NAME
cgD3D11GetIASignatureByPass - Gets the compiled vertex shader signature as a ID3DBlob from a pass of a validated technique.
SYNOPSIS
#include <Cg/cgD3D11.h> ID3DBlob * cgD3D11GetIASignatureByPass( CGpass pass );PARAMETERS
- pass
The pass handle after validation of a CgFX technique.
RETURN VALUES
Returns a pointer to a ID3DBlob object containing the vertex shader signature.
Returns NULL if the program was not loaded.
DESCRIPTION
cgD3D11GetIASignatureByPass allows the user to get back the vertex shader signature of a pass of a validated CgFX technique.
EXAMPLES
myCgEffect = cgCreateEffectFromFile( myCgContext, "effect.cgfx", NULL ); myCgTechnique = cgGetFirstTechnique( myCgEffect );
if( cgValidateTechnique( myCgTechnique ) != CG_FALSE ) { const D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, };
CGpass myPass = cgGetFirstPass( myCgTechnique ); ID3DBlob * pVSBuf = cgD3D11GetIASignatureByPass( myPass ); hr = pDevice->CreateInputLayout( layout, 1, pVSBuf->GetBufferPointer(), pVSBuf->GetBufferSize(), &g_pVertexLayout ); }ERRORS
CG_INVALID_PASS_HANDLE_ERROR is generated if the pass is invalid.
HISTORY
cgD3D11GetIASignatureByPass was introduced in Cg 3.0.
SEE ALSO