Bind an array of vertex buffers to the input-assembler stage.
public:
void IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer * const *ppVertexBuffers,
const UINT *pStrides,
const UINT *pOffsets
)
StartSlot
Type: UINT
The first input slot for binding. 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 in the array. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots (ranges from 0 to D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
ppVertexBuffers
Type: ID3D11Buffer * const *
[in, optional] A pointer to an array of vertex buffers (see ID3D11Buffer). The vertex buffers must have been created with the D3D11_BIND_VERTEX_BUFFER flag.
pStrides
Type: UINT *
[in, optional] Pointer to an array of stride values; one stride value for each buffer in the vertex-buffer array. Each stride is the size (in bytes) of the elements that are to be used from that vertex buffer.
pOffsets
Type: UINT *
[in, optional] Pointer to an array of offset values; 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.
For information about creating vertex buffers, see Create a Vertex Buffer.
Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time.
The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).