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!