// 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 NID3D10SHADERLIBRARYVERSION_H #define NID3D10SHADERLIBRARYVERSION_H #include "NiD3D10ShaderFactory.h" // NiD3D10ShaderLibraryVersionInfo class NID3D10RENDERER_ENTRY NiD3D10ShaderLibraryVersion : public NiMemObject { public: NiD3D10ShaderLibraryVersion(); // Requested version and platform void SetSystemVertexShaderVersion(unsigned int uiVersion); void SetMinVertexShaderVersion(unsigned int uiVersion); void SetVertexShaderVersionRequest(unsigned int uiVersion); void SetSystemVertexShaderVersion(unsigned int uiMaj, unsigned int uiMin); void SetMinVertexShaderVersion(unsigned int uiMaj, unsigned int uiMin); void SetVertexShaderVersionRequest(unsigned int uiMaj, unsigned int uiMin); void SetSystemGeometryShaderVersion(unsigned int uiVersion); void SetMinGeometryShaderVersion(unsigned int uiVersion); void SetGeometryShaderVersionRequest(unsigned int uiVersion); void SetSystemGeometryShaderVersion(unsigned int uiMaj, unsigned int uiMin); void SetMinGeometryShaderVersion(unsigned int uiMaj, unsigned int uiMin); void SetGeometryShaderVersionRequest(unsigned int uiMaj, unsigned int uiMin); void SetSystemPixelShaderVersion(unsigned int uiVersion); void SetMinPixelShaderVersion(unsigned int uiVersion); void SetPixelShaderVersionRequest(unsigned int uiVersion); void SetSystemPixelShaderVersion(unsigned int uiMaj, unsigned int uiMin); void SetMinPixelShaderVersion(unsigned int uiMaj, unsigned int uiMin); void SetPixelShaderVersionRequest(unsigned int uiMaj, unsigned int uiMin); void SetSystemUserVersion(unsigned int uiVersion); void SetMinUserVersion(unsigned int uiVersion); void SetUserVersionRequest(unsigned int uiVersion); void SetSystemUserVersion(unsigned int uiMaj, unsigned int uiMin); void SetMinUserVersion(unsigned int uiMaj, unsigned int uiMin); void SetUserVersionRequest(unsigned int uiMaj, unsigned int uiMin); void SetPlatform(unsigned int uiPlatform); unsigned int GetSystemVertexShaderVersion() const; unsigned int GetMinVertexShaderVersion() const; unsigned int GetVertexShaderVersionRequest() const; unsigned int GetSystemGeometryShaderVersion() const; unsigned int GetMinGeometryShaderVersion() const; unsigned int GetGeometryShaderVersionRequest() const; unsigned int GetSystemPixelShaderVersion() const; unsigned int GetMinPixelShaderVersion() const; unsigned int GetPixelShaderVersionRequest() const; unsigned int GetSystemUserVersion() const; unsigned int GetMinUserVersion() const; unsigned int GetUserVersionRequest() const; unsigned int GetPlatform() const; protected: unsigned int m_uiSystemVertexShaderVersion; unsigned int m_uiMinVertexShaderVersion; unsigned int m_uiRequestedVertexShaderVersion; unsigned int m_uiSystemGeometryShaderVersion; unsigned int m_uiMinGeometryShaderVersion; unsigned int m_uiRequestedGeometryShaderVersion; unsigned int m_uiSystemPixelShaderVersion; unsigned int m_uiMinPixelShaderVersion; unsigned int m_uiRequestedPixelShaderVersion; unsigned int m_uiSystemUserVersion; unsigned int m_uiMinUserVersion; unsigned int m_uiRequestedUserVersion; unsigned int m_uiPlatform; }; #include "NiD3D10ShaderLibraryVersion.inl" #endif //#ifndef NID3D10SHADERLIBRARYVERSION_H