本文整理汇总了C++中CGrowableArray::GetData方法的典型用法代码示例。如果您正苦于以下问题:C++ CGrowableArray::GetData方法的具体用法?C++ CGrowableArray::GetData怎么用?C++ CGrowableArray::GetData使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CGrowableArray
的用法示例。
在下文中一共展示了CGrowableArray::GetData方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: sizeof
void Dx11TextHelper::EndText11( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3d11DeviceContext )
{
// ensure our buffer size can hold our sprites
UINT FontDataBytes = g_FontVertices.GetSize() * sizeof( DXUTSpriteVertex );
if( g_FontBufferBytes11 < FontDataBytes )
{
SAFE_RELEASE( g_pFontBuffer11 );
g_FontBufferBytes11 = FontDataBytes;
D3D11_BUFFER_DESC BufferDesc;
BufferDesc.ByteWidth = g_FontBufferBytes11;
BufferDesc.Usage = D3D11_USAGE_DYNAMIC;
BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
BufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
BufferDesc.MiscFlags = 0;
pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pFontBuffer11 );
//DXUT_SetDebugName( g_pFontBuffer11, "DXUT Text11" );
}
// Copy the sprites over
D3D11_BOX destRegion;
destRegion.left = 0;
destRegion.right = FontDataBytes;
destRegion.top = 0;
destRegion.bottom = 1;
destRegion.front = 0;
destRegion.back = 1;
D3D11_MAPPED_SUBRESOURCE MappedResource;
if ( S_OK == pd3d11DeviceContext->Map( g_pFontBuffer11, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ) {
CopyMemory( MappedResource.pData, (void*)g_FontVertices.GetData(), FontDataBytes );
pd3d11DeviceContext->Unmap(g_pFontBuffer11, 0);
}
ID3D11ShaderResourceView* pOldTexture = NULL;
pd3d11DeviceContext->PSGetShaderResources( 0, 1, &pOldTexture );
//pd3d11DeviceContext->PSSetShaderResources( 0, 1, &g_pFont11 );
// Draw
UINT Stride = sizeof( DXUTSpriteVertex );
UINT Offset = 0;
pd3d11DeviceContext->IASetVertexBuffers( 0, 1, &g_pFontBuffer11, &Stride, &Offset );
pd3d11DeviceContext->IASetIndexBuffer( NULL, DXGI_FORMAT_R16_UINT, 0 );
pd3d11DeviceContext->IASetInputLayout( g_pInputLayout11 );
pd3d11DeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
m_pFontTex->SetResource(g_pFont11);
D3DX11_TECHNIQUE_DESC techDesc;
g_pFontTec->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; ++p )
{
g_pFontTec->GetPassByIndex( p )->Apply( 0, pd3d11DeviceContext );
pd3d11DeviceContext->Draw( g_FontVertices.GetSize(), 0 );
}
pd3d11DeviceContext->PSSetShaderResources( 0, 1, &pOldTexture );
SAFE_RELEASE( pOldTexture );
g_FontVertices.Reset();
}