Bind an array of shader resources to the pixel shader stage.
public:
void PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D11ShaderResourceView * const *ppShaderResourceViews
)
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 interfaces to set to the device.
If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API 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.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).