Get the vertex buffers bound to the input-assembler stage.
void IAGetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppVertexBuffers, UINT *pStrides, UINT *pOffsets );
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.
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.
A pointer to an array of vertex buffers returned by the method (see ID3D11Buffer).
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.
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.