D3D9::ShaderAssembly Class Reference

This is base class for hierarchy of shader compilers. More...

#include <dx9_wrap.h>

Inheritance diagram for D3D9::ShaderAssembly:

Inheritance graph
[legend]
List of all members.

Protected Member Functions

 ShaderAssembly ()
 Protected constructor exist (and do nothing), but should NOT be called by user.

DWORD * get_code_buffer ()
 Get buffer containing compiled bytecode of the shader assembly.


Protected Attributes

Core::COMRefPtr< ID3DXBuffer > m_iCodeBuffer
 this pointer is protected to allow only sub-classes to initialize it


Detailed Description

This is base class for hierarchy of shader compilers.

Shader assembly can be viewed as intermediate representation of shader code. When created it immediately attempt to compile given shader, and once constructed - it can be fed to D3D9::VertexShader or D3D9::PixelShader constructors to actually load the shader onto video card.

Note:
Library users can't directly create instances of this class. They should create instances of descendant classes D3D9::ShaderAssembly_ASM or D3D9::ShaderAssembly_HLSL, instead.


Constructor & Destructor Documentation

D3D9::ShaderAssembly::ShaderAssembly  )  [protected]
 

Protected constructor exist (and do nothing), but should NOT be called by user.

Users should construct ShaderAssembly_ASM or ShaderAssembly_HLSL instead.


Member Function Documentation

DWORD* D3D9::ShaderAssembly::get_code_buffer  )  [inline, protected]
 

Get buffer containing compiled bytecode of the shader assembly.

Note:
This buffer can then be used in native Direct3DDevice::Create***Shader() functions


Member Data Documentation

Core::COMRefPtr<ID3DXBuffer> D3D9::ShaderAssembly::m_iCodeBuffer [protected]
 

this pointer is protected to allow only sub-classes to initialize it


The documentation for this class was generated from the following files:
Generated on Sun May 1 17:34:25 2005 for RealityStrike Game Engine API by doxygen 1.3.6