>The <strong><see cref = "T:SharpDX.D3DCompiler.TessellatorPartitioning"/></strong>-typed value that represents the tessellator partitioning mode.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>HSPartitioning</unmanaged>
<unmanaged-short>HSPartitioning</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TessellatorDomain">
<summary>
<dd> <p>The <strong><see cref = "T:SharpDX.D3DCompiler.TessellatorDomain"/></strong>-typed value that represents the tessellator domain.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>TessellatorDomain</unmanaged>
<unmanaged-short>TessellatorDomain</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.BarrierInstructions">
<summary>
<dd> <p>Number of barrier instructions in a compute shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>cBarrierInstructions</unmanaged>
<unmanaged-short>cBarrierInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.InterlockedInstructions">
<summary>
<dd> <p>Number of interlocked instructions in a compute shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>cInterlockedInstructions</unmanaged>
<unmanaged-short>cInterlockedInstructions</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderDescription.TextureStoreInstructions">
<summary>
<dd> <p>Number of texture writes in a compute shader.</p> </dd>
</summary>
<doc-id>ff476209</doc-id>
<unmanaged>cTextureStoreInstructions</unmanaged>
<unmanaged-short>cTextureStoreInstructions</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderParameterDescription">
<summary>
<p>Describes a shader signature.</p>
</summary>
<remarks>
<p>A shader can take n inputs and can produce m outputs. The order of the input (or output) parameters, their associated types, and any attached semantics make up the shader signature. Each shader has an input and an output signature.</p><p>When compiling a shader or an effect, some API calls validate shader signatures That is, they compare the output signature of one shader (like a vertex shader) with the input signature of another shader (like a pixel shader). This ensures that a shader outputs data that is compatible with a downstream shader that is consuming that data. Compatible means that a shader signature is a exact-match subset of the preceding shader stage. Exact match means parameter types and semantics must exactly match. Subset means that a parameter that is not required by a downstream stage, does not need to include that parameter in its shader signature.</p><p>Get a shader-signature from a shader or an effect by calling APIs such as <strong>ID3D11ShaderReflection::GetInputParameterDesc</strong>. </p>
</remarks>
<doc-id>ff476215</doc-id>
<unmanaged>D3D11_SIGNATURE_PARAMETER_DESC</unmanaged>
<unmanaged-short>D3D11_SIGNATURE_PARAMETER_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.SemanticName">
<summary>
<dd> <p>A per-parameter string that identifies how the data will be used. For more info, see Semantics. </p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>SemanticName</unmanaged>
<unmanaged-short>SemanticName</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.SemanticIndex">
<summary>
<dd> <p>Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>SemanticIndex</unmanaged>
<unmanaged-short>SemanticIndex</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.Register">
<summary>
<dd> <p>The register that will contain this variable's data.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>Register</unmanaged>
<unmanaged-short>Register</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.SystemValueType">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.SystemValueType"/></strong>-typed value that identifies a predefined string that determines the functionality of certain pipeline stages.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>SystemValueType</unmanaged>
<unmanaged-short>SystemValueType</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.ComponentType">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.RegisterComponentType"/></strong>-typed value that identifies the per-component-data type that is stored in a register. Each register can store up to four-components of data.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>ComponentType</unmanaged>
<unmanaged-short>ComponentType</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.UsageMask">
<summary>
<dd> <p>Mask which indicates which components of a register are used.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>Mask</unmanaged>
<unmanaged-short>Mask</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.ReadWriteMask">
<summary>
<dd> <p>Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature). </p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>ReadWriteMask</unmanaged>
<unmanaged-short>ReadWriteMask</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.Stream">
<summary>
<dd> <p>Indicates which stream the geometry shader is using for the signature parameter.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>Stream</unmanaged>
<unmanaged-short>Stream</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderParameterDescription.MinPrecision">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.Direct3D.MinimumPrecision"/></strong>-typed value that indicates the minimum desired interpolation precision. For more info, see Using HLSL minimum precision.</p> </dd>
</summary>
<doc-id>ff476215</doc-id>
<unmanaged>MinPrecision</unmanaged>
<unmanaged-short>MinPrecision</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderTypeDescription">
<summary>
