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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/Effects11/Binary/EffectStateBase11.h
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.
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diff --git a/sample/d3d11/Effects11/Binary/EffectStateBase11.h b/sample/d3d11/Effects11/Binary/EffectStateBase11.h
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-//////////////////////////////////////////////////////////////////////////////
-//
-// Copyright (C) Microsoft Corporation. All Rights Reserved.
-//
-// File: EffectStateBase11.h
-// Content: D3DX11 Effects States Header
-//
-//////////////////////////////////////////////////////////////////////////////
-
-#pragma once
-
-namespace D3DX11Effects
-{
-
-//////////////////////////////////////////////////////////////////////////
-// Effect HLSL states and late resolve lists
-//////////////////////////////////////////////////////////////////////////
-
-struct RValue
-{
- const char *m_pName;
- UINT m_Value;
-};
-
-#define RVALUE_END() { NULL, 0U }
-#define RVALUE_ENTRY(prefix, x) { #x, (UINT)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
- D3D10_SHADER_VARIABLE_TYPE m_Type; // data type allows
- UINT m_Cols; // number of [m_Type]'s required (1 for a scalar, 4 for a vector)
- UINT 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
- UINT m_Offset; // offset into the given block type where this value should be written
- UINT m_Stride; // for vectors, byte stride between two consecutive values. if 0, m_Type's size is used
-};
-
-#define LVALUE_END() { NULL, D3D10_SVT_UINT, 0, 0, 0, NULL }
-
-extern CONST LValue g_lvGeneral[];
-extern CONST UINT g_lvGeneralCount;
-
-} // end namespace D3DX11Effects