3 * Copyright (c) 2007-2010 SlimDX Group
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5 * Permission is hereby granted, free of charge, to any person obtaining a copy
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6 * of this software and associated documentation files (the "Software"), to deal
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7 * in the Software without restriction, including without limitation the rights
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8 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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9 * copies of the Software, and to permit persons to whom the Software is
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10 * furnished to do so, subject to the following conditions:
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12 * The above copyright notice and this permission notice shall be included in
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13 * all copies or substantial portions of the Software.
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15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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18 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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26 #include "Direct3D10Exception.h"
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28 #include "EffectShaderVariable.h"
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29 #include "GeometryShader.h"
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30 #include "PixelShader10.h"
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31 #include "ShaderDescription.h"
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32 #include "ShaderParameterDescription.h"
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33 #include "VertexShader10.h"
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35 using namespace System;
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39 namespace Direct3D10
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41 EffectShaderVariable::EffectShaderVariable( ID3D10EffectShaderVariable* pointer )
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42 : EffectVariable( pointer )
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44 m_Pointer = pointer;
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47 EffectShaderVariable::EffectShaderVariable( IntPtr pointer )
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48 : EffectVariable( pointer )
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50 m_Pointer = reinterpret_cast<ID3D10EffectShaderVariable*>( pointer.ToPointer() );
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53 PixelShader^ EffectShaderVariable::GetPixelShader( int index )
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55 ID3D10PixelShader* shader = 0;
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56 if( RECORD_D3D10( m_Pointer->GetPixelShader( index, &shader ) ).IsFailure )
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59 return PixelShader::FromPointer( shader );
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62 VertexShader^ EffectShaderVariable::GetVertexShader( int index )
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64 ID3D10VertexShader* shader = 0;
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65 if( RECORD_D3D10( m_Pointer->GetVertexShader( index, &shader ) ).IsFailure )
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68 return VertexShader::FromPointer( shader );
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71 GeometryShader^ EffectShaderVariable::GetGeometryShader( int index )
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73 ID3D10GeometryShader* shader = 0;
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74 if( RECORD_D3D10( m_Pointer->GetGeometryShader( index, &shader ) ).IsFailure )
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77 return GeometryShader::FromPointer( shader );
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80 Result EffectShaderVariable::GetInputParameterDescription( int shaderIndex, int parameterIndex, ShaderParameterDescription% result )
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82 D3D10_SIGNATURE_PARAMETER_DESC description;
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83 if( RECORD_D3D10( m_Pointer->GetInputSignatureElementDesc( shaderIndex, parameterIndex, &description ) ).IsSuccess )
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84 result = ShaderParameterDescription( description );
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86 return Result::Last;
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89 Result EffectShaderVariable::GetOutputParameterDescription( int shaderIndex, int parameterIndex, ShaderParameterDescription% result )
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91 D3D10_SIGNATURE_PARAMETER_DESC description;
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92 if( RECORD_D3D10( m_Pointer->GetOutputSignatureElementDesc( shaderIndex, parameterIndex, &description ) ).IsSuccess )
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93 result = ShaderParameterDescription( description );
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95 return Result::Last;
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98 Result EffectShaderVariable::GetShaderDescription( int shaderIndex, ShaderDescription% result )
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100 D3D10_EFFECT_SHADER_DESC description;
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101 if( RECORD_D3D10( m_Pointer->GetShaderDesc( shaderIndex, &description ) ).IsSuccess )
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102 result = ShaderDescription( description );
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104 return Result::Last;
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