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CreateVertexShader also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.
SWIFT SHADER D3D11 DRIVERS
If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn’t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), CreateVertexShader fails. Sorry for any mistakes in asking the question. Am I missing something here there should be a colored quad in the window. I have no errors and everything compiles fine, but ending up with a white window. That is, the call to CreateVertexShader succeeds. Im setting up d3d11 to learn the basics, but Im having some trouble. Therefore, if you use the following shader model 5.0 instructions in a vertex shader, you can successfully pass the compiled vertex shader to pShaderBytecode. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages. The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. The Direct3D 11.1 runtime, which is available starting with Windows 8, provides the following new functionality for CreateVertexShader. This method returns one of the Direct3D 11 Return Codes. If this is NULL, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of S_OK. This is transparent to the caller, and works well as long as the compilation has finished by the time the shader is needed. ID3D11VertexShader **ppVertexShaderĪ pointer to a class linkage interface (see ID3D11ClassLinkage) the value can be NULL.Īddress of a pointer to a ID3D11VertexShader interface. Most D3D11 drivers, on the other hand, implement shader creation by automatically offloading compilation to a worker thread. Create a vertex-shader object from a compiled shader.
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