ID3D11DeviceContext::VSGetShaderResources Method

Get the vertex shader resources.

Syntax

public:
void VSGetShaderResources(
         UINT StartSlot,
         UINT NumViews,
         ID3D11ShaderResourceView **ppShaderResourceViews
)  

Parameters

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 interfaces to be returned by the device.

Return value

None.

Remarks

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.

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).

See also

ID3D11DeviceContext

ID3D11DeviceContext Members