ID3D10Device::IAGetVertexBuffers method (d3d10.h)
Get the vertex buffers bound to the input-assembler stage.
Syntax
void IAGetVertexBuffers(
[in] UINT StartSlot,
[in] UINT NumBuffers,
[out] ID3D10Buffer **ppVertexBuffers,
[out] UINT *pStrides,
[out] UINT *pOffsets
);
Parameters
[in] StartSlot
Type: UINT
The input slot of the first vertex buffer to get. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. A maximum of 16 or 32 input slots (ranges from 0 to either D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1 or D3D10_1_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) are available; the maximum number of input slots depends on the feature level.
[in] NumBuffers
Type: UINT
The number of vertex buffers to get starting at the offset. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots.
[out] ppVertexBuffers
Type: ID3D10Buffer**
A pointer to an array of vertex buffers returned by the method (see ID3D10Buffer).
[out] pStrides
Type: UINT*
Pointer to an array of stride values returned by the method; one stride value for each buffer in the vertex-buffer array. Each stride value is the size (in bytes) of the elements that are to be used from that vertex buffer.
[out] pOffsets
Type: UINT*
Pointer to an array of offset values returned by the method; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.
Return value
None
Remarks
Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10.h |
Library | D3D10.lib |