ID3D11DeviceContext::IASetVertexBuffers method (d3d11.h)
Bind an array of vertex buffers to the input-assembler stage.
void IASetVertexBuffers( UINT StartSlot, UINT NumBuffers, ID3D11Buffer * const *ppVertexBuffers, const UINT *pStrides, const UINT *pOffsets );
The first input slot for binding. 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 in the array. The number of buffers (plus the starting slot) can't exceed the total number of IA-stage input slots (ranges from 0 to D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
Type: const UINT*
Pointer to an array of stride values; one stride value for each buffer in the vertex-buffer array. Each stride is the size (in bytes) of the elements that are to be used from that vertex buffer.
Type: const UINT*
Pointer to an array of offset values; 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.
For info about creating vertex buffers, see How to: Create a Vertex Buffer.
Calling this method using a buffer that is currently bound for writing (that is, bound to the stream output pipeline stage) will effectively bind NULL instead because a buffer can't be bound as both an input and an output at the same time.
The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Windows Phone 8: This API is supported.