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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 / direct3d11 / EffectShaderVariable11.cpp
diff --git a/SlimDXc_Jun2010(VC++2008)/source/direct3d11/EffectShaderVariable11.cpp b/SlimDXc_Jun2010(VC++2008)/source/direct3d11/EffectShaderVariable11.cpp
deleted file mode 100644 (file)
index 264bd71..0000000
+++ /dev/null
@@ -1,146 +0,0 @@
-/*\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
-#include "stdafx.h"\r
-\r
-#include "../d3dcompiler/ShaderParameterDescriptionDC.h"\r
-\r
-#include "Direct3D11Exception.h"\r
-\r
-#include "EffectShaderDescription11.h"\r
-#include "GeometryShader11.h"\r
-#include "PixelShader11.h"\r
-#include "VertexShader11.h"\r
-#include "HullShader11.h"\r
-#include "DomainShader11.h"\r
-#include "ComputeShader11.h"\r
-\r
-#include "EffectShaderVariable11.h"\r
-\r
-using namespace System;\r
-\r
-namespace SlimDX\r
-{\r
-namespace Direct3D11\r
-{ \r
-       EffectShaderVariable::EffectShaderVariable( ID3DX11EffectShaderVariable* pointer )\r
-       : EffectVariable( pointer )\r
-       {\r
-               m_Pointer = pointer;\r
-       }\r
-       \r
-       EffectShaderVariable::EffectShaderVariable( IntPtr pointer )\r
-       : EffectVariable( pointer )\r
-       {\r
-               m_Pointer = reinterpret_cast<ID3DX11EffectShaderVariable*>( pointer.ToPointer() );\r
-       }\r
-       \r
-       PixelShader^ EffectShaderVariable::GetPixelShader( int index )\r
-       {\r
-               ID3D11PixelShader* shader = 0;\r
-               if( RECORD_D3D11( m_Pointer->GetPixelShader( index, &shader ) ).IsFailure )\r
-                       return nullptr;\r
-                       \r
-               return PixelShader::FromPointer( shader );\r
-       }\r
-       \r
-       VertexShader^ EffectShaderVariable::GetVertexShader( int index )\r
-       {\r
-               ID3D11VertexShader* shader = 0;\r
-               if( RECORD_D3D11( m_Pointer->GetVertexShader( index, &shader ) ).IsFailure )\r
-                       return nullptr;\r
-               \r
-               return VertexShader::FromPointer( shader );\r
-       }\r
-       \r
-       GeometryShader^ EffectShaderVariable::GetGeometryShader( int index )\r
-       {\r
-               ID3D11GeometryShader* shader = 0;\r
-               if( RECORD_D3D11( m_Pointer->GetGeometryShader( index, &shader ) ).IsFailure )\r
-                       return nullptr;\r
-                       \r
-               return GeometryShader::FromPointer( shader );\r
-       }\r
-\r
-       HullShader^ EffectShaderVariable::GetHullShader( int index )\r
-       {\r
-               ID3D11HullShader* shader = 0;\r
-               if( RECORD_D3D11( m_Pointer->GetHullShader( index, &shader ) ).IsFailure )\r
-                       return nullptr;\r
-                       \r
-               return HullShader::FromPointer( shader );\r
-       }\r
-\r
-       DomainShader^ EffectShaderVariable::GetDomainShader( int index )\r
-       {\r
-               ID3D11DomainShader* shader = 0;\r
-               if( RECORD_D3D11( m_Pointer->GetDomainShader( index, &shader ) ).IsFailure )\r
-                       return nullptr;\r
-                       \r
-               return DomainShader::FromPointer( shader );\r
-       }\r
-\r
-       ComputeShader^ EffectShaderVariable::GetComputeShader( int index )\r
-       {\r
-               ID3D11ComputeShader* shader = 0;\r
-               if( RECORD_D3D11( m_Pointer->GetComputeShader( index, &shader ) ).IsFailure )\r
-                       return nullptr;\r
-                       \r
-               return ComputeShader::FromPointer( shader );\r
-       }\r
-       \r
-       D3DCompiler::ShaderParameterDescription EffectShaderVariable::GetInputParameterDescription( int shaderIndex, int parameterIndex )\r
-       {\r
-               D3D11_SIGNATURE_PARAMETER_DESC description;\r
-               if( RECORD_D3D11( m_Pointer->GetInputSignatureElementDesc( shaderIndex, parameterIndex, &description ) ).IsFailure )\r
-                       return D3DCompiler::ShaderParameterDescription();\r
-                       \r
-               return D3DCompiler::ShaderParameterDescription( description );\r
-       }\r
-       \r
-       D3DCompiler::ShaderParameterDescription EffectShaderVariable::GetOutputParameterDescription( int shaderIndex, int parameterIndex )\r
-       {\r
-               D3D11_SIGNATURE_PARAMETER_DESC description;\r
-               if( RECORD_D3D11( m_Pointer->GetOutputSignatureElementDesc( shaderIndex, parameterIndex, &description ) ).IsFailure )\r
-                       return D3DCompiler::ShaderParameterDescription();\r
-                       \r
-               return D3DCompiler::ShaderParameterDescription( description );\r
-       }\r
-\r
-       D3DCompiler::ShaderParameterDescription EffectShaderVariable::GetPatchConstantDescription( int shaderIndex, int parameterIndex )\r
-       {\r
-               D3D11_SIGNATURE_PARAMETER_DESC description;\r
-               if( RECORD_D3D11( m_Pointer->GetPatchConstantSignatureElementDesc( shaderIndex, parameterIndex, &description ) ).IsFailure )\r
-                       return D3DCompiler::ShaderParameterDescription();\r
-                       \r
-               return D3DCompiler::ShaderParameterDescription( description );\r
-       }\r
-       \r
-       EffectShaderDescription EffectShaderVariable::GetShaderDescription( int shaderIndex )\r
-       {\r
-               D3DX11_EFFECT_SHADER_DESC description;\r
-               if( RECORD_D3D11( m_Pointer->GetShaderDesc( shaderIndex, &description ) ).IsFailure )\r
-                       return EffectShaderDescription();\r
-\r
-               return EffectShaderDescription( description );\r
-       }\r
-}\r
-}\r