SOL9 2.0 Class: Direct3D10Buffer
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Source code
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* Direct3D10Buffer.h
*
*****************************************************************************/
#pragma once
#include <sol/direct3d10/Direct3D10Resource.h>
namespace SOL {
class Direct3D10Buffer : public Direct3D10Resource {
public:
Direct3D10Buffer(
__in ID3D10Device* device,
__in const D3D10_BUFFER_DESC *pDesc,
__in_opt const D3D10_SUBRESOURCE_DATA *pInitialData
)
:Direct3D10Resource()
{
ID3D10Buffer* buffer = NULL;
HRESULT hr = device -> CreateBuffer(
pDesc,
pInitialData,
&buffer);
if (SUCCEEDED(hr)) {
set(buffer);
}
if (FAILED(hr)) {
throw IException("Failed to CreateBuffer. HRESULT(0x%lx)", hr)
}
}
~Direct3D10Buffer()
{
}
operator ID3D10Buffer*()
{
return getBuffer();
}
ID3D10Buffer* getBuffer()
{
ID3D10Buffer* buffer = (ID3D10Buffer*)getIUnknown();
if (buffer) {
return buffer;
} else {
throw IException("ID3D10Buffer is NULL.");
}
}
void map(
__in D3D10_MAP mapType,
__in UINT mapFlags,
__out void **ppData)
{
ID3D10Buffer* buffer = getBuffer();
HRESULT hr = buffer -> Map(
mapType,
mapFlags,
ppData);
if (FAILED(hr)) {
throw IException("Failed to Map. HRESULT(0x%lx)", hr)
}
}
void unmap()
{
ID3D10Buffer* buffer = getBuffer();
buffer -> Unmap();
}
void getDesc(
__out D3D10_BUFFER_DESC *pDesc)
{
ID3D10Buffer* buffer = getBuffer();
buffer -> GetDesc(pDesc);
}
void getDesc(
__out D3D10_BUFFER_DESC& desc)
{
ID3D10Buffer* buffer = getBuffer();
buffer -> GetDesc(&desc);
}
};
}
Last modified: 5 May 2019
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