void GeometryShaderData::PreDraw(ID3D11Device1& device, ID3D11DeviceContext1& context) { ASSERT(mShader); context.GSSetShader(mShader, nullptr, 0); // Set constant buffers ID3D11Buffer* const cBuffers[] = { mCBuffer.mBuffer }; mCBuffer.CopyDataToBuffer(device); context.GSSetConstantBuffers(0, ARRAYSIZE(cBuffers), cBuffers); }
void GeometryShaderData::PostDraw(ID3D11DeviceContext1& context) { context.GSSetShader(nullptr, nullptr, 0); ID3D11Buffer* const cBuffers[] = { nullptr }; context.GSSetConstantBuffers(0, ARRAYSIZE(cBuffers), cBuffers); }