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28 #ifndef __D3D11VERTEXDECLARATION_H__
29 #define __D3D11VERTEXDECLARATION_H__
void removeAllElements(void)
See VertexDeclaration.
D3D11VertexDeclaration(D3D11Device &device)
void removeElement(unsigned short elem_index)
See VertexDeclaration.
D3D11Device & mlpD3DDevice
ShaderToInputDesc mD3delems
ShaderToILayoutMap mShaderToILayoutMap
Specialisation of VertexDeclaration for D3D11.
const VertexElement & insertElement(unsigned short atPosition, unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL).
~D3D11VertexDeclaration()
VertexElementSemantic
Vertex element semantics, used to identify the meaning of vertex buffer contents.
Records the state of all the vertex buffer bindings required to provide a vertex declaration with the...
VertexElementType
Vertex element type, used to identify the base types of the vertex contents.
This class declares the format of a set of vertex inputs, which can be issued to the rendering API th...
const VertexElement & addElement(unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaratio...
map< D3D11HLSLProgram *, D3D11_INPUT_ELEMENT_DESC * >::type ShaderToInputDesc
ShaderToILayoutMap::iterator ShaderToILayoutMapIterator
void bindToShader(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
ShaderToInputDesc::iterator ShaderToInputDescIterator
D3D11_INPUT_ELEMENT_DESC * getD3DVertexDeclaration(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
void modifyElement(unsigned short elem_index, unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
ID3D11InputLayout * getILayoutByShader(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
Gets the D3D11-specific vertex declaration.
map< D3D11HLSLProgram *, ID3D11InputLayout * >::type ShaderToILayoutMap
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Last modified Tue Apr 13 2021 08:53:15