Set the constant buffers used by the hull-shader stage.
public:
void HSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer * const *ppConstantBuffers
)
StartSlot
Type: UINT
[in] Index into the device’s zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
NumBuffers
Type: UINT
[in] Number of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
ppConstantBuffers
Type: ID3D11Buffer * const *
[in, optional] Array of constant buffers (see ID3D11Buffer) being given to the device.
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
The Direct3D 11.1 runtime, which is available starting with Windows 8, can bind a larger number of ID3D11Buffer resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants – 432-bit components each). When you bind such a large buffer, the shader can access only the first 4096 432-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.
If the application wants the shader to access other parts of the buffer, it must call the HSSetConstantBuffers1 method instead.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).