ID3D10Device::IASetVertexBuffers method (d3d10.h)

Bind an array of vertex buffers to the input-assembler stage.

Syntax

void IASetVertexBuffers(
  [in] UINT         StartSlot,
  [in] UINT         NumBuffers,
  [in] ID3D10Buffer * const *ppVertexBuffers,
  [in] const UINT   *pStrides,
  [in] const UINT   *pOffsets
);

Parameters

[in] StartSlot

Type: UINT

The first input slot for binding. 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 in the array. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots.

[in] ppVertexBuffers

Type: ID3D10Buffer*

A pointer to an array of vertex buffers (see ID3D10Buffer). The vertex buffers must have been created with the D3D10_BIND_VERTEX_BUFFER flag.

[in] pStrides

Type: const UINT*

Pointer to an array of stride values; one stride value for each buffer in the vertex-buffer array. Each stride is the size (in bytes) of the elements that are to be used from that vertex buffer.

[in] pOffsets

Type: const UINT*

Pointer to an array of offset values; 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

For information about creating vertex buffers, see Create a Vertex Buffer.

Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time.

The Debug Layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.

The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.

Requirements

Requirement Value
Target Platform Windows
Header d3d10.h
Library D3D10.lib

See also

ID3D10Device Interface