Get the vertex buffers bound to the input-assembler stage.
public:
void IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer **ppVertexBuffers,
UINT *pStrides,
UINT *pOffsets
)
StartSlot
Type: UINT
[in] The input slot of the first vertex buffer to get. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1) are available; the maximum number of input slots depends on the feature level.
NumBuffers
Type: UINT
[in] The number of vertex buffers to get starting at the offset. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots.
ppVertexBuffers
Type: ID3D11Buffer **
[out, optional] A pointer to an array of vertex buffers returned by the method (see ID3D11Buffer).
pStrides
Type: UINT *
[out, optional] Pointer to an array of stride values returned by the method; one stride value for each buffer in the vertex-buffer array. Each stride value is the size (in bytes) of the elements that are to be used from that vertex buffer.
pOffsets
Type: UINT *
[out, optional] Pointer to an array of offset values returned by the method; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.
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).