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