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Describes a vertex element in a vertex buffer in an output slot.

Syntax

Members

Stream
Type: UINT
Zero-based, stream number. SemanticName
Type: LPCSTR
Type of output element; possible values include: “POSITION”, “NORMAL”, or “TEXCOORD0”. Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. SemanticIndex
Type: UINT
Output element’s zero-based index. Use, for example, if you have more than one texture coordinate stored in each vertex. StartComponent
Type: BYTE
The component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, StartComponent is 1 and ComponentCount is 2. ComponentCount
Type: BYTE
The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, StartComponent is 1 and ComponentCount is 2. Note that if SemanticName is NULL then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. OutputSlot
Type: BYTE
The associated stream output buffer that is bound to the pipeline. The valid range for OutputSlot is 0 to 3.

Remarks

Specify an array of D3D12_SO_DECLARATION_ENTRY structures in the pSODeclaration member of a D3D12_STREAM_OUTPUT_DESC structure.

Requirements

Header: d3d12_xs.h or d3d12_x.h
Library: d3d12_xs.lib or d3d12_x.lib
Supported Platforms: XBOX Series consoles and XBOX One family

See Also

Core Structures
Last modified on August 20, 2026