// 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 // Precompiled Header #include "NiD3D10RendererPCH.h" #include "NiD3D10ShaderConstantData.h" //--------------------------------------------------------------------------- NiD3D10ShaderConstantData::NiD3D10ShaderConstantData(size_t uiBufferSize, unsigned int uiAccessHints) : m_uiBufferIndex(BUFFER_INDEX_UNASSIGNED) { bool bResult = NiD3D10DataStream::Create(uiBufferSize, uiAccessHints, NiD3D10DataStream::USAGE_SHADER_CONSTANT, m_spDataStream); if (bResult == false) m_spDataStream = NULL; } //--------------------------------------------------------------------------- NiD3D10ShaderConstantData::~NiD3D10ShaderConstantData() { /* */ } //--------------------------------------------------------------------------- bool NiD3D10ShaderConstantData::Create(size_t uiBufferSize, unsigned int uiAccessHints, NiD3D10ShaderConstantDataPtr& spShaderConstantData) { spShaderConstantData = NiNew NiD3D10ShaderConstantData(uiBufferSize, uiAccessHints); if (spShaderConstantData == NULL || spShaderConstantData->m_spDataStream == NULL) { return false; } return true; } //--------------------------------------------------------------------------- NiD3D10DataStream* NiD3D10ShaderConstantData::GetDataStream() const { return m_spDataStream; } //--------------------------------------------------------------------------- void NiD3D10ShaderConstantData::SetDataStream(NiD3D10DataStream* pkDataStream) { m_spDataStream = pkDataStream; } //--------------------------------------------------------------------------- unsigned int NiD3D10ShaderConstantData::GetBufferIndex() const { return m_uiBufferIndex; } //--------------------------------------------------------------------------- void NiD3D10ShaderConstantData::SetBufferIndex(unsigned int uiBufferIndex) { m_uiBufferIndex = uiBufferIndex; } //---------------------------------------------------------------------------