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ID3D10Device::VSSetShaderResources method

Applies to: desktop apps only

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

Syntax

void VSSetShaderResources(
  [in]  UINT StartSlot,
  [in]  UINT NumViews,
  [in]  ID3D10ShaderResourceView *const *ppShaderResourceViews
);

Parameters

StartSlot [in]

Type: UINT

Index into the device's zero-based array to begin setting shader resources to.

NumViews [in]

Type: UINT

Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources.

ppShaderResourceViews [in]

Type: ID3D10ShaderResourceView*

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

Return value

Returns nothing.

Remarks

If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with NULL. The debug layer (when active) will alert you if this is true.

For information about creating shader-resource views, see ID3D10Device::CreateShaderResourceView.

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

Header

D3D10.h

Library

D3D10.lib

See also

ID3D10Device Interface

 

 

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Build date: 3/6/2012

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