);
ID3D11ShaderReflectionType* GetMemberTypeByIndex(
- [in] UINT Index
+ [in] UINT Index
);
ID3D11ShaderReflectionType* GetMemberTypeByName(
- [in] LPCSTR Name
+ [in] LPCSTR Name
);
LPCSTR GetMemberTypeName(
- [in] UINT Index
+ [in] UINT Index
);
HRESULT IsEqual(
- [in] ID3D11ShaderReflectionType* pType
+ [in] ID3D11ShaderReflectionType* pType
);
ID3D11ShaderReflectionType* GetSubType();
ID3D11ShaderReflectionType* GetBaseClass();
UINT GetNumInterfaces();
ID3D11ShaderReflectionType* GetInterfaceByIndex(
- [in] UINT uIndex
+ [in] UINT uIndex
);
HRESULT IsOfType(
- [in] ID3D11ShaderReflectionType* pType
+ [in] ID3D11ShaderReflectionType* pType
);
HRESULT ImplementsInterface(
- [in] ID3D11ShaderReflectionType* pBase
+ [in] ID3D11ShaderReflectionType* pBase
);
};
ID3D11ShaderReflectionConstantBuffer* GetBuffer();
UINT GetInterfaceSlot(
- [in] UINT uArrayIndex
+ [in] UINT uArrayIndex
);
};
);
ID3D11ShaderReflectionVariable* GetVariableByIndex(
- [in] UINT Index
+ [in] UINT Index
);
ID3D11ShaderReflectionVariable* GetVariableByName(
- [in] LPCSTR Name
+ [in] LPCSTR Name
);
};
);
ID3D11ShaderReflectionConstantBuffer* GetConstantBufferByIndex(
- [in] UINT Index
+ [in] UINT Index
);
ID3D11ShaderReflectionConstantBuffer* GetConstantBufferByName(
- [in] LPCSTR Name
+ [in] LPCSTR Name
);
HRESULT GetResourceBindingDesc(
- [in] UINT ResourceIndex,
+ [in] UINT ResourceIndex,
[out] D3D11_SHADER_INPUT_BIND_DESC *pDesc
);
HRESULT GetInputParameterDesc(
- [in] UINT ParameterIndex,
+ [in] UINT ParameterIndex,
[out] D3D11_SIGNATURE_PARAMETER_DESC *pDesc
);
HRESULT GetOutputParameterDesc
(
- [in] UINT ParameterIndex,
+ [in] UINT ParameterIndex,
[out] D3D11_SIGNATURE_PARAMETER_DESC *pDesc
);
HRESULT GetPatchConstantParameterDesc(
- [in] UINT ParameterIndex,
+ [in] UINT ParameterIndex,
[out] D3D11_SIGNATURE_PARAMETER_DESC *pDesc
);
ID3D11ShaderReflectionVariable* GetVariableByName(
- [in] LPCSTR Name
+ [in] LPCSTR Name
);
HRESULT GetResourceBindingDescByName(
- [in] LPCSTR Name,
+ [in] LPCSTR Name,
[out] D3D11_SHADER_INPUT_BIND_DESC *pDesc
);