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: UINTIndex 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: UINTNumber 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 |