SOL9 2.0 Class: Direct3D10EffectShaderResourceVariable
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Source code
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* Direct3D10EffectShaderResourceVariable.h
*
*****************************************************************************/
#pragma once
#include <sol/direct3d10/Direct3D10EffectVariable.h>
namespace SOL {
class Direct3D10EffectShaderResourceVariable : public Direct3D10EffectVariable {
public:
Direct3D10EffectShaderResourceVariable(ID3D10EffectShaderResourceVariable* variable)
:Direct3D10EffectVariable(variable)
{
}
~Direct3D10EffectShaderResourceVariable()
{
}
operator ID3D10EffectShaderResourceVariable*()
{
return getShaderResourceVariable();
}
ID3D10EffectShaderResourceVariable* getShaderResourceVariable()
{
ID3D10EffectShaderResourceVariable* variable = (ID3D10EffectShaderResourceVariable*)getInterface();
if (variable) {
return variable;
} else {
throw IException("ID3D10EffectShaderResourceVariable is NULL.");
}
}
BOOL isValid()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> IsValid();
}
ID3D10EffectType* getType()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetType();
}
void getDesc(D3D10_EFFECT_VARIABLE_DESC *pDesc)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> GetDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getDesc(D3D10_EFFECT_VARIABLE_DESC& desc)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> GetDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
ID3D10EffectVariable* getAnnotationByIndex(UINT index)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetAnnotationByIndex(index);
}
ID3D10EffectVariable* getAnnotationByName(LPCSTR name)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetAnnotationByName(name);
}
ID3D10EffectVariable* getMemberByIndex(UINT index)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetMemberByIndex(index);
}
ID3D10EffectVariable* getMemberByName(LPCSTR name)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetMemberByName(name);
}
ID3D10EffectVariable* getMemberBySemantic(LPCSTR semantic)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetMemberBySemantic(semantic);
}
ID3D10EffectVariable* getElement(UINT index)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetElement(index);
}
ID3D10EffectConstantBuffer* getParentConstantBuffer()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> GetParentConstantBuffer();
}
ID3D10EffectScalarVariable* asScalar()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsScalar();
}
ID3D10EffectVectorVariable* asVector()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsVector();
}
ID3D10EffectMatrixVariable* asMatrix()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsMatrix();
}
ID3D10EffectStringVariable* asString()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsString();
}
ID3D10EffectShaderResourceVariable* asShaderResource()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsShaderResource();
}
ID3D10EffectRenderTargetViewVariable* asRenderTargetView()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsRenderTargetView();
}
ID3D10EffectDepthStencilViewVariable* asDepthStencilView()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsDepthStencilView();
}
ID3D10EffectConstantBuffer* asConstantBuffer()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsConstantBuffer();
}
ID3D10EffectShaderVariable* asShader()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsShader();
}
ID3D10EffectBlendVariable* asBlend()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsBlend();
}
ID3D10EffectDepthStencilVariable* asDepthStencil()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsDepthStencil();
}
ID3D10EffectRasterizerVariable* asRasterizer()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsRasterizer();
}
ID3D10EffectSamplerVariable* asSampler()
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
return variable -> AsSampler();
}
void setRawValue(void *pData, UINT offset, UINT count)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> SetRawValue(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to SetRawValue. HRESULT(0x%lx)", hr);
}
}
void getRawValue(void *pData, UINT offset, UINT count)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> GetRawValue(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to GetRawValue. HRESULT(0x%lx)", hr);
}
}
void setResource(ID3D10ShaderResourceView *pResource)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> SetResource(pResource);
if (FAILED(hr)) {
throw IException("Failed to SetResource. HRESULT(0x%lx)", hr);
}
}
void getResource(ID3D10ShaderResourceView **ppResource)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> GetResource(ppResource);
if (FAILED(hr)) {
throw IException("Failed to GetResource. HRESULT(0x%lx)", hr);
}
}
void setResourceArray(ID3D10ShaderResourceView **ppResources, UINT offset, UINT count)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> SetResourceArray(ppResources, offset, count);
if (FAILED(hr)) {
throw IException("Failed to SetResourceArray. HRESULT(0x%lx)", hr);
}
}
void getResourceArray(ID3D10ShaderResourceView **ppResources, UINT offset, UINT count)
{
ID3D10EffectShaderResourceVariable* variable = getShaderResourceVariable();
HRESULT hr = variable -> GetResourceArray(ppResources, offset, count);
if (FAILED(hr)) {
throw IException("Failed to GetResourceArray. HRESULT(0x%lx)", hr);
}
}
};
}
Last modified: 5 May 2019
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