// 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 //--------------------------------------------------------------------------- // NiD3D10ShaderLibraryVersion inline functions //--------------------------------------------------------------------------- inline NiD3D10ShaderLibraryVersion::NiD3D10ShaderLibraryVersion() : m_uiSystemVertexShaderVersion(0), m_uiMinVertexShaderVersion(0), m_uiRequestedVertexShaderVersion(0), m_uiSystemGeometryShaderVersion(0), m_uiMinGeometryShaderVersion(0), m_uiRequestedGeometryShaderVersion(0), m_uiSystemPixelShaderVersion(0), m_uiMinPixelShaderVersion(0), m_uiRequestedPixelShaderVersion(0), m_uiSystemUserVersion(0), m_uiMinUserVersion(0), m_uiRequestedUserVersion(0), m_uiPlatform(0) { } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemVertexShaderVersion( unsigned int uiVersion) { m_uiSystemVertexShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinVertexShaderVersion( unsigned int uiVersion) { m_uiMinVertexShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetVertexShaderVersionRequest( unsigned int uiVersion) { m_uiRequestedVertexShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemVertexShaderVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiSystemVertexShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreateVertexShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinVertexShaderVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiMinVertexShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreateVertexShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetVertexShaderVersionRequest( unsigned int uiMaj, unsigned int uiMin) { m_uiRequestedVertexShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreateVertexShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemGeometryShaderVersion( unsigned int uiVersion) { m_uiSystemGeometryShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinGeometryShaderVersion( unsigned int uiVersion) { m_uiMinGeometryShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetGeometryShaderVersionRequest( unsigned int uiVersion) { m_uiRequestedGeometryShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemGeometryShaderVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiSystemGeometryShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreateGeometryShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinGeometryShaderVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiMinGeometryShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreateGeometryShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetGeometryShaderVersionRequest( unsigned int uiMaj, unsigned int uiMin) { m_uiRequestedGeometryShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreateGeometryShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemPixelShaderVersion( unsigned int uiVersion) { m_uiSystemPixelShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinPixelShaderVersion( unsigned int uiVersion) { m_uiMinPixelShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetPixelShaderVersionRequest( unsigned int uiVersion) { m_uiRequestedPixelShaderVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemPixelShaderVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiSystemPixelShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreatePixelShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinPixelShaderVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiMinPixelShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreatePixelShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetPixelShaderVersionRequest( unsigned int uiMaj, unsigned int uiMin) { m_uiRequestedPixelShaderVersion = NiD3D10ShaderFactory::GetInstance()-> CreatePixelShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemUserVersion( unsigned int uiVersion) { m_uiSystemUserVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinUserVersion( unsigned int uiVersion) { m_uiMinUserVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetUserVersionRequest( unsigned int uiVersion) { m_uiRequestedUserVersion = uiVersion; } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetSystemUserVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiSystemUserVersion = NiD3D10ShaderFactory::GetInstance()-> CreateVertexShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetMinUserVersion( unsigned int uiMaj, unsigned int uiMin) { m_uiMinUserVersion = NiD3D10ShaderFactory::GetInstance()-> CreateVertexShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetUserVersionRequest( unsigned int uiMaj, unsigned int uiMin) { m_uiRequestedUserVersion = NiD3D10ShaderFactory::GetInstance()-> CreateVertexShaderVersion(uiMaj, uiMin); } //--------------------------------------------------------------------------- inline void NiD3D10ShaderLibraryVersion::SetPlatform(unsigned int uiPlatform) { m_uiPlatform = uiPlatform; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetSystemVertexShaderVersion() const { return m_uiSystemVertexShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetMinVertexShaderVersion() const { return m_uiMinVertexShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetVertexShaderVersionRequest() const { return m_uiRequestedVertexShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetSystemGeometryShaderVersion() const { return m_uiSystemGeometryShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetMinGeometryShaderVersion() const { return m_uiMinGeometryShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetGeometryShaderVersionRequest() const { return m_uiRequestedGeometryShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetSystemPixelShaderVersion() const { return m_uiSystemPixelShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetMinPixelShaderVersion() const { return m_uiMinPixelShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetPixelShaderVersionRequest() const { return m_uiRequestedPixelShaderVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetSystemUserVersion() const { return m_uiSystemUserVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetMinUserVersion() const { return m_uiMinUserVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetUserVersionRequest() const { return m_uiRequestedUserVersion; } //--------------------------------------------------------------------------- inline unsigned int NiD3D10ShaderLibraryVersion::GetPlatform() const { return m_uiPlatform; } //---------------------------------------------------------------------------