28 #ifndef __D3D11VERTEXDECLARATION_H__ 29 #define __D3D11VERTEXDECLARATION_H__ VertexElementType
Vertex element type, used to identify the base types of the vertex contents.
void bindToShader(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
ShaderToInputDesc mD3delems
D3D11Device & mlpD3DDevice
ShaderToILayoutMap mShaderToILayoutMap
ID3D11InputLayout * getILayoutByShader(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
Gets the D3D11-specific vertex declaration.
This class declares the format of a set of vertex inputs, which can be issued to the rendering API th...
map< D3D11HLSLProgram *, ID3D11InputLayout * >::type ShaderToILayoutMap
Specialisation of VertexDeclaration for D3D11.
void removeElement(unsigned short elem_index)
See VertexDeclaration.
Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL)...
const VertexElement & addElement(unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
void removeAllElements(void)
See VertexDeclaration.
VertexElementSemantic
Vertex element semantics, used to identify the meaning of vertex buffer contents. ...
Records the state of all the vertex buffer bindings required to provide a vertex declaration with the...
map< D3D11HLSLProgram *, D3D11_INPUT_ELEMENT_DESC * >::type ShaderToInputDesc
This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaratio...
D3D11_INPUT_ELEMENT_DESC * getD3DVertexDeclaration(D3D11HLSLProgram *boundVertexProgram, VertexBufferBinding *binding)
ShaderToILayoutMap::iterator ShaderToILayoutMapIterator
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info...
const VertexElement & insertElement(unsigned short atPosition, unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
void modifyElement(unsigned short elem_index, unsigned short source, size_t offset, VertexElementType theType, VertexElementSemantic semantic, unsigned short index=0)
See VertexDeclaration.
~D3D11VertexDeclaration()
ShaderToInputDesc::iterator ShaderToInputDescIterator
D3D11VertexDeclaration(D3D11Device &device)