Export (0) Print
Expand All
Expand Minimize

ID3D10Device::IASetVertexBuffers method

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

Syntax


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

Parameters

StartSlot [in]

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.

NumBuffers [in]

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.

ppVertexBuffers [in]

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.

pStrides [in]

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.

pOffsets [in]

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

Returns nothing.

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

Header

D3D10.h

Library

D3D10.lib

See also

ID3D10Device Interface

 

 

Community Additions

ADD
Show:
© 2015 Microsoft