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Reimplementations of libultra (N64 SDK) functions for modern hardware
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Fast::ShaderProgramD3D11 Struct Reference

Compiled D3D11 shader program and pipeline-state cache entry. More...

#include <gfx_direct3d_common.h>

Public Attributes

Microsoft::WRL::ComPtr< ID3D11VertexShader > vertex_shader
 
Microsoft::WRL::ComPtr< ID3D11PixelShader > pixel_shader
 
Microsoft::WRL::ComPtr< ID3D11InputLayout > input_layout
 
Microsoft::WRL::ComPtr< ID3D11BlendState > blend_state
 
uint64_t shader_id0
 
uint64_t shader_id1
 
uint8_t numInputs
 
uint8_t numFloats
 
bool usedTextures [SHADER_MAX_TEXTURES]
 

Detailed Description

Compiled D3D11 shader program and pipeline-state cache entry.

Member Data Documentation

◆ blend_state

Microsoft::WRL::ComPtr<ID3D11BlendState> Fast::ShaderProgramD3D11::blend_state

◆ input_layout

Microsoft::WRL::ComPtr<ID3D11InputLayout> Fast::ShaderProgramD3D11::input_layout

◆ numFloats

uint8_t Fast::ShaderProgramD3D11::numFloats

◆ numInputs

uint8_t Fast::ShaderProgramD3D11::numInputs

◆ pixel_shader

Microsoft::WRL::ComPtr<ID3D11PixelShader> Fast::ShaderProgramD3D11::pixel_shader

◆ shader_id0

uint64_t Fast::ShaderProgramD3D11::shader_id0

◆ shader_id1

uint64_t Fast::ShaderProgramD3D11::shader_id1

◆ usedTextures

bool Fast::ShaderProgramD3D11::usedTextures[SHADER_MAX_TEXTURES]

◆ vertex_shader

Microsoft::WRL::ComPtr<ID3D11VertexShader> Fast::ShaderProgramD3D11::vertex_shader

The documentation for this struct was generated from the following file: