#include <DynamicHLSL.h>
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| DynamicHLSL (RendererD3D *const renderer) |
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std::string | generateVertexShaderForInputLayout (const std::string &sourceShader, const gl::InputLayout &inputLayout, const std::vector< sh::Attribute > &shaderAttributes) const |
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std::string | generatePixelShaderForOutputSignature (const std::string &sourceShader, const std::vector< PixelShaderOutputVariable > &outputVariables, bool usesFragDepth, const std::vector< GLenum > &outputLayout) const |
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bool | generateShaderLinkHLSL (const gl::ContextState &data, const gl::ProgramState &programData, const ProgramD3DMetadata &programMetadata, const VaryingPacking &varyingPacking, std::string *pixelHLSL, std::string *vertexHLSL) const |
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std::string | generateGeometryShaderPreamble (const VaryingPacking &varyingPacking) const |
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std::string | generateGeometryShaderHLSL (gl::PrimitiveType primitiveType, const gl::ContextState &data, const gl::ProgramState &programData, const bool useViewScale, const std::string &preambleString) const |
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void | getPixelShaderOutputKey (const gl::ContextState &data, const gl::ProgramState &programData, const ProgramD3DMetadata &metadata, std::vector< PixelShaderOutputVariable > *outPixelShaderKey) |
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◆ DynamicHLSL()
rx::DynamicHLSL::DynamicHLSL |
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RendererD3D *const |
renderer | ) |
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explicit |
◆ generateGeometryShaderHLSL()
◆ generateGeometryShaderPreamble()
◆ generatePixelShaderForOutputSignature()
◆ generateShaderLinkHLSL()
◆ generateVertexShaderForInputLayout()
◆ getPixelShaderOutputKey()
The documentation for this class was generated from the following files: