D3D9::ShaderAssembly_ASM Class Reference

Reads and assembles shader file written in DirectX-specific 'ASM' language, and stores the intermediate representation (binary code buffer). More...

#include <dx9_wrap.h>

Inheritance diagram for D3D9::ShaderAssembly_ASM:

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Collaboration diagram for D3D9::ShaderAssembly_ASM:

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List of all members.

Public Member Functions

 ShaderAssembly_ASM (char *fname)
 Load shader source (in DirectX ASM shader language) from file and assemble it.


Protected Member Functions

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

Reads and assembles shader file written in DirectX-specific 'ASM' language, and stores the intermediate representation (binary code buffer).

Note:
Currently this allows only to load shader source text from file. Possibility to load it from string in memory and all means provided by raw D3D must be added.


Constructor & Destructor Documentation

D3D9::ShaderAssembly_ASM::ShaderAssembly_ASM char *  fname  ) 
 

Load shader source (in DirectX ASM shader language) from file and assemble it.

If shader do not compile well, errors are returned in D3D9::ErrorList object thrown as exception.


Member Function Documentation

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

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, inherited]
 

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 17:34:26 2005 for RealityStrike Game Engine API by doxygen 1.3.6