ID3D12ShaderReflection 接口是用于检查和检索 HLSL 着色器的反射信息的接口,该接口定义在 d3d12shader.h 头文件中,属于 Direct3D 12 的 API。

以下是 ID3D12ShaderReflection 接口的定义:
DECLARE_INTERFACE(ID3D12ShaderReflection)
{
    STDMETHOD(GetDesc)(
        THIS_
        _Out_ D3D12_SHADER_DESC *pDesc) PURE;

    STDMETHOD_(ID3D12ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(
        THIS_
        _In_ UINT Index) PURE;

    STDMETHOD_(ID3D12ShaderReflectionConstantBuffer*, GetConstantBufferByName)(
        THIS_
        _In_ LPCSTR Name) PURE;

    STDMETHOD(GetResourceBindingDesc)(
        THIS_
        _In_ UINT ResourceIndex,
        _Out_ D3D12_SHADER_INPUT_BIND_DESC *pDesc) PURE;

    STDMETHOD(GetInputParameterDesc)(
        THIS_
        _In_ UINT ParameterIndex,
        _Out_ D3D12_SIGNATURE_PARAMETER_DESC *pDesc) PURE;

    STDMETHOD(GetOutputParameterDesc)(
        THIS_
        _In_ UINT ParameterIndex,
        _Out_ D3D12_SIGNATURE_PARAMETER_DESC *pDesc) PURE;

    STDMETHOD(GetPatchConstantParameterDesc)(
        THIS_
        _In_ UINT ParameterIndex,
        _Out_ D3D12_SIGNATURE_PARAMETER_DESC *pDesc) PURE;

    STDMETHOD_(ID3D12ShaderReflectionType*, GetVariableTypeByIndex)(
        THIS_
        _In_ UINT Index) PURE;

    STDMETHOD_(ID3D12ShaderReflectionType*, GetVariableTypeByName)(
        THIS_
        _In_ LPCSTR Name) PURE;

    STDMETHOD(GetVariableNameByIndex)(
        THIS_
        _In_ UINT Index,
        _Out_ LPCSTR *ppName) PURE;

    STDMETHOD(GetResourceBindingDescByName)(
        THIS_
        _In_ LPCSTR Name,
        _Out_ D3D12_SHADER_INPUT_BIND_DESC *pDesc) PURE;

    STDMETHOD_(UINT, GetMovcInstructionCount)(
        THIS) PURE;

    STDMETHOD_(UINT, GetMovcInstruction(
        THIS_
        _In_ UINT Index,
        _Out_ LPCSTR *ppInstruction)) PURE;

    STDMETHOD_(UINT, GetMovcInstructionAtInputRegisterIndex)(
        THIS_
        _In_ UINT Index,
        _Out_ UINT *pInputRegisterIndex) PURE;

    STDMETHOD_(LPCSTR, GetMovcInstructionInputRegisterName)(
        THIS_
        _In_ UINT Index) PURE;

    STDMETHOD(GetMovcInstructionRegisterType)(
        THIS_
        _In_ UINT Index,
        _Out_ D3D12_SHADER_REGISTER_TYPE *pRegisterType) PURE;

    STDMETHOD(GetMovcInstructionOperandType)(
        THIS_
        _In_ UINT Index,
        _Out_ D3D12_SHADER_OPERAND_TYPE *pOperandType) PURE;

    STDMETHOD(GetMovcInstructionTextureDimension)(
        THIS_
        _In_ UINT Index,
        _Out_ D3D12_SHADER_TEXTURE_DIMENSION *pTextureDimension) PURE;

    STDMETHOD(GetMovcInstructionReturnType)(
        THIS_
        _In_ UINT Index,
        _Out_ D3D12_SHADER_VARIABLE_TYPE *pReturnType) PURE;

    STDMETHOD_(UINT, GetTextureSRVDimension)(
        THIS_
        _In_ UINT Index) PURE;

    STDMETHOD(GetTextureSRVReturnType)(
        THIS_
        _In_ UINT Index,
        _Out_ D3D12_SHADER_VARIABLE_TYPE *pReturnType) PURE;
};

这个接口提供了一系列用于获取 HLSL 着色器信息的方法,包括获取着色器描述、常量缓冲区信息、资源绑定描述、输入参数描述、输出参数描述、Patch 常量参数描述、变量类型、变量名称等等。

要使用这个接口,你通常需要通过调用其他 API 获取到着色器反射器(reflection)对象,然后通过该对象获取到 ID3D12ShaderReflection 接口。具体的使用方法可以参考 Direct3D 12 的相关文档和示例代码。


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