Gets the constant buffers that the vertex shader pipeline stage uses.
void VSGetConstantBuffers1( UINT StartSlot, UINT NumBuffers, ID3D11Buffer **ppConstantBuffers, UINT *pFirstConstant, UINT *pNumConstants );
Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).
Number of buffers to retrieve (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).
Array of constant buffer interface pointers to be returned by the method.
A pointer to an array that receives the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets pFirstConstant to NULL if the buffers do not have offsets.
A pointer to an array that receives the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. The runtime sets pNumConstants to NULL if it doesn't specify the numbers of constants in each buffer.
If no buffer is bound at a slot, pFirstConstant and pNumConstants are NULL for that slot.
|Minimum supported client||Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps]|
|Minimum supported server||Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps]|