ID3D11ModuleInstance::BindResourceByName method (d3d11shader.h)

Rebinds a texture or buffer by name to destination slots.

Syntax

HRESULT BindResourceByName(
  [in] LPCSTR pName,
  [in] UINT   uDstSlot,
  [in] UINT   uCount
);

Parameters

[in] pName

Type: LPCSTR

The name of the texture or buffer for rebinding.

[in] uDstSlot

Type: UINT

The first destination slot number for rebinding.

[in] uCount

Type: UINT

The number of slots for rebinding.

Return value

Type: HRESULT

Returns:

  • S_OK for a valid rebinding
  • S_FALSE for rebinding a nonexistent slot; that is, for which the shader reflection doesn’t have any data
  • E_FAIL for an invalid rebinding, for example, the rebinding is out-of-bounds
  • Possibly one of the other Direct3D 11 Return Codes

Requirements

Requirement Value
Target Platform Windows
Header d3d11shader.h
Library D3DCompiler.lib
DLL D3DCompiler_47.dll

See also

ID3D11ModuleInstance