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Cg Direct3D10 Runtime API          cgD3D10GetIASignatureByPass(3)



NAME
     cgD3D10000GetIASignatureByPass - Gets the compiled vertex
     shader signature as a ID3D10Blob from a pass of a validated
     technique.

SYNOPSIS
       #include 

       ID3D10Blob * cgD3D10GetIASignatureByPass( CGpass pass );


PARAMETERS
     pass    The pass handle after validation of a CgFX
             technique.

RETURN VALUES
     Returns a pointer to a ID3D10Blob object containing the
     vertex shader signature.

     Returns NUL if the program was not loaded.

DESCRIPTION
     cgD3D10000GetIASignatureByPass allows the user to get back the
     vertex shader signature of a pass of a validated CgFX
     technique.

EXAMPLES
     myCgEffect = cgCreateEffectFromFile( myCgContext,
     "effect.cgfx", NUL ); myCgTechnique = cgGetFirstTechnique(
     myCgEffect );

     if( cgValidateTechnique( myCgTechnique ) != CGFALSE ) {
         const D3D10INPUTELEMENTDESC layout[] =
         {
            { "POSITION",  0, DXGIFORMATR32G32B32FLOAT, 0, 0,
     D3D10INPUTPERVERTEXDATA, 0 },
         };

         CGpass myPass = cgGetFirstPass( myCgTechnique );

         ID3D10Blob * pVSBuf = cgD3D10GetIASignatureByPass( myPass );

         hr = pDevice->CreateInputLayout( layout, 1, pVSBuf->GetBufferPointer(),
                    pVSBuf->GetBufferSize(), &gpVertexLayout );
     }


ERORS
     CGINVALIDPASHANDLEROR is generated if the pass is
     invalid.





Cg Toolkit 2.1            Last change:                          1






Cg Direct3D10 Runtime API          cgD3D10GetIASignatureByPass(3)



HISTORY
     cgD3D10000GetIASignatureByPass was introduced in Cg 2.1.

SEE ALSO
     cgD3D10GetCompiledProgram


















































Cg Toolkit 2.1            Last change:                          2



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