// 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.Direct3D11 { public partial class GeometryShader { /// /// Initializes a new instance of the class. /// /// The device used to create the shader. /// The compiled shader bytecode. /// A dynamic class linkage interface. public GeometryShader(Device device, byte[] shaderBytecode, ClassLinkage linkage = null) : base(IntPtr.Zero) { if (shaderBytecode == null) throw new ArgumentNullException("shaderBytecode", "ShaderBytecode cannot be null"); unsafe { fixed (void* pBuffer = shaderBytecode) device.CreateGeometryShader((IntPtr)pBuffer, shaderBytecode.Length, linkage, this); } } /// /// Initializes a new instance of the class. /// /// The device used to create the shader. /// The compiled shader bytecode. /// An array of instances describing the layout of the output buffers. /// An array of buffer strides; each stride is the size of an element for that buffer. /// The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized. /// A dynamic class linkage interface. public GeometryShader(Device device, byte[] shaderBytecode, StreamOutputElement[] elements, int[] bufferedStrides, int rasterizedStream, ClassLinkage linkage = null) : base(IntPtr.Zero) { unsafe { fixed (void* pBuffer = shaderBytecode) device.CreateGeometryShaderWithStreamOutput((IntPtr)pBuffer, shaderBytecode.Length, elements, elements.Length, bufferedStrides, bufferedStrides.Length, rasterizedStream, linkage, this); } } } }