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Home/ Questions/Q 6608591
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T19:37:34+00:00 2026-05-25T19:37:34+00:00

PSSetShaderResource() ‘s first parameter: void PSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in] ID3D11ShaderResourceView

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PSSetShaderResource()‘s first parameter:

void PSSetShaderResources(
  [in]  UINT StartSlot,
  [in]  UINT NumViews,
  [in]  ID3D11ShaderResourceView *const *ppShaderResourceViews
);

StartSlot: “Index into the device’s zero-based array to begin setting shader resources”

So what’s the tie up between integer indices and your .hlsl variables? In d3d9, everything was by string-based name. Now these integer indices seem to have something missing……

Say you have one shader file:

// shader_1.psh
Texture2D tex ;

And another..

// shader_2.psh
TextureCube cubeTex ;

If you’re only using shader_1.psh, how do you distinguish between them when they are in separate files?

// something like this..
d3d11devicecontext->PSSetShaderResources( 0, 1, &texture2d ) ;
// index 0 sets 0th texture..
// what index is the tex cube?
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  1. Editorial Team
    Editorial Team
    2026-05-25T19:37:34+00:00Added an answer on May 25, 2026 at 7:37 pm

    This is still an experimentally verified guess (didn’t find reference documentation), but I believe you can do it like so:

    // HLSL shader
    Texture2D tex : register( t0 );
    Texture2D cubeTex : register( t1 );
    SamplerState theSampler : register( s0 );
    

    So now, from the C++ code, to bind a D3D11Texture2D* to tex in the shader, the tie up is:

    // C++
    d3d11devicecontext->PSSetShaderResources( 0, 1, &texture2d ) ; // SETS TEX @ register( t0 )
    d3d11devicecontext->PSSetShaderResources( 1, 1, &textureCUBE ) ;//SETS TEX @ register( t1 )
    
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