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Bind an array of shader resources to the hull-shader stage.
Syntax
void HSSetShaderResources(
[in] UINT StartSlot,
[in] UINT NumViews,
[in, optional] ID3D11ShaderResourceView * const *ppShaderResourceViews
);
Parameters
[in] StartSlot
Type: UINT
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).
[in] NumViews
Type: UINT
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).
[in, optional] ppShaderResourceViews
Type: ID3D11ShaderResourceView*
Array of shader resource view interfaces to set to the device.
Return value
None
Remarks
If an overlapping resource view is already bound to an output slot, such as a render target, then the method 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.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d11.h |
Library | D3D11.lib |