SOL9 2.0 Class: Direct3D10InputLayout
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Source code
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* Direct3D10InputLayout.h
*
*****************************************************************************/
#pragma once
#include <sol/direct3d10/Direct3D10DeviceChild.h>
namespace SOL {
class Direct3D10InputLayout : public Direct3D10DeviceChild {
public:
Direct3D10InputLayout(
__in ID3D10Device* device,
__in const D3D10_INPUT_ELEMENT_DESC *pInputElementDescs,
__in UINT numElements,
__in const void *pShaderBytecodeWithInputSignature,
__in SIZE_T bytecodeLength)
:Direct3D10DeviceChild()
{
ID3D10InputLayout *inputLayout = NULL;
HRESULT hr = device -> CreateInputLayout(
pInputElementDescs,
numElements,
pShaderBytecodeWithInputSignature,
bytecodeLength,
&inputLayout);
if (SUCCEEDED(hr)) {
set(inputLayout);
} else {
throw IException("Failed to CreateInputLayout. HRESULT(0x%lx)", hr)
}
}
~Direct3D10InputLayout()
{
}
operator ID3D10InputLayout*()
{
return getInputLayout();
}
ID3D10InputLayout* getInputLayout()
{
ID3D10InputLayout* inputLayout = (ID3D10InputLayout* )getIUnknown();
if (inputLayout) {
return inputLayout;
} else {
throw IException("ID3D10InputLayout is NULL.")
}
}
};
}
Last modified: 5 May 2019
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