   ID3D10Device::CreateInputLayout Method
  HRESULT CreateInputLayout([in]   const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,[in]   UINT NumElements,   [in]   const void *pShaderBytecodeWithInputSignature,[in]   SIZE_T BytecodeLength,[out]  ID3D10InputLayout **ppInputLayout );is it mean, "one input layout is only for one pass"?   
  An input layout is a binding between a vertex layout (the various elements you have in a vertex buffer) and the input signature of a vertex shader (the parameters that the vertex buffer takes as an input). If you can create an input layout for a particular vertex buffer + vertex shader (or pass, if you're using effects) then you can re-use it for other shaders as long as the vertex layout and input signature are the same.   