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ID3D11DeviceContext::GSSetShaderResources method

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

Syntax


void GSSetShaderResources(
  [in]           UINT                            StartSlot,
  [in]           UINT                            NumViews,
  [in, optional] ID3D11ShaderResourceView *const *ppShaderResourceViews
);

Parameters

StartSlot [in]

Type: 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]

Type: 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, optional]

Type: ID3D11ShaderResourceView*

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

Return value

This method does not return a value.

Remarks

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.

Windows Phone 8: This API is supported.

Requirements

Header

D3D11.h

Library

D3D11.lib

See also

ID3D11DeviceContext

 

 

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