// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- inline void NiD3D10ShaderConstantMap::SetName(const NiFixedString& kName) { m_kName = kName; } //--------------------------------------------------------------------------- inline const NiFixedString& NiD3D10ShaderConstantMap::GetName() const { return m_kName; } //--------------------------------------------------------------------------- inline NiD3D10DataStream* NiD3D10ShaderConstantMap:: GetShaderConstantDataStream() const { return m_spShaderConstantDataStream; } //--------------------------------------------------------------------------- inline NiUInt32 NiD3D10ShaderConstantMap:: GetShaderConstantBufferIndex() const { return m_uiShaderConstantBufferIndex; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderConstantMap::SetConstantBufferObsolete() { m_bConstantBufferCurrent = false; } //--------------------------------------------------------------------------- inline const void* NiD3D10ShaderConstantMap::ObtainGlobalConstantValue( NiShaderConstantMapEntry* pkEntry, const NiRenderCallContext&) { NiShaderFactory* pkFactory = NiShaderFactory::GetInstance(); NiGlobalConstantEntry* pkGlobalEntry = pkFactory->GetGlobalShaderConstantEntry(pkEntry->GetKey()); if (pkGlobalEntry) return pkGlobalEntry->GetDataSource(); else return pkEntry->GetDataSource(); } //--------------------------------------------------------------------------- inline bool NiD3D10ShaderConstantMap::IsConstantBufferCurrent() const { return m_bConstantBufferCurrent; } //---------------------------------------------------------------------------