title: DirectX Shader Resource View in Shaders
body: <p>I'm a bit confused right now and just want to ask you all to help me get a few ideas clarfied. </p>
  
  <p>In a HLSL shader (compute shader for example) I can declare a StructuredBuffer sb, right? Do I HAVE to bind it to a register, such as : register(t0)? </p>
  
  <p>From the application side, I can call CSSetShaderResources(...). The first argument (the StartSlot), does it have anything to do with the little number behind the "t" in the register declaration? </p>
  
  <p>If I set the StartSlot as 0 (for example), and I set the second argument as 2. Am I telling the API that I'll binding two Shader Resource Views, one in register(t0) and another in register(t1)?</p>
  
  <p>If I declare Texture2D tex[10] : register(t0) I can set it by calling CSSetShaderResources(0, 10, ...). Does this mean that registers(t0~t9) are all used up?</p>
  
  <p>Sorry for such a "rapid fire" of questions, but I'm just really confused and some of my tests seem to give confliting results...</p>
  
  <p>Any help would be appreciated.</p>