+++ /dev/null
-#include "stdafx.h"\r
-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-\r
-#include <d3d10.h>\r
-#include <d3dx10.h>\r
-\r
-#include "Direct3D10Exception.h"\r
-\r
-#include "Buffer.h"\r
-#include "EffectConstantBuffer.h"\r
-#include "ShaderResourceView.h"\r
-\r
-using namespace System;\r
-\r
-namespace SlimDX\r
-{\r
-namespace Direct3D10\r
-{ \r
- EffectConstantBuffer::EffectConstantBuffer( ID3D10EffectConstantBuffer* pointer )\r
- : EffectVariable( pointer )\r
- {\r
- m_Pointer = pointer;\r
- }\r
- \r
- EffectConstantBuffer::EffectConstantBuffer( IntPtr pointer )\r
- : EffectVariable( pointer )\r
- {\r
- m_Pointer = reinterpret_cast<ID3D10EffectConstantBuffer*>( pointer.ToPointer() );\r
- }\r
- \r
- Buffer^ EffectConstantBuffer::GetConstantBuffer()\r
- {\r
- ID3D10Buffer* buffer = 0;\r
- if( RECORD_D3D10( m_Pointer->GetConstantBuffer( &buffer ) ).IsFailure )\r
- return nullptr;\r
- \r
- return Buffer::FromPointer( buffer );\r
- }\r
-\r
- Result EffectConstantBuffer::SetConstantBuffer( Buffer^ buffer )\r
- {\r
- if( buffer == nullptr )\r
- {\r
- return RECORD_D3D10( m_Pointer->SetConstantBuffer( 0 ) );\r
- }\r
- else\r
- {\r
- return RECORD_D3D10( m_Pointer->SetConstantBuffer( static_cast<ID3D10Buffer*>( buffer->InternalPointer ) ) );\r
- }\r
- }\r
- \r
- ShaderResourceView^ EffectConstantBuffer::GetTextureBuffer()\r
- {\r
- ID3D10ShaderResourceView* buffer = 0;\r
- if( RECORD_D3D10( m_Pointer->GetTextureBuffer( &buffer ) ).IsFailure )\r
- return nullptr;\r
- \r
- return ShaderResourceView::FromPointer( buffer );\r
- }\r
-\r
- Result EffectConstantBuffer::SetTextureBuffer( ShaderResourceView^ buffer )\r
- {\r
- if( buffer == nullptr )\r
- {\r
- return RECORD_D3D10( m_Pointer->SetTextureBuffer( 0 ) );\r
- }\r
- else\r
- {\r
- return RECORD_D3D10( m_Pointer->SetTextureBuffer( static_cast<ID3D10ShaderResourceView*>( buffer->InternalPointer ) ) );\r
- }\r
- }\r
-}\r
-}\r