ID3D11ModuleInstance interface

A module-instance interface is used for resource rebinding.

Note  This interface is part of the HLSL shader linking technology that you can use on all Direct3D 11 platforms to create precompiled HLSL functions, package them into libraries, and link them into full shaders at run time.

 

Methods

The ID3D11ModuleInstance interface has these methods.

Method Description
ID3D11ModuleInstance::BindConstantBuffer Rebinds a constant buffer from a source slot to a destination slot.
ID3D11ModuleInstance::BindConstantBufferByName Rebinds a constant buffer by name to a destination slot.
ID3D11ModuleInstance::BindResource Rebinds a texture or buffer from source slot to destination slot.
ID3D11ModuleInstance::BindResourceAsUnorderedAccessView Rebinds a resource as an unordered access view (UAV) from source slot to destination slot.
ID3D11ModuleInstance::BindResourceAsUnorderedAccessViewByName Rebinds a resource by name as an unordered access view (UAV) to destination slots.
ID3D11ModuleInstance::BindResourceByName Rebinds a texture or buffer by name to destination slots.
ID3D11ModuleInstance::BindSampler Rebinds a sampler from source slot to destination slot.
ID3D11ModuleInstance::BindSamplerByName Rebinds a sampler by name to destination slots.
ID3D11ModuleInstance::BindUnorderedAccessView Rebinds an unordered access view (UAV) from source slot to destination slot.
ID3D11ModuleInstance::BindUnorderedAccessViewByName Rebinds an unordered access view (UAV) by name to destination slots.

Remarks

To get a module-instance interface, call ID3D11Module::CreateInstance or ID3D11FunctionLinkingGraph::CreateModuleInstance.

Note  ID3D11ModuleInstance requires the D3dcompiler_47.dll or a later version of the DLL.
 

Requirements

   
Target Platform Windows
Header d3d11shader.h

See Also

IUnknown

Shader Interfaces