> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# D3D12_STREAM_OUTPUT_DESC

> 描述流输出缓冲区。

描述流输出缓冲区。

## 语法

```cpp theme={null}
typedef struct D3D12_STREAM_OUTPUT_DESC
{
    const D3D12_SO_DECLARATION_ENTRY  pSODeclaration;
    UINT NumEntries;
    const UINT  pBufferStrides;
    UINT NumStrides;
    UINT RasterizedStream;
} D3D12_STREAM_OUTPUT_DESC
```

### 成员

*pSODeclaration*\
类型：const D3D12\_SO\_DECLARATION\_ENTRY \*

一个 [D3D12\_SO\_DECLARATION\_ENTRY](/reference/graphics/d3d12/structs/d3d12_so_declaration_entry_public) 结构数组。如果 **NumEntries** > 0，则不能为 **NULL**。

*NumEntries*\
类型：UINT

**pSODeclaration** 成员所指向的流输出声明数组中的条目数。

*pBufferStrides*\
类型：const UINT \*

缓冲区跨距数组；每个跨距是该缓冲区一个元素的大小。

*NumStrides*\
类型：UINT

**pBufferStrides** 成员所指向的跨距（或缓冲区）数量。

*RasterizedStream*\
类型：UINT

要发送到光栅化器阶段的流的索引号。

## 备注

[D3D12\_GRAPHICS\_PIPELINE\_STATE\_DESC](/reference/graphics/d3d12_x/structs/d3d12_graphics_pipeline_state_desc) 对象包含 **D3D12\_STREAM\_OUTPUT\_DESC** 结构。

## 要求

**头文件：** d3d12\_xs.h 或 d3d12\_x.h\
**库：** d3d12\_xs.lib 或 d3d12\_x.lib\
**支持的平台**：XBOX Series 主机和 XBOX One 系列

## 另请参阅

[Core Structures](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/direct3d-12-structures)


## Related topics

- [D3D12_SO_DECLARATION_ENTRY](/zh-CN/reference/graphics/d3d12/structs/d3d12_so_declaration_entry_public.md)
- [D3D12_PIPELINE_STATE_STREAM_DESC](/zh-CN/reference/graphics/d3d12/structs/d3d12_pipeline_state_stream_desc_public.md)
- [D3D12_STREAM_OUTPUT_BUFFER_VIEW](/zh-CN/reference/graphics/d3d12/structs/d3d12_stream_output_buffer_view_public.md)
- [D3D12_SAMPLER_DESC](/zh-CN/reference/graphics/d3d12/structs/d3d12_sampler_desc_public.md)
- [D3D12_BLEND_DESC](/zh-CN/reference/graphics/d3d12/structs/d3d12_blend_desc_public.md)
