ID3D11DeviceContext::IASetIndexBuffer method (d3d11.h)
Bind an index buffer to the input-assembler stage.
Syntax
void IASetIndexBuffer(
[in, optional] ID3D11Buffer *pIndexBuffer,
[in] DXGI_FORMAT Format,
[in] UINT Offset
);
Parameters
[in, optional] pIndexBuffer
Type: ID3D11Buffer*
A pointer to an ID3D11Buffer object, that contains indices. The index buffer must have been created with the D3D11_BIND_INDEX_BUFFER flag.
[in] Format
Type: DXGI_FORMAT
A DXGI_FORMAT that specifies the format of the data in the index buffer. The only formats allowed for index buffer data are 16-bit (DXGI_FORMAT_R16_UINT) and 32-bit (DXGI_FORMAT_R32_UINT) integers.
[in] Offset
Type: UINT
Offset (in bytes) from the start of the index buffer to the first index to use.
Return value
None
Remarks
For information about creating index buffers, see How to: Create an Index Buffer.
Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time.
The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.
The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
Windows Phone 8: This API is supported.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d11.h |
Library | D3D11.lib |