////////////////////////////////////////////////////////////////////////////// // // 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