ID3D11DeviceContext::PSSetShaderResources Method
Bind an array of shader resources to the pixel shader stage.
Syntax
void PSSetShaderResources(
[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
Returns nothing.
Hinweise
If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API 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 |