<p>Describes a shader-variable type.</p>
</summary>
<remarks>
<p>Get a shader-variable-type description by calling <strong>ID3D11ShaderReflectionType::GetDesc</strong>.</p>
</remarks>
<doc-id>ff476212</doc-id>
<unmanaged>D3D11_SHADER_TYPE_DESC</unmanaged>
<unmanaged-short>D3D11_SHADER_TYPE_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.Class">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableClass"/></strong>-typed value that identifies the variable class as one of scalar, vector, matrix, object, and so on.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Class</unmanaged>
<unmanaged-short>Class</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.Type">
<summary>
<dd> <p>A <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableType"/></strong>-typed value that identifies the variable type.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Type</unmanaged>
<unmanaged-short>Type</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.RowCount">
<summary>
<dd> <p>Number of rows in a matrix. Otherwise a numeric type returns 1, any other type returns 0.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Rows</unmanaged>
<unmanaged-short>Rows</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.ColumnCount">
<summary>
<dd> <p>Number of columns in a matrix. Otherwise a numeric type returns 1, any other type returns 0.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Columns</unmanaged>
<unmanaged-short>Columns</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.ElementCount">
<summary>
<dd> <p>Number of elements in an array; otherwise 0.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Elements</unmanaged>
<unmanaged-short>Elements</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.MemberCount">
<summary>
<dd> <p>Number of members in the structure; otherwise 0.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Members</unmanaged>
<unmanaged-short>Members</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.Offset">
<summary>
<dd> <p>Offset, in bytes, between the start of the parent structure and this variable. Can be 0 if not a structure member.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Offset</unmanaged>
<unmanaged-short>Offset</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderTypeDescription.Name">
<summary>
<dd> <p>Name of the shader-variable type. This member can be <strong><c>null</c></strong> if it isn't used. This member supports dynamic shader linkage interface types, which have names. For more info about dynamic shader linkage, see Dynamic Linking.</p> </dd>
</summary>
<doc-id>ff476212</doc-id>
<unmanaged>Name</unmanaged>
<unmanaged-short>Name</unmanaged-short>
</member>
<member name="T:SharpDX.D3DCompiler.ShaderVariableDescription">
<summary>
<p>Describes a shader variable.</p>
</summary>
<remarks>
<p> Get a shader-variable description using reflection by calling <strong>ID3D11ShaderReflectionVariable::GetDesc</strong>. </p><p> As of the June 2010 update, <strong>DefaultValue</strong> emits default values for reflection. </p>
</remarks>
<doc-id>ff476213</doc-id>
<unmanaged>D3D11_SHADER_VARIABLE_DESC</unmanaged>
<unmanaged-short>D3D11_SHADER_VARIABLE_DESC</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.Name">
<summary>
<dd> <p>The variable name.</p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>Name</unmanaged>
<unmanaged-short>Name</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.StartOffset">
<summary>
<dd> <p>Offset from the start of the parent structure to the beginning of the variable.</p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>StartOffset</unmanaged>
<unmanaged-short>StartOffset</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.Size">
<summary>
<dd> <p>Size of the variable (in bytes).</p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>Size</unmanaged>
<unmanaged-short>Size</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.Flags">
<summary>
<dd> <p> A combination of <strong><see cref = "T:SharpDX.D3DCompiler.ShaderVariableFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value identifies shader-variable properties. </p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>uFlags</unmanaged>
<unmanaged-short>uFlags</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.DefaultValue">
<summary>
<dd> <p>The default value for initializing the variable.</p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>DefaultValue</unmanaged>
<unmanaged-short>DefaultValue</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.StartTexture">
<summary>
<dd> <p>Offset from the start of the variable to the beginning of the texture. </p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>StartTexture</unmanaged>
<unmanaged-short>StartTexture</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.TextureSize">
<summary>
<dd> <p>The size of the texture, in bytes. </p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>TextureSize</unmanaged>
<unmanaged-short>TextureSize</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.StartSampler">
<summary>
<dd> <p>Offset from the start of the variable to the beginning of the sampler. </p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>StartSampler</unmanaged>
<unmanaged-short>StartSampler</unmanaged-short>
</member>
<member name="F:SharpDX.D3DCompiler.ShaderVariableDescription.SamplerSize">
<summary>
<dd> <p>The size of the sampler, in bytes. </p> </dd>
</summary>
<doc-id>ff476213</doc-id>
<unmanaged>SamplerSize</unmanaged>
<unmanaged-short>SamplerSize</unmanaged-short>
</member>
</members>
</doc>