// 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. using System; namespace SharpDX.Direct3D10 { public partial class InputLayout { /// /// Initializes a new instance of the object to describe the /// input-buffer data for the input-assembler stage. /// /// ID3D10Device::CreateInputLayout /// The device used to create the layout. /// An array of input elements describing the layout of the input data. /// The compiled shader used to validate the input elements. public unsafe InputLayout(Device device, byte[] shaderBytecode, InputElement[] elements) : base(IntPtr.Zero) { fixed (void* ptr = shaderBytecode) device.CreateInputLayout(elements, elements.Length, (IntPtr)ptr, shaderBytecode.Length, this); } } }