# C1.Util.DX.Direct3D11.CommonShaderStageBase

## Content

<div class="doc-site-dotnet-api-container">



  <h1 id="C1_Util_DX_Direct3D11_CommonShaderStageBase" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase" class="text-break">CommonShaderStageBase Class
</h1>
  <div class="markdown level0 summary"><p>Common Shader class. Provides a common set of methods for a Shader Stage.
TODO: check if usage of abstract is not introducing an unacceptable overhead...</p>
</div>
  <div class="markdown level0 conceptual"></div>
  <div class="inheritance">
    <h5>Inheritance</h5>
    <div class="level0"><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></div>
    <div class="level1"><a class="xref" href="C1.Util.DX.DisposeBase.html">DisposeBase</a></div>
    <div class="level2"><a class="xref" href="C1.Util.DX.CppObject.html">CppObject</a></div>
    <div class="level3"><span class="xref">CommonShaderStageBase</span></div>
      <div class="level4"><a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStage-1.html">CommonShaderStage&lt;T&gt;</a></div>
  </div>
  <div class="implements">
    <h5>Implements</h5>
    <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.idisposable">IDisposable</a></div>
  </div>
  <h6><strong>Namespace</strong>: <a class="xref" href="C1.Util.DX.Direct3D11.html">C1.Util.DX.Direct3D11</a></h6>
  <h6><strong>Assembly</strong>: C1.WPF.DX.4.6.2.dll</h6>
  <h5 id="C1_Util_DX_Direct3D11_CommonShaderStageBase_syntax">Syntax</h5>
  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public abstract class CommonShaderStageBase : CppObject, IDisposable</code></pre>
  </div>
  <div class="codewrapper">
    <pre><code class="lang-vbnet hljs">Public MustInherit Class CommonShaderStageBase
    Inherits CppObject
    Implements IDisposable</code></pre>
  </div>
  <h3 id="constructors">Constructors
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    </thead>
    <tbody>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase__ctor_System_IntPtr_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.#ctor(System.IntPtr)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.-ctor.html#C1_Util_DX_Direct3D11_CommonShaderStageBase__ctor_System_IntPtr_">CommonShaderStageBase(IntPtr)</a>
        </td>
        <td class="markdown level1 summary"><p>Initializes a new instance of the <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.html">CommonShaderStageBase</a> class.</p>
</td>
      </tr>
    </tbody>
  </table>
  <h3 id="fields">Fields
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    </thead>
    <tbody>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferApiSlotCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferApiSlotCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferApiSlotCount.html">ConstantBufferApiSlotCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferComponentBitCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferComponentBitCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferComponentBitCount.html">ConstantBufferComponentBitCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferComponents" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferComponents">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferComponents.html">ConstantBufferComponents</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferHwSlotCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferHwSlotCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferHwSlotCount.html">ConstantBufferHwSlotCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferPartialUpdateExtentsByteAlignment" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferPartialUpdateExtentsByteAlignment">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferPartialUpdateExtentsByteAlignment.html">ConstantBufferPartialUpdateExtentsByteAlignment</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferRegisterComponents" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterComponents">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterComponents.html">ConstantBufferRegisterComponents</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferRegisterCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterCount.html">ConstantBufferRegisterCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferRegisterReadPorts" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterReadPorts">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterReadPorts.html">ConstantBufferRegisterReadPorts</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ConstantBufferRegisterReadsPerInst" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterReadsPerInst">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ConstantBufferRegisterReadsPerInst.html">ConstantBufferRegisterReadsPerInst</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_FlowcontrolNestingLimit" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.FlowcontrolNestingLimit">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.FlowcontrolNestingLimit.html">FlowcontrolNestingLimit</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ImmediateConstantBufferRegisterComponents" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterComponents">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterComponents.html">ImmediateConstantBufferRegisterComponents</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ImmediateConstantBufferRegisterCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterCount.html">ImmediateConstantBufferRegisterCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ImmediateConstantBufferRegisterReadPorts" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterReadPorts">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterReadPorts.html">ImmediateConstantBufferRegisterReadPorts</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ImmediateConstantBufferRegisterReadsPerInst" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterReadsPerInst">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateConstantBufferRegisterReadsPerInst.html">ImmediateConstantBufferRegisterReadsPerInst</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_ImmediateValueComponentBitCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateValueComponentBitCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.ImmediateValueComponentBitCount.html">ImmediateValueComponentBitCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_InputResourceRegisterComponents" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterComponents">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterComponents.html">InputResourceRegisterComponents</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_InputResourceRegisterCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterCount.html">InputResourceRegisterCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_InputResourceRegisterReadPorts" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterReadPorts">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterReadPorts.html">InputResourceRegisterReadPorts</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_InputResourceRegisterReadsPerInst" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterReadsPerInst">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceRegisterReadsPerInst.html">InputResourceRegisterReadsPerInst</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_InputResourceSlotCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceSlotCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.InputResourceSlotCount.html">InputResourceSlotCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SamplerRegisterComponents" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterComponents">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterComponents.html">SamplerRegisterComponents</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SamplerRegisterCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterCount.html">SamplerRegisterCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SamplerRegisterReadPorts" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterReadPorts">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterReadPorts.html">SamplerRegisterReadPorts</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SamplerRegisterReadsPerInst" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterReadsPerInst">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerRegisterReadsPerInst.html">SamplerRegisterReadsPerInst</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SamplerSlotCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerSlotCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SamplerSlotCount.html">SamplerSlotCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SubRoutineNestingLimit" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SubRoutineNestingLimit">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SubRoutineNestingLimit.html">SubRoutineNestingLimit</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TempRegisterComponentBitCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterComponentBitCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterComponentBitCount.html">TempRegisterComponentBitCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TempRegisterComponents" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterComponents">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterComponents.html">TempRegisterComponents</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TempRegisterCount" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterCount">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterCount.html">TempRegisterCount</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEMP_REGISTER_COUNT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TempRegisterReadPorts" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterReadPorts">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterReadPorts.html">TempRegisterReadPorts</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TempRegisterReadsPerInst" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterReadsPerInst">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TempRegisterReadsPerInst.html">TempRegisterReadsPerInst</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TextureCoordRangeReductionMaximum" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureCoordRangeReductionMaximum">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureCoordRangeReductionMaximum.html">TextureCoordRangeReductionMaximum</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TextureCoordRangeReductionMinimum" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureCoordRangeReductionMinimum">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureCoordRangeReductionMinimum.html">TextureCoordRangeReductionMinimum</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TextureElOffsetMaximumNegative" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureElOffsetMaximumNegative">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureElOffsetMaximumNegative.html">TextureElOffsetMaximumNegative</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_TextureElOffsetMaximumPositive" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureElOffsetMaximumPositive">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.TextureElOffsetMaximumPositive.html">TextureElOffsetMaximumPositive</a>
        </td>
        <td class="markdown level1 summary"><p>D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE</p>
</td>
      </tr>
    </tbody>
  </table>
  <h3 id="methods">Methods
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    </thead>
    <tbody>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_GetConstantBuffers_System_Int32_System_Int32_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.GetConstantBuffers(System.Int32,System.Int32)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.GetConstantBuffers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_GetConstantBuffers_System_Int32_System_Int32_">GetConstantBuffers(int, int)</a>
        </td>
        <td class="markdown level1 summary"><p>Gets the constant buffers used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_GetSamplers_System_Int32_System_Int32_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.GetSamplers(System.Int32,System.Int32)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.GetSamplers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_GetSamplers_System_Int32_System_Int32_">GetSamplers(int, int)</a>
        </td>
        <td class="markdown level1 summary"><p>Gets the sampler states used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_GetShaderResources_System_Int32_System_Int32_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.GetShaderResources(System.Int32,System.Int32)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.GetShaderResources.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_GetShaderResources_System_Int32_System_Int32_">GetShaderResources(int, int)</a>
        </td>
        <td class="markdown level1 summary"><p>Gets the shader resources used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffer_System_Int32_C1_Util_DX_Direct3D11_Buffer_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffer(System.Int32,C1.Util.DX.Direct3D11.Buffer)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffer.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffer_System_Int32_C1_Util_DX_Direct3D11_Buffer_">SetConstantBuffer(int, Buffer)</a>
        </td>
        <td class="markdown level1 summary"><p>Sets a single constant buffer to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_Buffer__" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers(System.Int32,C1.Util.DX.ComArray{C1.Util.DX.Direct3D11.Buffer})">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_Buffer__">SetConstantBuffers(int, ComArray&lt;Buffer&gt;)</a>
