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| D3D11Shader (ID3D11Device *device, ID3D11DeviceContext *context) |
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bool | VInitFromFile (Core::File *file) override |
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void | VOnLoaded () override |
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bool | VSetData (std::string name, const void *data, size_t size) override |
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bool | VSetInt (std::string name, int data) override |
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bool | VSetFloat (std::string name, float data) override |
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bool | VSetFloat2 (std::string name, Math::Vector2 data) override |
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bool | VSetFloat3 (std::string name, Math::Vector3 data) override |
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bool | VSetFloat4 (std::string name, Math::Vector4 data) override |
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bool | VSetMatrix3 (std::string name, Math::Matrix3 data) override |
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bool | VSetMatrix4 (std::string name, Math::Matrix4 data) override |
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void | Activate () |
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void | DeActivate () |
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ConstantBufferVariable * | FindVariable (std::string name, size_t size) |
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ConstantBuffer * | FindBuffer (std::string name) |
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int32_t | FindTextureBindIndex (std::string name) |
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int32_t | FindSampleBindIndex (std::string name) |
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void | UpdateAllBuffers () |
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virtual void | VBind ()=0 |
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virtual void | VUnbind ()=0 |
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virtual bool | VInitShader ()=0 |
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virtual bool | VSetShaderResourceView (std::string name, ID3D11ShaderResourceView *rv)=0 |
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virtual bool | VSetSamplerState (std::string name, ID3D11SamplerState *ss)=0 |
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uint32_t | m_constantBufferCount |
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ConstantBuffer * | m_constantBufferArray |
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ConstantBufferVariableTable | m_constantBufferVarTable |
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SampleTable | m_sampleTable |
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TextureTable | m_textureTable |
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ID3D11Device * | m_device |
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ID3D11DeviceContext * | m_context |
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ID3DBlob * | m_blob |
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ID3D11ShaderReflection * | m_reflection |
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The documentation for this class was generated from the following files:
- include/unused/directx/dx11/ht_d3d11shader.h
- source/unused/directx/dx11/ht_d3d11shader.cpp