56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
//--------------------------------------------------------------------------------------
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// File: EffectStateBase11.h
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//
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// Direct3D 11 Effects States Header
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/p/?LinkId=271568
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//--------------------------------------------------------------------------------------
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#pragma once
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namespace D3DX11Effects
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{
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//////////////////////////////////////////////////////////////////////////
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// Effect HLSL states and late resolve lists
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//////////////////////////////////////////////////////////////////////////
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struct RValue
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{
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const char *m_pName;
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uint32_t m_Value;
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};
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#define RVALUE_END() { nullptr, 0U }
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#define RVALUE_ENTRY(prefix, x) { #x, (uint32_t)prefix##x }
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enum ELhsType : int;
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struct LValue
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{
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const char *m_pName; // name of the LHS side of expression
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EBlockType m_BlockType; // type of block it can appear in
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D3D_SHADER_VARIABLE_TYPE m_Type; // data type allows
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uint32_t m_Cols; // number of [m_Type]'s required (1 for a scalar, 4 for a vector)
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uint32_t m_Indices; // max index allowable (if LHS is an array; otherwise this is 1)
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bool m_VectorScalar; // can be both vector and scalar (setting as a scalar sets all m_Indices values simultaneously)
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const RValue *m_pRValue; // pointer to table of allowable RHS "late resolve" values
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ELhsType m_LhsType; // ELHS_* enum value that corresponds to this entry
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uint32_t m_Offset; // offset into the given block type where this value should be written
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uint32_t m_Stride; // for vectors, byte stride between two consecutive values. if 0, m_Type's size is used
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};
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#define LVALUE_END() { nullptr, D3D_SVT_UINT, 0, 0, 0, nullptr }
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extern const LValue g_lvGeneral[];
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extern const uint32_t g_lvGeneralCount;
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} // end namespace D3DX11Effects
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