Bind an array of shader resources to the geometry shader stage.
void GSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in, optional] ID3D11ShaderResourceView *const *ppShaderResourceViews );
- StartSlot [in]
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]
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, optional]
Array of shader resource view interfaces to set to the device.
This method does not return a value.
If an overlapping resource view is already bound to an output slot, such as a render target, then the method 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.