ID3D11DeviceContext::GSSetShaderResources Method

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

Syntax

public:
void GSSetShaderResources(
         UINT StartSlot,
         UINT NumViews,
         ID3D11ShaderResourceView * const *ppShaderResourceViews
)  

Parameters

StartSlot
Type: UINT 

[in] 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
Type: UINT 

[in] 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
Type: ID3D11ShaderResourceView * const *

[in, optional] Array of ID3D11ShaderResourceView shader resource view interfaces to set to the device.

Return value

None.

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.

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).

See also

ID3D11DeviceContext

ID3D11DeviceContext Members