// 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 const NiFixedString& NiD3D10ShaderProgram::GetName() const { return m_kName; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderProgram::SetName(const NiFixedString& kName) { m_kName = kName; } //--------------------------------------------------------------------------- inline ID3D10Blob* NiD3D10ShaderProgram::GetShaderByteCode() const { return m_pkShaderByteCode; } //--------------------------------------------------------------------------- inline NiD3D10ShaderProgramCreator* NiD3D10ShaderProgram::GetCreator() const { return m_pkCreator; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderProgram::SetCreator(NiD3D10ShaderProgramCreator* pkCreator) { m_pkCreator = pkCreator; } //--------------------------------------------------------------------------- inline ID3D10ShaderReflection* NiD3D10ShaderProgram::GetShaderReflection() const { return m_pkReflection; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderProgram::ClearShaderReflection() { if (m_pkReflection) m_pkReflection->Release(); m_pkReflection = NULL; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderProgram::GetConstantBufferCount() const { return m_uiConstantBufferCount; }