IDirect3DDevice8::GetVertexShaderDeclaration
Retrieves the vertex shader declaration token array.
HRESULT GetVertexShaderDeclaration(
DWORD Handle,
void* pData,
DWORD* pSizeOfData
);
Parameters
- Handle
- [in] Handle to the referred to vertex shader.
- pData
- [in] Pointer to a previously allocated buffer to be filled with the declaration associated with the requested vertex shader handle, if the call succeeds. The application calling this method is responsible for allocating and releasing this buffer.
- pSizeOfData
- [in, out] Pointer to a DWORD value, indicating the size of the buffer at pData, in bytes. If this value is less than the actual size of the data (such as 0) the method sets this parameter to the required buffer size, and the method returns D3DERR_MOREDATA. If the buffer is NULL, then this parameter is filled with the required size and D3D_OK is returned.
Return Values
If the method succeeds, the return value is D3D_OK.
The return value can be D3DERR_INVALIDCALL if Handle is an invalid handle to a vertex shader.
Remarks
The vertex shader declaration token array defines the inputs to the shader, including how the vertex elements within the input data streams are used by the shader.
Requirements
Header: Declared in D3d8.h.
Import Library: Use D3d8.lib.
See Also
IDirect3DDevice8::GetVertexShader