#include <ShaderD3D.h>
◆ ShaderD3D()
◆ ~ShaderD3D()
| rx::ShaderD3D::~ShaderD3D |
( |
| ) |
|
|
virtual |
◆ appendDebugInfo()
◆ generateWorkarounds()
◆ getCompilerOutputType()
◆ getDebugInfo()
◆ getInterfaceBlockRegister()
| unsigned int rx::ShaderD3D::getInterfaceBlockRegister |
( |
const std::string & |
blockName | ) |
const |
◆ getUniformRegister()
| unsigned int rx::ShaderD3D::getUniformRegister |
( |
const std::string & |
uniformName | ) |
const |
◆ hasUniform()
| bool rx::ShaderD3D::hasUniform |
( |
const D3DUniform * |
d3dUniform | ) |
const |
◆ postTranslateCompile()
◆ prepareSourceAndReturnOptions()
◆ uncompile()
| void rx::ShaderD3D::uncompile |
( |
| ) |
|
◆ usesDepthRange()
| bool rx::ShaderD3D::usesDepthRange |
( |
| ) |
const |
|
inline |
◆ usesFragColor()
| bool rx::ShaderD3D::usesFragColor |
( |
| ) |
const |
|
inline |
◆ usesFragCoord()
| bool rx::ShaderD3D::usesFragCoord |
( |
| ) |
const |
|
inline |
◆ usesFragData()
| bool rx::ShaderD3D::usesFragData |
( |
| ) |
const |
|
inline |
◆ usesFragDepth()
| bool rx::ShaderD3D::usesFragDepth |
( |
| ) |
const |
|
inline |
◆ usesFrontFacing()
| bool rx::ShaderD3D::usesFrontFacing |
( |
| ) |
const |
|
inline |
◆ usesMultipleRenderTargets()
| bool rx::ShaderD3D::usesMultipleRenderTargets |
( |
| ) |
const |
|
inline |
◆ usesPointCoord()
| bool rx::ShaderD3D::usesPointCoord |
( |
| ) |
const |
|
inline |
◆ usesPointSize()
| bool rx::ShaderD3D::usesPointSize |
( |
| ) |
const |
|
inline |
The documentation for this class was generated from the following files:
- Source/ThirdParty/ANGLE/src/libANGLE/renderer/d3d/ShaderD3D.h
- Source/ThirdParty/ANGLE/src/libANGLE/renderer/d3d/ShaderD3D.cpp