void emit_sampler_state_declarations( const TList< wrSamplerState >& samplerStates, mxTextWriter & tw ) { for( UINT iSamplerState = 0; iSamplerState < samplerStates.Num(); iSamplerState++ ) { const wrSamplerState& samplerState = samplerStates[ iSamplerState ]; tw << MXC("extern SamplerState samplerState_") << samplerState.name << MXC(";"); emit_source_location_comment( samplerState.pos, tw ); } }
void emit_render_target_declarations( const TList< wrRenderTarget >& renderTargets, mxTextWriter & tw ) { for( UINT iRenderTarget = 0; iRenderTarget < renderTargets.Num(); iRenderTarget++ ) { const wrRenderTarget& renderTarget = renderTargets[ iRenderTarget ]; tw << MXC("extern RenderTarget renderTarget_") << renderTarget.name << MXC(";"); emit_source_location_comment( renderTarget.pos, tw ); } }
void emit_depth_stencil_states_declarations( const TList< wrDepthStencilState >& depthStencilStates, mxTextWriter & tw ) { for( UINT iDepthStencilState = 0; iDepthStencilState < depthStencilStates.Num(); iDepthStencilState++ ) { const wrDepthStencilState& depthStencilState = depthStencilStates[ iDepthStencilState ]; tw << MXC("extern DepthStencilState depthStencilState_") << depthStencilState.name << MXC(";"); emit_source_location_comment( depthStencilState.pos, tw ); } }
void emit_initialize_depth_stencil_states( const TList< wrDepthStencilState >& depthStencilStates, mxTextWriter & tw ) { tw << MXC("void SetupDepthStencilStates( const SHADER_LIB_CREATE& creationParams )\n{\n") << MXC("D3D11_DEPTH_STENCIL_DESC depthStencilDesc;\n") << MXC("ZERO_OUT( depthStencilDesc );\n") ; for( UINT iDepthStencilState = 0; iDepthStencilState < depthStencilStates.Num(); iDepthStencilState++ ) { const wrDepthStencilState& depthStencilState = depthStencilStates[ iDepthStencilState ]; GenDepthStencilStateInit( depthStencilState, tw ); } tw << MXC("\n}//SetupDepthStencilStates\n"); }
void Emit_initialize_sampler_states( const TList< wrSamplerState >& samplerStates, mxTextWriter & tw ) { tw << MXC("void SetupSamplerStates( const SHADER_LIB_CREATE& creationParams )\n{\n") << MXC("D3D11_SAMPLER_DESC samplerDesc;\n") << MXC("ZERO_OUT( samplerDesc );\n") ; for( UINT iSamplerState = 0; iSamplerState < samplerStates.Num(); iSamplerState++ ) { const wrSamplerState& samplerState = samplerStates[ iSamplerState ]; Emit_initialize_sampler_state( samplerState, tw ); } tw << MXC("\n}//SetupSamplerStates\n"); }
void Emit_initialize_render_targets( const TList< wrRenderTarget >& renderTargets, mxTextWriter & tw ) { tw << MXC("void SetupRenderTargets( const SHADER_LIB_CREATE& creationParams )\n{\n") << MXC("D3D11_TEXTURE2D_DESC texDesc;\n") << MXC("D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;\n") << MXC("D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;\n") << MXC("ZERO_OUT( texDesc );\n") << MXC("ZERO_OUT( rtvDesc );\n") << MXC("ZERO_OUT( srvDesc );\n") ; for( UINT iRenderTarget = 0; iRenderTarget < renderTargets.Num(); iRenderTarget++ ) { const wrRenderTarget& renderTarget = renderTargets[ iRenderTarget ]; Emit_initialize_render_target( renderTarget, tw ); } tw << MXC("\n}//SetupRenderTargets\n"); }