//----------------------------------------------------------------------------- // Macros.fxh // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #ifdef SM4 // Macros for targetting shader model 4.0 (DX11) #define TECHNIQUE(name, vsname, psname ) \ technique name { pass { VertexShader = compile vs_4_0_level_9_1 vsname (); PixelShader = compile ps_4_0_level_9_1 psname(); } } #define BEGIN_CONSTANTS cbuffer Parameters : register(b0) { #define MATRIX_CONSTANTS #define END_CONSTANTS }; #define _vs(r) #define _ps(r) #define _cb(r) #define DECLARE_TEXTURE(Name, index) \ Texture2D Name : register(t##index); \ sampler Name##Sampler : register(s##index) #define DECLARE_CUBEMAP(Name, index) \ TextureCube Name : register(t##index); \ sampler Name##Sampler : register(s##index) #define SAMPLE_TEXTURE(Name, texCoord) Name.Sample(Name##Sampler, texCoord) #define SAMPLE_CUBEMAP(Name, texCoord) Name.Sample(Name##Sampler, texCoord) #else // Macros for targetting shader model 2.0 (DX9) #define TECHNIQUE(name, vsname, psname ) \ technique name { pass { VertexShader = compile vs_2_0 vsname (); PixelShader = compile ps_2_0 psname(); } } #define BEGIN_CONSTANTS #define MATRIX_CONSTANTS #define END_CONSTANTS #define _vs(r) : register(vs, r) #define _ps(r) : register(ps, r) #define _cb(r) #define DECLARE_TEXTURE(Name, index) \ sampler2D Name : register(s##index); #define DECLARE_CUBEMAP(Name, index) \ samplerCUBE Name : register(s##index); #define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name, texCoord) #define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name, texCoord) #endif