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authorJason Maskell <[email protected]>2016-05-12 10:58:15 +0200
committerJason Maskell <[email protected]>2016-05-12 10:58:15 +0200
commit72b21c69e32c73abf3a18b0e962746e64faebba4 (patch)
treecd22b1b298bc865c3ae6037e8eb89a64a94203ea /sample/d3d11/util.cpp
parentMerge branch 'master' of https://github.com/NVIDIAGameWorks/WaveWorks (diff)
downloadwaveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.tar.xz
waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.zip
Restructuring starts. Got some initial CMake problems sorted. Need to extend.
Diffstat (limited to 'sample/d3d11/util.cpp')
-rw-r--r--sample/d3d11/util.cpp63
1 files changed, 0 insertions, 63 deletions
diff --git a/sample/d3d11/util.cpp b/sample/d3d11/util.cpp
deleted file mode 100644
index 62b7772..0000000
--- a/sample/d3d11/util.cpp
+++ /dev/null
@@ -1,63 +0,0 @@
-// This code contains NVIDIA Confidential Information and is disclosed
-// under the Mutual Non-Disclosure Agreement.
-//
-// Notice
-// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
-// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
-//
-// NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
-// expressly authorized by NVIDIA. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
-//
-// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
-// rights in and to this software and related documentation and any modifications thereto.
-// Any use, reproduction, disclosure or distribution of this software and related
-// documentation without an express license agreement from NVIDIA Corporation is
-// strictly prohibited.
-//
-
-#include "DXUT.h"
-
-HRESULT LoadFile(LPCTSTR FileName, ID3DXBuffer** ppBuffer)
-{
- FILE* pF = NULL;
- ID3DXBuffer* pBuffer = NULL;
-
- if(_wfopen_s(&pF, FileName, L"rb"))
- goto error;
-
- if(fseek(pF,0,SEEK_END))
- goto error;
-
- const DWORD fileSize = ftell(pF);
-
- if(fseek(pF,0,SEEK_SET))
- goto error;
-
- if(FAILED(D3DXCreateBuffer(fileSize, &pBuffer)))
- goto error;
-
- if(fileSize != fread(pBuffer->GetBufferPointer(), 1, fileSize, pF))
- goto error;
-
- fclose(pF);
-
- *ppBuffer = pBuffer;
- return S_OK;
-
-error:
- fclose(pF);
- SAFE_RELEASE(pBuffer);
-
- return E_FAIL;
-}