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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