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Merge branch 'feature/#36529_SlimDXからSharpDXへの移行' into develop
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / direct3d10 / EffectPass.cpp
diff --git a/SlimDXc_Jun2010(VC++2008)/source/direct3d10/EffectPass.cpp b/SlimDXc_Jun2010(VC++2008)/source/direct3d10/EffectPass.cpp
deleted file mode 100644 (file)
index 8eac919..0000000
+++ /dev/null
@@ -1,125 +0,0 @@
-#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
-#include <vcclr.h>\r
-\r
-#include "Direct3D10Exception.h"\r
-\r
-#include "EffectPass.h"\r
-#include "EffectPassDescription.h"\r
-#include "EffectPassShaderDescription.h"\r
-#include "EffectVariable.h"\r
-\r
-using namespace System;\r
-using namespace System::Globalization;\r
-\r
-namespace SlimDX\r
-{\r
-namespace Direct3D10\r
-{ \r
-       EffectPass::EffectPass( ID3D10EffectPass* pointer )\r
-       {\r
-               if( pointer == 0 )\r
-                       throw gcnew ArgumentNullException( "pointer" );\r
-                       \r
-               m_Pointer = pointer;\r
-       }\r
-       \r
-       EffectPass::EffectPass( IntPtr pointer )\r
-       {\r
-               if( pointer == IntPtr::Zero )\r
-                       throw gcnew ArgumentNullException( "pointer" );\r
-                       \r
-               m_Pointer = reinterpret_cast<ID3D10EffectPass*>( pointer.ToPointer() );\r
-       }\r
-       \r
-       EffectPassDescription EffectPass::Description::get()\r
-       {\r
-               D3D10_PASS_DESC nativeDescription;\r
-               if ( RECORD_D3D10( m_Pointer->GetDesc( &nativeDescription ) ).IsFailure )\r
-                       return EffectPassDescription();\r
-\r
-               return EffectPassDescription( nativeDescription );\r
-       }\r
-       \r
-       bool EffectPass::IsValid::get()\r
-       {\r
-               return m_Pointer->IsValid() ? true : false;\r
-       }\r
-       \r
-       EffectPassShaderDescription EffectPass::GeometryShaderDescription::get()\r
-       {\r
-               D3D10_PASS_SHADER_DESC description;\r
-               \r
-               if( RECORD_D3D10( m_Pointer->GetGeometryShaderDesc( &description ) ).IsFailure )\r
-                       return EffectPassShaderDescription();\r
-               else\r
-                       return EffectPassShaderDescription( description );\r
-       }\r
-       \r
-       EffectPassShaderDescription EffectPass::VertexShaderDescription::get()\r
-       {\r
-               D3D10_PASS_SHADER_DESC description;\r
-               \r
-               if( RECORD_D3D10( m_Pointer->GetVertexShaderDesc( &description ) ).IsFailure )\r
-                       return EffectPassShaderDescription();\r
-               else\r
-                       return EffectPassShaderDescription( description );\r
-       }\r
-       \r
-       EffectPassShaderDescription EffectPass::PixelShaderDescription::get()\r
-       {\r
-               D3D10_PASS_SHADER_DESC description;\r
-               \r
-               if( RECORD_D3D10( m_Pointer->GetPixelShaderDesc( &description ) ).IsFailure )\r
-                       return EffectPassShaderDescription();\r
-               else\r
-                       return EffectPassShaderDescription( description );\r
-       }\r
-       \r
-       EffectVariable^ EffectPass::GetAnnotationByIndex( int index )\r
-       {\r
-               ID3D10EffectVariable* variable = m_Pointer->GetAnnotationByIndex( index );\r
-               if( variable == 0 )\r
-                       return nullptr;\r
-               return gcnew EffectVariable( variable );\r
-       }\r
-       \r
-       EffectVariable^ EffectPass::GetAnnotationByName( String^ name )\r
-       {\r
-               array<unsigned char>^ nameBytes = System::Text::ASCIIEncoding::ASCII->GetBytes( name );\r
-               pin_ptr<unsigned char> pinnedName = &nameBytes[ 0 ];\r
-               ID3D10EffectVariable* variable = m_Pointer->GetAnnotationByName( reinterpret_cast<LPCSTR>( pinnedName ) );\r
-               if( variable == 0 )\r
-                       return nullptr;\r
-               return gcnew EffectVariable( variable );\r
-       }\r
-       \r
-       Result EffectPass::Apply()\r
-       {\r
-               return RECORD_D3D10( m_Pointer->Apply( 0 ) );\r
-       }\r
-}\r
-}\r