+++ /dev/null
-/*\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
-#pragma once\r
-\r
-namespace SlimDX\r
-{\r
- namespace Direct3D10\r
- {\r
- ref class GeometryShader;\r
- ref class Buffer;\r
- ref class ShaderResourceView;\r
- ref class SamplerState;\r
-\r
- public ref class GeometryShaderWrapper\r
- {\r
- private:\r
- ID3D10Device* m_Device;\r
- \r
- internal:\r
- GeometryShaderWrapper( ID3D10Device* device );\r
-\r
- public:\r
- /// <summary>\r
- /// Assigns a geometry shader to the device.\r
- /// </summary>\r
- /// <param name="shader">The shader to assign to the device. Assign null to disable the geometry shader.</param>\r
- void Set( GeometryShader^ shader );\r
-\r
- /// <summary>\r
- /// Gets the geometry shader assigned to the device.\r
- /// </summary>\r
- /// <returns>The geometry shader (null if no shader is assigned).</returns>\r
- GeometryShader^ Get();\r
-\r
- array<Buffer^>^ GetConstantBuffers( int startSlot, int count );\r
- array<SamplerState^>^ GetSamplers( int startSlot, int count );\r
- array<ShaderResourceView^>^ GetShaderResources( int startSlot, int count );\r
-\r
- void SetConstantBuffer( Buffer^ constantBuffer, int slot );\r
- void SetConstantBuffers( array<Buffer^>^ constantBuffers, int startSlot, int count );\r
-\r
- void SetSampler( SamplerState^ sampler, int slot );\r
- void SetSamplers( array<SamplerState^>^ samplers, int startSlot, int count );\r
-\r
- void SetShaderResource( ShaderResourceView^ resourceView, int slot );\r
- void SetShaderResources( array<ShaderResourceView^>^ resourceViews, int startSlot, int count );\r
- };\r
- }\r
-};
\ No newline at end of file