66 lines
3.6 KiB
C#
66 lines
3.6 KiB
C#
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// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System;
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namespace SharpDX.Direct3D11
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{
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public partial class GeometryShader
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{
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/// <summary>
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/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.GeometryShader" /> class.
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/// </summary>
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/// <param name = "device">The device used to create the shader.</param>
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/// <param name = "shaderBytecode">The compiled shader bytecode.</param>
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/// <param name = "linkage">A dynamic class linkage interface.</param>
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public GeometryShader(Device device, byte[] shaderBytecode, ClassLinkage linkage = null)
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: base(IntPtr.Zero)
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{
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if (shaderBytecode == null) throw new ArgumentNullException("shaderBytecode", "ShaderBytecode cannot be null");
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unsafe
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{
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fixed (void* pBuffer = shaderBytecode)
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device.CreateGeometryShader((IntPtr)pBuffer, shaderBytecode.Length, linkage, this);
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}
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}
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/// <summary>
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/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.GeometryShader" /> class.
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/// </summary>
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/// <param name = "device">The device used to create the shader.</param>
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/// <param name = "shaderBytecode">The compiled shader bytecode.</param>
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/// <param name = "elements">An array of <see cref = "T:SharpDX.Direct3D11.StreamOutputElement" /> instances describing the layout of the output buffers.</param>
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/// <param name = "bufferedStrides">An array of buffer strides; each stride is the size of an element for that buffer.</param>
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/// <param name = "rasterizedStream">The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized.</param>
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/// <param name = "linkage">A dynamic class linkage interface.</param>
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public GeometryShader(Device device, byte[] shaderBytecode, StreamOutputElement[] elements,
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int[] bufferedStrides, int rasterizedStream, ClassLinkage linkage = null)
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: base(IntPtr.Zero)
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{
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unsafe
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{
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fixed (void* pBuffer = shaderBytecode)
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device.CreateGeometryShaderWithStreamOutput((IntPtr)pBuffer, shaderBytecode.Length, elements, elements.Length,
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bufferedStrides, bufferedStrides.Length, rasterizedStream,
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linkage, this);
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}
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}
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}
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}
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