Bind an array of viewports to the rasterizer stage of the pipeline.
void RSSetViewports( [in] UINT NumViewports, [in, optional] const D3D11_VIEWPORT *pViewports );
- NumViewports [in]
Number of viewports to bind.
- pViewports [in, optional]
Type: const D3D11_VIEWPORT*
An array of D3D11_VIEWPORT structures to bind to the device. See the structure page for details about how the viewport size is dependent on the device feature level which has changed between Direct3D 11 and Direct3D 10.
All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.
Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.