Public Member Functions | |
| bool | compile (const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) |
| Shader_ComplexSurface (ID3D10Device *device) | |
| void | switchPass (TextureCache::TexturePass pass, BOOL val) |
| void | apply () |
| void | setTexture (int pass, ID3D10ShaderResourceView *texture) const |
Private Attributes | |
| struct { | |
| ID3D10EffectScalarVariable * useTexturePass | |
| ID3D10EffectShaderResourceVariable * textures | |
| } | variables |
| bool | enableChanged |
| BOOL | useTexturePass [numBools] |
Static Private Attributes | |
| static const int | numBools = TextureCache::DUMMY_NUM_TEXTURE_PASSES -1 |
| void Shader_ComplexSurface::apply | ( | ) | [virtual] |
Draw the shader's buffer contents.
Reimplemented from Shader.
| ID3D10EffectScalarVariable* Shader_ComplexSurface::useTexturePass |
Bool whether to use each texture pass (shader side)
1.6.2