# C1.Util.DX.Direct3D11.GeometryShader.Create

## Content

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<h1 id="C1_Util_DX_Direct3D11_GeometryShader_Create_" data-uid="C1.Util.DX.Direct3D11.GeometryShader.Create*">Create Method
</h1>
<div class="markdown level0 summary"></div>
<div class="markdown level0 conceptual"></div>



<a id="C1_Util_DX_Direct3D11_GeometryShader_Create_" data-uid="C1.Util.DX.Direct3D11.GeometryShader.Create*"></a>
<h4 id="C1_Util_DX_Direct3D11_GeometryShader_Create_C1_Util_DX_Direct3D11_Device_System_Byte___C1_Util_DX_Direct3D11_ClassLinkage_" data-uid="C1.Util.DX.Direct3D11.GeometryShader.Create(C1.Util.DX.Direct3D11.Device,System.Byte[],C1.Util.DX.Direct3D11.ClassLinkage)">Create(Device, byte[], ClassLinkage)</h4>
<div class="markdown level1 summary"><p>Initializes a new instance of the <a class="xref" href="C1.Util.DX.Direct3D11.GeometryShader.html">GeometryShader</a> class.</p>
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<div class="markdown level1 conceptual"></div>
<h5 class="declaration">Declaration</h5>
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  <pre><code class="lang-csharp hljs">public static GeometryShader Create(Device device, byte[] shaderBytecode, ClassLinkage linkage = null)</code></pre>
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  <pre><code class="lang-vbnet hljs">Public Shared Function Create(device As Device, shaderBytecode As Byte(), Optional linkage As ClassLinkage = Nothing) As GeometryShader</code></pre>
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<h5 class="parameters">Parameters</h5>
<table class="table table-bordered table-condensed">
  <thead>
    <tr>
      <th>Type</th>
      <th>Name</th>
      <th>Description</th>
    </tr>
  </thead>
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    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.Device.html">Device</a></td>
      <td><span class="parametername">device</span></td>
      <td><p>The device used to create the shader.</p>
</td>
    </tr>
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      <td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.byte">byte</a>[]</td>
      <td><span class="parametername">shaderBytecode</span></td>
      <td><p>The compiled shader bytecode.</p>
</td>
    </tr>
    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.ClassLinkage.html">ClassLinkage</a></td>
      <td><span class="parametername">linkage</span></td>
      <td><p>A dynamic class linkage interface.</p>
</td>
    </tr>
  </tbody>
</table>
<h5 class="returns">Returns</h5>
<table class="table table-bordered table-condensed">
  <thead>
    <tr>
      <th>Type</th>
      <th>Description</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.GeometryShader.html">GeometryShader</a></td>
      <td></td>
    </tr>
  </tbody>
</table>


<a id="C1_Util_DX_Direct3D11_GeometryShader_Create_" data-uid="C1.Util.DX.Direct3D11.GeometryShader.Create*"></a>
<h4 id="C1_Util_DX_Direct3D11_GeometryShader_Create_C1_Util_DX_Direct3D11_Device_System_Byte___C1_Util_DX_Direct3D11_StreamOutputElement___System_Int32___System_Int32_C1_Util_DX_Direct3D11_ClassLinkage_" data-uid="C1.Util.DX.Direct3D11.GeometryShader.Create(C1.Util.DX.Direct3D11.Device,System.Byte[],C1.Util.DX.Direct3D11.StreamOutputElement[],System.Int32[],System.Int32,C1.Util.DX.Direct3D11.ClassLinkage)">Create(Device, byte[], StreamOutputElement[], int[], int, ClassLinkage)</h4>
<div class="markdown level1 summary"><p>Initializes a new instance of the <a class="xref" href="C1.Util.DX.Direct3D11.GeometryShader.html">GeometryShader</a> class.</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="declaration">Declaration</h5>
<div class="codewrapper">
  <pre><code class="lang-csharp hljs">public static GeometryShader Create(Device device, byte[] shaderBytecode, StreamOutputElement[] elements, int[] bufferedStrides, int rasterizedStream, ClassLinkage linkage = null)</code></pre>
</div>
<div class="codewrapper">
  <pre><code class="lang-vbnet hljs">Public Shared Function Create(device As Device, shaderBytecode As Byte(), elements As StreamOutputElement(), bufferedStrides As Integer(), rasterizedStream As Integer, Optional linkage As ClassLinkage = Nothing) As GeometryShader</code></pre>
</div>
<h5 class="parameters">Parameters</h5>
<table class="table table-bordered table-condensed">
  <thead>
    <tr>
      <th>Type</th>
      <th>Name</th>
      <th>Description</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.Device.html">Device</a></td>
      <td><span class="parametername">device</span></td>
      <td><p>The device used to create the shader.</p>
</td>
    </tr>
    <tr>
      <td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.byte">byte</a>[]</td>
      <td><span class="parametername">shaderBytecode</span></td>
      <td><p>The compiled shader bytecode.</p>
</td>
    </tr>
    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.StreamOutputElement.html">StreamOutputElement</a>[]</td>
      <td><span class="parametername">elements</span></td>
      <td><p>An array of <a class="xref" href="C1.Util.DX.Direct3D11.StreamOutputElement.html">StreamOutputElement</a> instances describing the layout of the output buffers.</p>
</td>
    </tr>
    <tr>
      <td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a>[]</td>
      <td><span class="parametername">bufferedStrides</span></td>
      <td><p>An array of buffer strides; each stride is the size of an element for that buffer.</p>
</td>
    </tr>
    <tr>
      <td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></td>
      <td><span class="parametername">rasterizedStream</span></td>
      <td><p>The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized.</p>
</td>
    </tr>
    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.ClassLinkage.html">ClassLinkage</a></td>
      <td><span class="parametername">linkage</span></td>
      <td><p>A dynamic class linkage interface.</p>
</td>
    </tr>
  </tbody>
</table>
<h5 class="returns">Returns</h5>
<table class="table table-bordered table-condensed">
  <thead>
    <tr>
      <th>Type</th>
      <th>Description</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td><a class="xref" href="C1.Util.DX.Direct3D11.GeometryShader.html">GeometryShader</a></td>
      <td></td>
    </tr>
  </tbody>
</table>
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