// 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) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- // NSBD3D10Implementation inline functions //--------------------------------------------------------------------------- inline const char* NSBD3D10Implementation::GetName() { return m_pcName; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Implementation::GetDesc() { return m_pcDesc; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Implementation::GetClassName() { return m_pcClassName; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Implementation::GetPackingDef() { return m_pcPackingDef; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Implementation::GetIndex() { return m_uiIndex; } //--------------------------------------------------------------------------- inline void NSBD3D10Implementation::SetIndex(unsigned int uiIndex) { m_uiIndex = uiIndex; } //--------------------------------------------------------------------------- inline NSBD3D10UserDefinedDataSet* NSBD3D10Implementation::GetUserDefinedDataSet() { return m_spUserDefinedDataSet; } //--------------------------------------------------------------------------- inline void NSBD3D10Implementation::SetUserDefinedDataSet( NSBD3D10UserDefinedDataSet* pkUDDSet) { m_spUserDefinedDataSet = pkUDDSet; } //--------------------------------------------------------------------------- inline bool NSBD3D10Implementation::ReleaseShader() { bool bRet = (m_spShader != NULL); m_spShader = NULL; return bRet; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Implementation::GetVertexConstantMapCount() { return m_kVertexShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Implementation::GetGeometryConstantMapCount() { return m_kGeometryShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Implementation::GetPixelConstantMapCount() { return m_kPixelShaderConstantMaps.GetSize(); } //---------------------------------------------------------------------------