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