Get an array of sampler states from the vertex shader pipeline stage.
void VSGetSamplers( UINT StartSlot, UINT NumSamplers, ID3D11SamplerState **ppSamplers );
Index into a zero-based array to begin getting samplers from (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).
Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).
Arry of sampler-state interface pointers (see ID3D11SamplerState) to be returned by the device.
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.