Get the hull-shader resources.
public:
void HSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView **ppShaderResourceViews
)
StartSlot
Type: UINT
[in] Index into the device’s zero-based array to begin getting shader resources from (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
NumViews
Type: UINT
[in] The number of resources to get from the device. 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 **
[out, optional] Array of ID3D11ShaderResourceView shader resource view interfaces to be returned by the device.
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.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).