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ID3D11DeviceContext::IAGetVertexBuffers method

Get the vertex buffers bound to the input-assembler stage.


void IAGetVertexBuffers(
  [in]             UINT StartSlot,
  [in]             UINT NumBuffers,
  [out, optional]  ID3D11Buffer **ppVertexBuffers,
  [out, optional]  UINT *pStrides,
  [out, optional]  UINT *pOffsets


StartSlot [in]

Type: UINT

The input slot of the first vertex buffer to get. 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. The maximum of 16 or 32 input slots (ranges from 0 to D3D11_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 to get starting at the offset. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots.

ppVertexBuffers [out, optional]

Type: ID3D11Buffer**

A pointer to an array of vertex buffers returned by the method (see ID3D11Buffer).

pStrides [out, optional]

Type: UINT*

Pointer to an array of stride values returned by the method; one stride value for each buffer in the vertex-buffer array. Each stride value is the size (in bytes) of the elements that are to be used from that vertex buffer.

pOffsets [out, optional]

Type: UINT*

Pointer to an array of offset values returned by the method; 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.


Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.

Windows Phone 8: This API is supported.






See also




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