Macros.fxh 1.7 KB

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  1. //-----------------------------------------------------------------------------
  2. // Macros.fxh
  3. //
  4. // Microsoft XNA Community Game Platform
  5. // Copyright (C) Microsoft Corporation. All rights reserved.
  6. //-----------------------------------------------------------------------------
  7. #if SM4
  8. // Macros for targetting shader model 4.0 (DX11)
  9. #define TECHNIQUE(name, vsname, psname ) \
  10. technique name { pass { VertexShader = compile vs_4_0_level_9_1 vsname (); PixelShader = compile ps_4_0_level_9_1 psname(); } }
  11. #define BEGIN_CONSTANTS cbuffer Parameters : register(b0) {
  12. #define MATRIX_CONSTANTS
  13. #define END_CONSTANTS };
  14. #define _vs(r)
  15. #define _ps(r)
  16. #define _cb(r)
  17. #define DECLARE_TEXTURE(Name, index) \
  18. Texture2D<float4> Name : register(t##index); \
  19. sampler Name##Sampler : register(s##index)
  20. #define DECLARE_CUBEMAP(Name, index) \
  21. TextureCube<float4> Name : register(t##index); \
  22. sampler Name##Sampler : register(s##index)
  23. #define SAMPLE_TEXTURE(Name, texCoord) Name.Sample(Name##Sampler, texCoord)
  24. #define SAMPLE_CUBEMAP(Name, texCoord) Name.Sample(Name##Sampler, texCoord)
  25. #else
  26. // Macros for targetting shader model 2.0 (DX9)
  27. #define TECHNIQUE(name, vsname, psname ) \
  28. technique name { pass { VertexShader = compile vs_2_0 vsname (); PixelShader = compile ps_2_0 psname(); } }
  29. #define BEGIN_CONSTANTS
  30. #define MATRIX_CONSTANTS
  31. #define END_CONSTANTS
  32. #define _vs(r) : register(vs, r)
  33. #define _ps(r) : register(ps, r)
  34. #define _cb(r)
  35. #define DECLARE_TEXTURE(Name, index) \
  36. sampler2D Name : register(s##index);
  37. #define DECLARE_CUBEMAP(Name, index) \
  38. samplerCUBE Name : register(s##index);
  39. #define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name, texCoord)
  40. #define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name, texCoord)
  41. #endif