2 * Copyright (c) 2007-2010 SlimDX Group
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4 * Permission is hereby granted, free of charge, to any person obtaining a copy
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5 * of this software and associated documentation files (the "Software"), to deal
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6 * in the Software without restriction, including without limitation the rights
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7 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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8 * copies of the Software, and to permit persons to whom the Software is
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9 * furnished to do so, subject to the following conditions:
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11 * The above copyright notice and this permission notice shall be included in
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12 * all copies or substantial portions of the Software.
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14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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15 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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17 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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18 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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19 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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26 namespace Direct3D10
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28 ref class GeometryShader;
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30 ref class ShaderResourceView;
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31 ref class SamplerState;
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33 public ref class GeometryShaderWrapper
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36 ID3D10Device* m_Device;
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39 GeometryShaderWrapper( ID3D10Device* device );
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43 /// Assigns a geometry shader to the device.
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45 /// <param name="shader">The shader to assign to the device. Assign null to disable the geometry shader.</param>
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46 void Set( GeometryShader^ shader );
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49 /// Gets the geometry shader assigned to the device.
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51 /// <returns>The geometry shader (null if no shader is assigned).</returns>
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52 GeometryShader^ Get();
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54 array<Buffer^>^ GetConstantBuffers( int startSlot, int count );
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55 array<SamplerState^>^ GetSamplers( int startSlot, int count );
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56 array<ShaderResourceView^>^ GetShaderResources( int startSlot, int count );
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58 void SetConstantBuffer( Buffer^ constantBuffer, int slot );
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59 void SetConstantBuffers( array<Buffer^>^ constantBuffers, int startSlot, int count );
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61 void SetSampler( SamplerState^ sampler, int slot );
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62 void SetSamplers( array<SamplerState^>^ samplers, int startSlot, int count );
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64 void SetShaderResource( ShaderResourceView^ resourceView, int slot );
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65 void SetShaderResources( array<ShaderResourceView^>^ resourceViews, int startSlot, int count );
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