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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 | //----------------------------------------------------------------------------- // Macros.fxh // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #ifdef SM4 // Macros for targetting shader model 4.0 (DX11) #define BEGIN_CONSTANTS cbuffer Parameters : register(b0) { #define MATRIX_CONSTANTS }; cbuffer ProjectionMatrix : register(b1) { #define END_CONSTANTS }; #define _vs(r) #define _ps(r) #define _cb(r) : packoffset(r) #define DECLARE_TEXTURE(Name, index) \ Texture2D<float4> Name : register(t##index); \ sampler Name##Sampler : register(s##index) #define DECLARE_CUBEMAP(Name, index) \ TextureCube<float4> Name : register(t##index); \ sampler Name##Sampler : register(s##index) #define SAMPLE_TEXTURE(Name, texCoord) Name.Sample(Name##Sampler, texCoord) #define SAMPLE_CUBEMAP(Name, texCoord) Name.Sample(Name##Sampler, texCoord) #else // Macros for targetting shader model 2.0 (DX9) #define BEGIN_CONSTANTS #define MATRIX_CONSTANTS #define END_CONSTANTS #define _vs(r) : register(vs, r) #define _ps(r) : register(ps, r) #define _cb(r) #define DECLARE_TEXTURE(Name, index) \ texture2D Name; \ sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); }; #define DECLARE_CUBEMAP(Name, index) \ textureCUBE Name; \ sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); }; #define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name##Sampler, texCoord) #define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name##Sampler, texCoord) #endif |