Go to the documentation of this file.
28 #ifndef __D3D11GpuProgram_H_
29 #define __D3D11GpuProgram_H_
ID3D11HullShader * mHullShader
unsigned long long int ResourceHandle
D3D11GpuProgram(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
D3D11GpuHullProgram(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
void unloadImpl(void)
Internal implementation of the 'unload' action; called regardless of whether this resource is being l...
Direct3D implementation of low-level vertex programs.
Defines a program which runs on the GPU such as a vertex or fragment program.
D3D11GpuFragmentProgram(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
ID3D11HullShader * getHullShader() const
Gets the vertex shader.
D3D11GpuDomainProgram(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
void loadFromMicrocode(ID3D10Blob *microcode)
Internal method to load from microcode, must be overridden by subclasses.
void loadImpl(void)
Internal implementation of the meat of the 'load' action, only called if this resource is not being l...
ID3D11PixelShader * mPixelShader
Direct3D implementation of low-level vertex programs.
void unloadImpl(void)
Internal implementation of the 'unload' action; called regardless of whether this resource is being l...
void loadFromSource(void)
Overridden from GpuProgram.
D3D11GpuVertexProgram(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
void unloadImpl(void)
Internal implementation of the 'unload' action; called regardless of whether this resource is being l...
void loadFromMicrocode(ID3D10Blob *microcode)
Internal method to load from microcode, must be overridden by subclasses.
D3D11GpuGeometryProgram(ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual, ManualResourceLoader *loader, D3D11Device &device)
void unloadImpl(void)
Internal implementation of the 'unload' action; called regardless of whether this resource is being l...
Direct3D implementation of low-level geometry programs.
Defines a generic resource handler.
ID3D11DomainShader * mDomainShader
ID3D11VertexShader * mVertexShader
ID3D11GeometryShader * getGeometryShader(void) const
Gets the geometry shader.
ID3D11PixelShader * getPixelShader(void) const
Gets the pixel shader.
void loadFromMicrocode(ID3D10Blob *microcode)
Internal method to load from microcode, must be overridden by subclasses.
ID3D11DomainShader * getDomainShader(void) const
Gets the vertex shader.
void unloadImpl(void)
Internal implementation of the 'unload' action; called regardless of whether this resource is being l...
Direct3D implementation of a few things common to low-level vertex & fragment programs.
~D3D11GpuFragmentProgram()
void loadFromMicrocode(ID3D10Blob *microcode)
Internal method to load from microcode, must be overridden by subclasses.
ID3D11VertexShader * getVertexShader(void) const
Gets the vertex shader.
virtual void loadFromMicrocode(ID3D10Blob *microcode)=0
Internal method to load from microcode, must be overridden by subclasses.
Interface describing a manual resource loader.
ID3D11GeometryShader * mGeometryShader
Direct3D implementation of low-level vertex programs.
~D3D11GpuGeometryProgram()
void loadFromMicrocode(ID3D10Blob *microcode)
Internal method to load from microcode, must be overridden by subclasses.
Direct3D implementation of low-level fragment programs.
Copyright © 2012 Torus Knot Software Ltd

This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Tue Apr 13 2021 08:53:15