Get the vertex shader resources.
void VSGetShaderResources( UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView **ppShaderResourceViews );
Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).
The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).
Array of shader resource view interfaces 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.