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- //-----------------------------------------------------------------------------
- // Macros.fxh
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #if SM4
- // Macros for targetting shader model 4.0 (DX11)
- #define TECHNIQUE(name, vsname, psname ) \
- technique name { pass { VertexShader = compile vs_4_0_level_9_1 vsname (); PixelShader = compile ps_4_0_level_9_1 psname(); } }
- #define BEGIN_CONSTANTS cbuffer Parameters : register(b0) {
- #define MATRIX_CONSTANTS
- #define END_CONSTANTS };
- #define _vs(r)
- #define _ps(r)
- #define _cb(r)
- #define DECLARE_TEXTURE(Name, index) \
- Texture2D<float4> Name : register(t##index); \
- sampler Name##Sampler : register(s##index)
- #define DECLARE_CUBEMAP(Name, index) \
- TextureCube<float4> Name : register(t##index); \
- sampler Name##Sampler : register(s##index)
- #define SAMPLE_TEXTURE(Name, texCoord) Name.Sample(Name##Sampler, texCoord)
- #define SAMPLE_CUBEMAP(Name, texCoord) Name.Sample(Name##Sampler, texCoord)
- #else
- // Macros for targetting shader model 2.0 (DX9)
- #define TECHNIQUE(name, vsname, psname ) \
- technique name { pass { VertexShader = compile vs_2_0 vsname (); PixelShader = compile ps_2_0 psname(); } }
- #define BEGIN_CONSTANTS
- #define MATRIX_CONSTANTS
- #define END_CONSTANTS
- #define _vs(r) : register(vs, r)
- #define _ps(r) : register(ps, r)
- #define _cb(r)
- #define DECLARE_TEXTURE(Name, index) \
- sampler2D Name : register(s##index);
- #define DECLARE_CUBEMAP(Name, index) \
- samplerCUBE Name : register(s##index);
- #define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name, texCoord)
- #define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name, texCoord)
- #endif
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