mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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105 lines
3.2 KiB
Text
105 lines
3.2 KiB
Text
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/// @macro {Real} Maximum number of slots for shader resources.
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#macro D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 128
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/// @func d3d11_shader_compile_ps(_file, _entryPoint, _profile)
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///
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/// @desc Compiles a pixel shader from file.
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///
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/// @param {String} _file The path to file to compile.
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/// @param {String} _entryPoint The name of the entry point function, e.g. "main".
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/// @param {String} _profile The pixel shader profile, e.g. "ps_4_0".
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///
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/// @return {Real} The ID of the pixel shader or -1 on fail.
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///
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/// @see d3d11_get_error_string
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function d3d11_shader_compile_ps(_file, _entryPoint, _profile)
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{
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gml_pragma("forceinline");
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static _fn = external_define(
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GMD3D11_PATH, "d3d11_shader_compile_ps", dll_cdecl, ty_real,
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3, ty_string, ty_string, ty_string);
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return external_call(_fn, _file, _entryPoint, _profile);
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}
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/// @func d3d11_shader_compile_vs(_file, _entryPoint, _profile)
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///
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/// @desc Compiles a vertex shader from file.
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///
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/// @param {String} _file The path to file to compile.
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/// @param {String} _entryPoint The name of the entry point function, e.g. "main".
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/// @param {String} _profile The vertex shader profile, e.g. "vs_4_0".
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///
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/// @return {Real} The ID of the vertex shader or -1 on fail.
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///
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/// @see d3d11_get_error_string
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function d3d11_shader_compile_vs(_file, _entryPoint, _profile)
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{
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gml_pragma("forceinline");
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static _fn = external_define(
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GMD3D11_PATH, "d3d11_shader_compile_vs", dll_cdecl, ty_real,
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3, ty_string, ty_string, ty_string);
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return external_call(_fn, _file, _entryPoint, _profile);
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}
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/// @func d3d11_shader_override_ps(_ps)
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///
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/// @desc Hooks into `ID3D11DeviceContext::Draw` and replaces the current pixel
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/// shader with a custom one.
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///
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/// @param {Real} _ps The ID of the shader or -1 to disable the override.
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function d3d11_shader_override_ps(_ps)
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{
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gml_pragma("forceinline");
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static _fn = external_define(
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GMD3D11_PATH, "d3d11_shader_override_ps", dll_cdecl, ty_real,
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1, ty_real);
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return external_call(_fn, _ps);
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}
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/// @func d3d11_shader_override_vs(_vs)
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///
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/// @desc Hooks into `ID3D11DeviceContext::Draw` and replaces the current vertex
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/// shader with a custom one.
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///
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/// @param {Real} _vs The ID of the shader or -1 to disable the override. The
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/// vertex format expected by the shader must be compatible with the overriden
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/// shader!
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function d3d11_shader_override_vs(_vs)
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{
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gml_pragma("forceinline");
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static _fn = external_define(
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GMD3D11_PATH, "d3d11_shader_override_vs", dll_cdecl, ty_real,
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1, ty_real);
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return external_call(_fn, _vs);
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}
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/// @func d3d11_shader_exists(_shader)
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///
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/// @desc Checks whether a shader exists.
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///
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/// @param {Real} _ps The ID of the shader.
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///
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/// @return {Bool} Returns true if the shader exists.
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function d3d11_shader_exists(_shader)
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{
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gml_pragma("forceinline");
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static _fn = external_define(
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GMD3D11_PATH, "d3d11_shader_exists", dll_cdecl, ty_real,
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1, ty_real);
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return external_call(_fn, _shader);
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}
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/// @func d3d11_shader_destroy(_shader)
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///
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/// @desc Destroys a shader.
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///
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/// @param {Real} _shader The ID of the shader to destroy.
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function d3d11_shader_destroy(_shader)
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{
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gml_pragma("forceinline");
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static _fn = external_define(
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GMD3D11_PATH, "d3d11_shader_destroy", dll_cdecl, ty_real,
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1, ty_real);
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return external_call(_fn, _shader);
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}
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