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