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ID3D11DeviceContext::GSSetShaderResources Method

Bind an array of shader resources to the geometry shader stage.

Syntax

void GSSetShaderResources(
  [in]  UINT StartSlot,
  [in]  UINT NumViews,
  [in]  ID3D11ShaderResourceView *const *ppShaderResourceViews
);

Parameter

  • StartSlot [in]
    Typ: UINT

    Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).

  • NumViews [in]
    Typ: UINT

    Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).

  • ppShaderResourceViews [in]
    Typ: ID3D11ShaderResourceView*

    Array of shader resource view interfaces to set to the device.

Rückgabewert

Methode gibt keinen Wert zurück.

Hinweise

If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with NULL.

For information about creating shader-resource views, see ID3D11Device::CreateShaderResourceView.

The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.

Anforderungen

Header

D3D11.h

Bibliothek

D3D11.lib

Siehe auch

ID3D11DeviceContext