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: UINT

    Index 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: UINT

    Number 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

Siehe auch

ID3D11DeviceContext