BindResourceByName method

ID3D11ModuleInstance::BindResourceByName method

Rebinds a texture or buffer by name to destination slots.

Syntax


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

Parameters

pName [in]

Type: LPCSTR

The name of the texture or buffer for rebinding.

uDstSlot [in]

Type: UINT

The first destination slot number for rebinding.

uCount [in]

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

Header

D3D11Shader.h

Library

D3DCompiler.lib

DLL

D3DCompiler_47.dll

See also

ID3D11ModuleInstance

 

 

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