        </td>
        <td class="markdown level1 summary"><p>Sets an array of constant buffers to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_C1_Util_DX_Direct3D11_Buffer___" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers(System.Int32,C1.Util.DX.Direct3D11.Buffer[])">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_C1_Util_DX_Direct3D11_Buffer___">SetConstantBuffers(int, params Buffer[])</a>
        </td>
        <td class="markdown level1 summary"><p>Sets an array of constant buffers to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_Buffer__" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers(System.Int32,System.Int32,C1.Util.DX.ComArray{C1.Util.DX.Direct3D11.Buffer})">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_Buffer__">SetConstantBuffers(int, int, ComArray&lt;Buffer&gt;)</a>
        </td>
        <td class="markdown level1 summary"><p>Set the constant buffers used by the shader pipeline stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_System_Int32_C1_Util_DX_Direct3D11_Buffer___" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers(System.Int32,System.Int32,C1.Util.DX.Direct3D11.Buffer[])">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetConstantBuffers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetConstantBuffers_System_Int32_System_Int32_C1_Util_DX_Direct3D11_Buffer___">SetConstantBuffers(int, int, params Buffer[])</a>
        </td>
        <td class="markdown level1 summary"><p>Set the constant buffers used by the shader pipeline stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSampler_System_Int32_C1_Util_DX_Direct3D11_SamplerState_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSampler(System.Int32,C1.Util.DX.Direct3D11.SamplerState)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSampler.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSampler_System_Int32_C1_Util_DX_Direct3D11_SamplerState_">SetSampler(int, SamplerState)</a>
        </td>
        <td class="markdown level1 summary"><p>Sets a single sampler to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_SamplerState__" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers(System.Int32,C1.Util.DX.ComArray{C1.Util.DX.Direct3D11.SamplerState})">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_SamplerState__">SetSamplers(int, ComArray&lt;SamplerState&gt;)</a>
        </td>
        <td class="markdown level1 summary"><p>Sets an array of samplers to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_C1_Util_DX_Direct3D11_SamplerState___" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers(System.Int32,C1.Util.DX.Direct3D11.SamplerState[])">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_C1_Util_DX_Direct3D11_SamplerState___">SetSamplers(int, params SamplerState[])</a>
        </td>
        <td class="markdown level1 summary"><p>Sets an array of samplers to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_SamplerState__" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers(System.Int32,System.Int32,C1.Util.DX.ComArray{C1.Util.DX.Direct3D11.SamplerState})">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_SamplerState__">SetSamplers(int, int, ComArray&lt;SamplerState&gt;)</a>
        </td>
        <td class="markdown level1 summary"><p>Set an array of sampler states to the shader pipeline stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_System_Int32_C1_Util_DX_Direct3D11_SamplerState___" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers(System.Int32,System.Int32,C1.Util.DX.Direct3D11.SamplerState[])">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetSamplers.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetSamplers_System_Int32_System_Int32_C1_Util_DX_Direct3D11_SamplerState___">SetSamplers(int, int, params SamplerState[])</a>
        </td>
        <td class="markdown level1 summary"><p>Set an array of sampler states to the shader pipeline stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResource_System_Int32_C1_Util_DX_Direct3D11_ShaderResourceView_" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResource(System.Int32,C1.Util.DX.Direct3D11.ShaderResourceView)">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResource.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResource_System_Int32_C1_Util_DX_Direct3D11_ShaderResourceView_">SetShaderResource(int, ShaderResourceView)</a>
        </td>
        <td class="markdown level1 summary"><p>Sets a single shader resource to be used by the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_ShaderResourceView__" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources(System.Int32,C1.Util.DX.ComArray{C1.Util.DX.Direct3D11.ShaderResourceView})">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_ShaderResourceView__">SetShaderResources(int, ComArray&lt;ShaderResourceView&gt;)</a>
        </td>
        <td class="markdown level1 summary"><p>Bind an array of shader resources to the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_C1_Util_DX_Direct3D11_ShaderResourceView___" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources(System.Int32,C1.Util.DX.Direct3D11.ShaderResourceView[])">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_C1_Util_DX_Direct3D11_ShaderResourceView___">SetShaderResources(int, params ShaderResourceView[])</a>
        </td>
        <td class="markdown level1 summary"><p>Bind an array of shader resources to the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_ShaderResourceView__" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources(System.Int32,System.Int32,C1.Util.DX.ComArray{C1.Util.DX.Direct3D11.ShaderResourceView})">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_System_Int32_C1_Util_DX_ComArray_C1_Util_DX_Direct3D11_ShaderResourceView__">SetShaderResources(int, int, ComArray&lt;ShaderResourceView&gt;)</a>
        </td>
        <td class="markdown level1 summary"><p>Bind an array of shader resources to the shader stage.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_System_Int32_C1_Util_DX_Direct3D11_ShaderResourceView___" data-uid="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources(System.Int32,System.Int32,C1.Util.DX.Direct3D11.ShaderResourceView[])">
          <a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.SetShaderResources.html#C1_Util_DX_Direct3D11_CommonShaderStageBase_SetShaderResources_System_Int32_System_Int32_C1_Util_DX_Direct3D11_ShaderResourceView___">SetShaderResources(int, int, params ShaderResourceView[])</a>
        </td>
        <td class="markdown level1 summary"><p>Bind an array of shader resources to the shader stage.</p>
</td>
      </tr>
    </tbody>
  </table>

</div>
