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#pragma once
#if UNITY_WP8
#include <initguid.h>
#include <dxgi1_2.h>
#include <d3d11_1.h>
typedef struct _D3D11_SIGNATURE_PARAMETER_DESC
{
LPCSTR SemanticName; // Name of the semantic
UINT SemanticIndex; // Index of the semantic
UINT Register; // Number of member variables
D3D_NAME SystemValueType;// A predefined system value, or D3D_NAME_UNDEFINED if not applicable
D3D_REGISTER_COMPONENT_TYPE ComponentType; // Scalar type (e.g. uint, float, etc.)
BYTE Mask; // Mask to indicate which components of the register
// are used (combination of D3D10_COMPONENT_MASK values)
BYTE ReadWriteMask; // Mask to indicate whether a given component is
// never written (if this is an output signature) or
// always read (if this is an input signature).
// (combination of D3D10_COMPONENT_MASK values)
UINT Stream; // Stream index
D3D_MIN_PRECISION MinPrecision; // Minimum desired interpolation precision
} D3D11_SIGNATURE_PARAMETER_DESC;
#elif UNITY_METRO
#include <dxgi1_2.h>
#include <d3d11_1.h>
#if UNITY_METRO_VS2013
#include <d3d11_2.h>
#endif
#include <d3d11shader.h>
#else
#include "External/DirectX/builds/dx11include/DXGI.h"
#include "External/DirectX/builds/dx11include/D3D11.h"
#include "External/DirectX/builds/dx11include/d3d11_1.h"
#include "External/DirectX/builds/dx11include/D3D11Shader.h"
#define D3D_NAME D3D10_NAME
#define D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE
#endif
#include "D3D11Debug.h"
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