// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. namespace SharpDX.Direct3D10 { public partial class InputAssemblerStage { /// /// Binds a single vertex buffer to the input assembler. /// /// Index of the slot to which to bind the vertex buffer. /// A binding for the input vertex buffer. public void SetVertexBuffers(int slot, VertexBufferBinding vertexBufferBinding) { SetVertexBuffers(slot, new[] { vertexBufferBinding }); } /// /// Binds an array of vertex buffers to the input assembler. /// /// Index of the first input slot to use for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. There are 16 input slots. /// An array of bindings for input vertex buffers. public void SetVertexBuffers(int firstSlot, params VertexBufferBinding[] vertexBufferBindings) { Buffer[] vertexBuffers = new Buffer[vertexBufferBindings.Length]; int[] strides = new int[vertexBufferBindings.Length]; int[] offsets = new int[vertexBufferBindings.Length]; for (int i = 0; i < vertexBufferBindings.Length; i++) { vertexBuffers[i] = vertexBufferBindings[i].Buffer; strides[i] = vertexBufferBindings[i].Stride; offsets[i] = vertexBufferBindings[i].Offset; } SetVertexBuffers(firstSlot, vertexBufferBindings.Length, vertexBuffers, strides, offsets); } } }