// 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 //--------------------------------------------------------------------------- // NSBD3D10Shader inline functions //--------------------------------------------------------------------------- inline NSBD3D10Shader::CREATENID3D10BINARYSHADER NSBD3D10Shader::SetCreateNiD3D10BinaryShaderCallback( NSBD3D10Shader::CREATENID3D10BINARYSHADER pfnCallback) { CREATENID3D10BINARYSHADER pfnOld = ms_pfnCreateNiD3D10BinaryShader; if (pfnCallback) ms_pfnCreateNiD3D10BinaryShader = pfnCallback; else ms_pfnCreateNiD3D10BinaryShader = DefaultCreateNiD3D10BinaryShader; return pfnOld; } //--------------------------------------------------------------------------- inline NSBD3D10Shader::CREATENID3D10BINARYSHADER NSBD3D10Shader::GetCreateNiD3D10BinaryShaderCallback() { return ms_pfnCreateNiD3D10BinaryShader; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Shader::GetName() { return m_pcName; } //--------------------------------------------------------------------------- inline const char* NSBD3D10Shader::GetDescription() { return m_pcDescription; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetMinPixelShaderVersion() { return m_uiMinPixelShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetMaxPixelShaderVersion() { return m_uiMaxPixelShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetMinVertexShaderVersion() { return m_uiMinVertexShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetMaxVertexShaderVersion() { return m_uiMaxVertexShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetMinUserVersion() { return m_uiMinUserVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetMaxUserVersion() { return m_uiMaxUserVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetPlatform() { return m_uiPlatform; } //--------------------------------------------------------------------------- inline NSBD3D10AttributeTable* NSBD3D10Shader::GetGlobalAttributeTable() { return &m_kGlobalAttribTable; } //--------------------------------------------------------------------------- inline NSBD3D10AttributeTable* NSBD3D10Shader::GetAttributeTable() { return &m_kAttribTable; } //--------------------------------------------------------------------------- inline NSBD3D10ObjectTable* NSBD3D10Shader::GetObjectTable() { return &m_kObjectTable; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetMinPixelShaderVersionRequest( unsigned int uiVersion) { m_uiMinPixelShaderVersionRequest = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetMaxPixelShaderVersionRequest( unsigned int uiVersion) { m_uiMaxPixelShaderVersionRequest = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetMinVertexShaderVersionRequest( unsigned int uiVersion) { m_uiMinVertexShaderVersionRequest = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetMaxVertexShaderVersionRequest( unsigned int uiVersion) { m_uiMaxVertexShaderVersionRequest = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetMinUserVersionRequest(unsigned int uiVersion) { m_uiMinUserVersionRequest = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetMaxUserVersionRequest(unsigned int uiVersion) { m_uiMaxUserVersionRequest = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::AddPlatform(unsigned int uiPlatformFlag) { m_uiPlatform |= uiPlatformFlag; } //--------------------------------------------------------------------------- /*** inline void NSBD3D10Shader::RemovePlatform(unsigned int uiPlatformFlag) { m_uiPlatform &= ~uiPlatformFlag; } ***/ //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetPlatformRequest(unsigned int uiPlatform) { m_uiPlatformRequest = uiPlatform; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::AddVertexShaderVersion(unsigned int uiVersion) { if (m_uiMinVertexShaderVersion > uiVersion) m_uiMinVertexShaderVersion = uiVersion; if (m_uiMaxVertexShaderVersion < uiVersion) m_uiMaxVertexShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::AddGeometryShaderVersion(unsigned int uiVersion) { if (m_uiMinGeometryShaderVersion > uiVersion) m_uiMinGeometryShaderVersion = uiVersion; if (m_uiMaxGeometryShaderVersion < uiVersion) m_uiMaxGeometryShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::AddPixelShaderVersion(unsigned int uiVersion) { if (m_uiMinPixelShaderVersion > uiVersion) m_uiMinPixelShaderVersion = uiVersion; if (m_uiMaxPixelShaderVersion < uiVersion) m_uiMaxPixelShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::AddUserVersion(unsigned int uiVersion) { if (m_uiMinUserVersion > uiVersion) m_uiMinUserVersion = uiVersion; if (m_uiMaxUserVersion < uiVersion) m_uiMaxUserVersion = uiVersion; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Shader::GetReadVersion() { return ms_uiReadVersion; } //--------------------------------------------------------------------------- inline NSBD3D10UserDefinedDataSet* NSBD3D10Shader::GetUserDefinedDataSet() { return m_spUserDefinedDataSet; } //--------------------------------------------------------------------------- inline void NSBD3D10Shader::SetUserDefinedDataSet( NSBD3D10UserDefinedDataSet* pkUDDSet) { m_spUserDefinedDataSet = pkUDDSet; } //---------------------------------------------------------------------------