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# D3D_NAME (XBOX Series consoles)

> Values that identify shader parameters that use system-value semantics.

Values that identify shader parameters that use system-value semantics.

## Syntax

```cpp theme={null}
typedef enum D3D_NAME    
{  
    D3D_NAME_UNDEFINED = 0,  
    D3D_NAME_POSITION = 1,  
    D3D_NAME_CLIP_DISTANCE = 2,  
    D3D_NAME_CULL_DISTANCE = 3,  
    D3D_NAME_RENDER_TARGET_ARRAY_INDEX = 4,  
    D3D_NAME_VIEWPORT_ARRAY_INDEX = 5,  
    D3D_NAME_VERTEX_ID = 6,  
    D3D_NAME_PRIMITIVE_ID = 7,  
    D3D_NAME_INSTANCE_ID = 8,  
    D3D_NAME_IS_FRONT_FACE = 9,  
    D3D_NAME_SAMPLE_INDEX = 10,  
    D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR = 11,  
    D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = 12,  
    D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR = 13,  
    D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR = 14,  
    D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR = 15,  
    D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR = 16,  
    D3D_NAME_TARGET = 64,  
    D3D_NAME_DEPTH = 65,  
    D3D_NAME_COVERAGE = 66,  
    D3D_NAME_DEPTH_GREATER_EQUAL = 67,  
    D3D_NAME_DEPTH_LESS_EQUAL = 68,  
    D3D10_NAME_UNDEFINED = D3D_NAME_UNDEFINED,  
    D3D10_NAME_POSITION = D3D_NAME_POSITION,  
    D3D10_NAME_CLIP_DISTANCE = D3D_NAME_CLIP_DISTANCE,  
    D3D10_NAME_CULL_DISTANCE = D3D_NAME_CULL_DISTANCE,  
    D3D10_NAME_RENDER_TARGET_ARRAY_INDEX = D3D_NAME_RENDER_TARGET_ARRAY_INDEX,  
    D3D10_NAME_VIEWPORT_ARRAY_INDEX = D3D_NAME_VIEWPORT_ARRAY_INDEX,  
    D3D10_NAME_VERTEX_ID = D3D_NAME_VERTEX_ID,  
    D3D10_NAME_PRIMITIVE_ID = D3D_NAME_PRIMITIVE_ID,  
    D3D10_NAME_INSTANCE_ID = D3D_NAME_INSTANCE_ID,  
    D3D10_NAME_IS_FRONT_FACE = D3D_NAME_IS_FRONT_FACE,  
    D3D10_NAME_SAMPLE_INDEX = D3D_NAME_SAMPLE_INDEX,  
    D3D10_NAME_TARGET = D3D_NAME_TARGET,  
    D3D10_NAME_DEPTH = D3D_NAME_DEPTH,  
    D3D10_NAME_COVERAGE = D3D_NAME_COVERAGE,  
    D3D11_NAME_FINAL_QUAD_EDGE_TESSFACTOR = D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,  
    D3D11_NAME_FINAL_QUAD_INSIDE_TESSFACTOR = D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,  
    D3D11_NAME_FINAL_TRI_EDGE_TESSFACTOR = D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,  
    D3D11_NAME_FINAL_TRI_INSIDE_TESSFACTOR = D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,  
    D3D11_NAME_FINAL_LINE_DETAIL_TESSFACTOR = D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,  
    D3D11_NAME_FINAL_LINE_DENSITY_TESSFACTOR = D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,  
    D3D11_NAME_DEPTH_GREATER_EQUAL = D3D_NAME_DEPTH_GREATER_EQUAL,  
    D3D11_NAME_DEPTH_LESS_EQUAL = D3D_NAME_DEPTH_LESS_EQUAL  
} D3D_NAME  
```

