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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T20:25:24+00:00 2026-05-15T20:25:24+00:00

Ok I have a shader compiled up under D3D10. I am obtaining a shader

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Ok I have a shader compiled up under D3D10.

I am obtaining a shader reflection to get details of all the constants/globals in the shader. However I’m a little confused on something … how do I set a texture to a constant buffer?

I assume I don’t just Map the constant buffer and copy the ID3D10Texture pointer into it … I assume I use an ID3D10ShaderResourceView but I’m just unsure of how I set it in the constant buffer.

Any help would be much appreciated!

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  1. Editorial Team
    Editorial Team
    2026-05-15T20:25:25+00:00Added an answer on May 15, 2026 at 8:25 pm

    You don’t bind a texture to a constant buffer. You bind textures, via views, to a stage (here GS stage) using method:

    void GSSetShaderResources(
      [in]  UINT StartSlot,
      [in]  UINT NumViews,
      [in]  ID3D10ShaderResourceView *ppShaderResourceViews
    );
    

    Views and CBs are actually two separate things.

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