Name

cgD3D11BindProgram - activate a program with D3D

Synopsis

#include <Cg/cgD3D11.h>

HRESULT cgD3D11BindProgram( CGprogram program );

Parameters

program
The program to activate with D3D.

Return Values

Returns D3D_OK if the function succeeds.

Returns the D3D failure code if the function fails due to a D3D call.

Description

cgD3D11BindProgram activates a program with D3D. The program is activated using ID3D11DeviceContext::VSSetShader or ID3D11DeviceContext::PSSetShader depending on the program's profile type.

D3D allows only one vertex shader and one pixel shader to be active at any given time, so activating a program of a given type implicitly deactivates any other program of a that type.

Examples

// vertexProg and pixelProg are CGprograms initialized elsewhere
// pDevContext is an ID3D11DeviceContext interface intialized elsewhere
...
HRESULT hr = cgD3D11BindProgram(vertexProg);
HRESULT hr2 = cgD3D11BindProgram(pixelProg);

Errors

E_FAIL is returned if program was not loaded with the cgD3D11LoadProgram.

E_FAIL is returned if a required D3D device is NULL. This usually occurs when an expanded interface routine is called but a D3D device has not been set with cgD3D11SetDevice.

History

cgD3D11BindProgram was introduced in Cg 3.0.

See Also

cgD3D11LoadProgram, cgD3D11SetTextureParameter