## Constants

| Constant | Description |
| - | - |
| D3D\_NAME\_UNDEFINED | This parameter does not use a predefined system-value semantic. |
| D3D\_NAME\_POSITION | This parameter contains position data. |
| D3D\_NAME\_CLIP\_DISTANCE | This parameter contains clip-distance data. |
| D3D\_NAME\_CULL\_DISTANCE | This parameter contains cull-distance data. |
| D3D\_NAME\_RENDER\_TARGET\_ARRAY\_INDEX | This parameter contains a render-target-array index. |
| D3D\_NAME\_VIEWPORT\_ARRAY\_INDEX | This parameter contains a viewport-array index. |
| D3D\_NAME\_VERTEX\_ID | This parameter contains a vertex ID. |
| D3D\_NAME\_PRIMITIVE\_ID | This parameter contains a primitive ID. |
| D3D\_NAME\_INSTANCE\_ID | This parameter contains an instance ID. |
| D3D\_NAME\_IS\_FRONT\_FACE | This parameter contains data that identifies whether or not the primitive faces the camera. |
| D3D\_NAME\_SAMPLE\_INDEX | This parameter contains a sampler-array index. |
| D3D\_NAME\_FINAL\_QUAD\_EDGE\_TESSFACTOR | 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. |
| D3D\_NAME\_FINAL\_QUAD\_INSIDE\_TESSFACTOR | 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. |
| D3D\_NAME\_FINAL\_TRI\_EDGE\_TESSFACTOR | 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. |
| D3D\_NAME\_FINAL\_TRI\_INSIDE\_TESSFACTOR | 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. |
| D3D\_NAME\_FINAL\_LINE\_DETAIL\_TESSFACTOR | 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. |
| D3D\_NAME\_FINAL\_LINE\_DENSITY\_TESSFACTOR | 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. |
| D3D\_NAME\_TARGET | This parameter contains render-target data. |
| D3D\_NAME\_DEPTH | This parameter contains depth data. |
| D3D\_NAME\_COVERAGE | This parameter contains alpha-coverage data. |
| D3D\_NAME\_DEPTH\_GREATER\_EQUAL | 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. |
| D3D\_NAME\_DEPTH\_LESS\_EQUAL | 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. |
| D3D10\_NAME\_UNDEFINED | This parameter does not use a predefined system-value semantic. |
| D3D10\_NAME\_POSITION | This parameter contains position data. |
| D3D10\_NAME\_CLIP\_DISTANCE | This parameter contains clip-distance data. |
| D3D10\_NAME\_CULL\_DISTANCE | This parameter contains cull-distance data. |
| D3D10\_NAME\_RENDER\_TARGET\_ARRAY\_INDEX | This parameter contains a render-target-array index. |
| D3D10\_NAME\_VIEWPORT\_ARRAY\_INDEX | This parameter contains a viewport-array index. |
| D3D10\_NAME\_VERTEX\_ID | This parameter contains a vertex ID. |
| D3D10\_NAME\_PRIMITIVE\_ID | This parameter contains a primitive ID. |
| D3D10\_NAME\_INSTANCE\_ID | This parameter contains an instance ID. |
| D3D10\_NAME\_IS\_FRONT\_FACE | This parameter contains data that identifies whether or not the primitive faces the camera. |
| D3D10\_NAME\_SAMPLE\_INDEX | This parameter contains a sampler-array index. |
| D3D10\_NAME\_TARGET | This parameter contains render-target data. |
| D3D10\_NAME\_DEPTH | This parameter contains depth data. |
| D3D10\_NAME\_COVERAGE | This parameter contains alpha-coverage data. |
| D3D11\_NAME\_FINAL\_QUAD\_EDGE\_TESSFACTOR | 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. |
| D3D11\_NAME\_FINAL\_QUAD\_INSIDE\_TESSFACTOR | 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. |
| D3D11\_NAME\_FINAL\_TRI\_EDGE\_TESSFACTOR | 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. |
| D3D11\_NAME\_FINAL\_TRI\_INSIDE\_TESSFACTOR | 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. |
| D3D11\_NAME\_FINAL\_LINE\_DETAIL\_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the amount of lines broken into within the patch. This flag is used to tessellate an isolines patch. |
| D3D11\_NAME\_FINAL\_LINE\_DENSITY\_TESSFACTOR | This parameter contains the tessellation factor that corresponds to the amount of lines that are created within the patch. This flag is used to tessellate an isolines patch. |
| D3D11\_NAME\_DEPTH\_GREATER\_EQUAL | 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. |
| D3D11\_NAME\_DEPTH\_LESS\_EQUAL | 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. |

## Remarks

The D3D\_NAME values identify shader parameters that have [predefined system-value](https://learn.microsoft.com/en-us/windows/win32/api/d3d11shader/ns-d3d11shader-d3d11_signature_parameter_desc) semantics. These values are used in a shader-signature description. For more information about shader-signature description, see [D3D11\_SIGNATURE\_PARAMETER\_DESC](https://learn.microsoft.com/en-us/windows/win32/api/d3d11shader/ns-d3d11shader-d3d11_signature_parameter_desc).

## Requirements

**Header:** d3d12\_xs.h\
**Supported Platforms**: XBOX Series consoles

## See also

[d3d12\_xs](https://docs.xbox.com/reference/graphics/d3d12_xs/d3d12_xs_members.md)


## Related topics

- [D3D12_EXPORT_DESC (XBOX Series consoles)](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_export_desc_public.md)
- [D3D12_HIT_GROUP_DESC (XBOX Series consoles)](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_hit_group_desc_public.md)
- [D3D12_DXIL_LIBRARY_DESC (XBOX Series consoles)](https://docs.xbox.com/reference/graphics/d3d12/structs/d3d12_dxil_library_desc_public.md)
- [D3D_FEATURE_LEVEL (XBOX Series consoles)](https://docs.xbox.com/reference/graphics/d3d12_xs/enums/d3d_feature_level.md)
- [D3D_SHADER_INPUT_TYPE (XBOX Series consoles)](https://docs.xbox.com/reference/graphics/d3d12_xs/enums/d3d_shader_input_type.md)
