/// @macro {Real} Maximum number of slots for shader resources. #macro D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 128 /// @func d3d11_shader_compile_ps(_file, _entryPoint, _profile) /// /// @desc Compiles a pixel shader from file. /// /// @param {String} _file The path to file to compile. /// @param {String} _entryPoint The name of the entry point function, e.g. "main". /// @param {String} _profile The pixel shader profile, e.g. "ps_4_0". /// /// @return {Real} The ID of the pixel shader or -1 on fail. /// /// @see d3d11_get_error_string function d3d11_shader_compile_ps(_file, _entryPoint, _profile) { if(!GMD3D11_IS_SUPPORTED) return; INLINE static _fn = external_define( GMD3D11_PATH, "d3d11_shader_compile_ps", dll_cdecl, ty_real, 3, ty_string, ty_string, ty_string); return external_call(_fn, _file, _entryPoint, _profile); } /// @func d3d11_shader_compile_vs(_file, _entryPoint, _profile) /// /// @desc Compiles a vertex shader from file. /// /// @param {String} _file The path to file to compile. /// @param {String} _entryPoint The name of the entry point function, e.g. "main". /// @param {String} _profile The vertex shader profile, e.g. "vs_4_0". /// /// @return {Real} The ID of the vertex shader or -1 on fail. /// /// @see d3d11_get_error_string function d3d11_shader_compile_vs(_file, _entryPoint, _profile) { if(!GMD3D11_IS_SUPPORTED) return; INLINE static _fn = external_define( GMD3D11_PATH, "d3d11_shader_compile_vs", dll_cdecl, ty_real, 3, ty_string, ty_string, ty_string); return external_call(_fn, _file, _entryPoint, _profile); } /// @func d3d11_shader_override_ps(_ps) /// /// @desc Hooks into `ID3D11DeviceContext::Draw` and replaces the current pixel /// shader with a custom one. /// /// @param {Real} _ps The ID of the shader or -1 to disable the override. function d3d11_shader_override_ps(_ps) { if(!GMD3D11_IS_SUPPORTED) return; INLINE static _fn = external_define( GMD3D11_PATH, "d3d11_shader_override_ps", dll_cdecl, ty_real, 1, ty_real); return external_call(_fn, _ps); } /// @func d3d11_shader_override_vs(_vs) /// /// @desc Hooks into `ID3D11DeviceContext::Draw` and replaces the current vertex /// shader with a custom one. /// /// @param {Real} _vs The ID of the shader or -1 to disable the override. The /// vertex format expected by the shader must be compatible with the overriden /// shader! function d3d11_shader_override_vs(_vs) { if(!GMD3D11_IS_SUPPORTED) return; INLINE static _fn = external_define( GMD3D11_PATH, "d3d11_shader_override_vs", dll_cdecl, ty_real, 1, ty_real); return external_call(_fn, _vs); } /// @func d3d11_shader_exists(_shader) /// /// @desc Checks whether a shader exists. /// /// @param {Real} _ps The ID of the shader. /// /// @return {Bool} Returns true if the shader exists. function d3d11_shader_exists(_shader) { if(!GMD3D11_IS_SUPPORTED) return; INLINE static _fn = external_define( GMD3D11_PATH, "d3d11_shader_exists", dll_cdecl, ty_real, 1, ty_real); return external_call(_fn, _shader); } /// @func d3d11_shader_destroy(_shader) /// /// @desc Destroys a shader. /// /// @param {Real} _shader The ID of the shader to destroy. function d3d11_shader_destroy(_shader) { if(!GMD3D11_IS_SUPPORTED) return; INLINE static _fn = external_define( GMD3D11_PATH, "d3d11_shader_destroy", dll_cdecl, ty_real, 1, ty_real); return external_call(_fn, _shader); }