// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NiD3D10ShaderProgramCreatorHLSL_H #define NiD3D10ShaderProgramCreatorHLSL_H #include "NiD3D10RendererLibType.h" #include "NiD3D10ShaderProgramCreator.h" class NID3D10RENDERER_ENTRY NiD3D10ShaderProgramCreatorHLSL : public NiD3D10ShaderProgramCreator { public: virtual ~NiD3D10ShaderProgramCreatorHLSL(); // Shader assembly flags virtual unsigned int GetShaderCreationFlags() const; virtual void SetShaderCreationFlags(unsigned int uiFlags); // *** begin Emergent internal use only *** // These functions should only be called from NiD3D10ShaderProgramFactory // Shader compilation virtual bool CompileAndCreateVertexShader(ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader); virtual bool CreateVertexShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader); virtual bool CompileAndCreateGeometryShader(ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader); virtual bool CreateGeometryShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader); virtual bool CompileAndCreatePixelShader(ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader); virtual bool CreatePixelShader(ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader); // Shader recreation virtual bool RecreateVertexShader(NiD3D10VertexShader* pkVertexShader); virtual bool RecreateGeometryShader( NiD3D10GeometryShader* pkGeometryShader); virtual bool RecreatePixelShader(NiD3D10PixelShader* pkPixelShader); static void _SDMInit(); static void _SDMShutdown(); static NiD3D10ShaderProgramCreatorHLSL* GetInstance(); static void Shutdown(); // *** end Emergent internal use only *** protected: NiD3D10ShaderProgramCreatorHLSL(); unsigned int m_uiShaderCreationFlags; static NiD3D10ShaderProgramCreatorHLSL* ms_pkCreator; }; //#include "NiD3D10ShaderProgramCreatorHLSL.inl" #endif //NiD3D10ShaderProgramCreatorHLSL_H