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Merge branch 'feature/#36529_SlimDXからSharpDXへの移行' into develop
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / external / Effects11 / Binary / EffectStates11.h
diff --git a/SlimDXc_Jun2010(VC++2008)/external/Effects11/Binary/EffectStates11.h b/SlimDXc_Jun2010(VC++2008)/external/Effects11/Binary/EffectStates11.h
deleted file mode 100644 (file)
index 4584f7d..0000000
+++ /dev/null
@@ -1,236 +0,0 @@
-//////////////////////////////////////////////////////////////////////////////\r
-//\r
-//  Copyright (C) Microsoft Corporation.  All Rights Reserved.\r
-//\r
-//  File:       EffectStates11.h\r
-//  Content:    D3DX11 Effects States Header\r
-//              This file defines properties of states which can appear in\r
-//              state blocks and pass blocks.\r
-//\r
-//////////////////////////////////////////////////////////////////////////////\r
-\r
-#pragma once\r
-\r
-#include <EffectStateBase11.h>\r
-\r
-namespace D3DX11Effects\r
-{\r
-\r
-//////////////////////////////////////////////////////////////////////////\r
-// Effect HLSL late resolve lists (state values)\r
-//////////////////////////////////////////////////////////////////////////\r
-\r
-static CONST RValue g_rvNULL[] =\r
-{\r
-    { "NULL",  0 },\r
-    RVALUE_END()\r
-};\r
-\r
-\r
-static CONST RValue g_rvBOOL[] =\r
-{\r
-    { "FALSE",  0 },\r
-    { "TRUE",   1 },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvDEPTH_WRITE_MASK[] =\r
-{\r
-    { "ZERO",   D3D10_DEPTH_WRITE_MASK_ZERO     },\r
-    { "ALL",    D3D10_DEPTH_WRITE_MASK_ALL      },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvFILL[] =\r
-{\r
-    { "WIREFRAME",  D3D10_FILL_WIREFRAME },\r
-    { "SOLID",      D3D10_FILL_SOLID     },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvFILTER[] =\r
-{\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_MAG_MIP_POINT                           ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_MAG_POINT_MIP_LINEAR                    ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_POINT_MAG_LINEAR_MIP_POINT              ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_POINT_MAG_MIP_LINEAR                    ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_LINEAR_MAG_MIP_POINT                    ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_LINEAR_MAG_POINT_MIP_LINEAR             ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_MAG_LINEAR_MIP_POINT                    ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     MIN_MAG_MIP_LINEAR                          ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     ANISOTROPIC                                 ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_MAG_MIP_POINT                ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_MAG_POINT_MIP_LINEAR         ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT   ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_POINT_MAG_MIP_LINEAR         ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_LINEAR_MAG_MIP_POINT         ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR  ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_MAG_LINEAR_MIP_POINT         ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_MIN_MAG_MIP_LINEAR               ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     COMPARISON_ANISOTROPIC                      ),\r
-    RVALUE_ENTRY(D3D10_FILTER_,     TEXT_1BIT                                   ),\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvBLEND[] =\r
-{\r
-    { "ZERO",               D3D10_BLEND_ZERO            },\r
-    { "ONE",                D3D10_BLEND_ONE             },\r
-    { "SRC_COLOR",          D3D10_BLEND_SRC_COLOR        },\r
-    { "INV_SRC_COLOR",      D3D10_BLEND_INV_SRC_COLOR     },\r
-    { "SRC_ALPHA",          D3D10_BLEND_SRC_ALPHA        },\r
-    { "INV_SRC_ALPHA",      D3D10_BLEND_INV_SRC_ALPHA     },\r
-    { "DEST_ALPHA",         D3D10_BLEND_DEST_ALPHA       },\r
-    { "INV_DEST_ALPHA",     D3D10_BLEND_INV_DEST_ALPHA    },\r
-    { "DEST_COLOR",         D3D10_BLEND_DEST_COLOR       },\r
-    { "INV_DEST_COLOR",     D3D10_BLEND_INV_DEST_COLOR    },\r
-    { "SRC_ALPHA_SAT",      D3D10_BLEND_SRC_ALPHA_SAT     },\r
-    { "BLEND_FACTOR",       D3D10_BLEND_BLEND_FACTOR     },\r
-    { "INV_BLEND_FACTOR",   D3D10_BLEND_INV_BLEND_FACTOR  },\r
-    { "SRC1_COLOR",         D3D10_BLEND_SRC1_COLOR        },\r
-    { "INV_SRC1_COLOR",     D3D10_BLEND_INV_SRC1_COLOR    },\r
-    { "SRC1_ALPHA",         D3D10_BLEND_SRC1_ALPHA       },\r
-    { "INV_SRC1_ALPHA",     D3D10_BLEND_INV_SRC1_ALPHA    },\r
-\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvTADDRESS[] =\r
-{\r
-    { "CLAMP",          D3D10_TEXTURE_ADDRESS_CLAMP      },\r
-    { "WRAP",           D3D10_TEXTURE_ADDRESS_WRAP       },\r
-    { "MIRROR",         D3D10_TEXTURE_ADDRESS_MIRROR     },\r
-    { "BORDER",         D3D10_TEXTURE_ADDRESS_BORDER     },\r
-    { "MIRROR_ONCE",    D3D10_TEXTURE_ADDRESS_MIRROR_ONCE },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvCULL[] =\r
-{\r
-    { "NONE",           D3D10_CULL_NONE     },\r
-    { "FRONT",          D3D10_CULL_FRONT    },\r
-    { "BACK",           D3D10_CULL_BACK     },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvCMP[] =\r
-{\r
-    { "NEVER",          D3D10_COMPARISON_NEVER        },\r
-    { "LESS",           D3D10_COMPARISON_LESS         },\r
-    { "EQUAL",          D3D10_COMPARISON_EQUAL        },\r
-    { "LESS_EQUAL",     D3D10_COMPARISON_LESS_EQUAL    },\r
-    { "GREATER",        D3D10_COMPARISON_GREATER      },\r
-    { "NOT_EQUAL",      D3D10_COMPARISON_NOT_EQUAL     },\r
-    { "GREATER_EQUAL",  D3D10_COMPARISON_GREATER_EQUAL },\r
-    { "ALWAYS",         D3D10_COMPARISON_ALWAYS       },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvSTENCILOP[] =\r
-{\r
-    { "KEEP",       D3D10_STENCIL_OP_KEEP    },\r
-    { "ZERO",       D3D10_STENCIL_OP_ZERO    },\r
-    { "REPLACE",    D3D10_STENCIL_OP_REPLACE },\r
-    { "INCR_SAT",   D3D10_STENCIL_OP_INCR_SAT },\r
-    { "DECR_SAT",   D3D10_STENCIL_OP_DECR_SAT },\r
-    { "INVERT",     D3D10_STENCIL_OP_INVERT  },\r
-    { "INCR",       D3D10_STENCIL_OP_INCR    },\r
-    { "DECR",       D3D10_STENCIL_OP_DECR    },\r
-    RVALUE_END()\r
-};\r
-\r
-static CONST RValue g_rvBLENDOP[] =\r
-{\r
-    { "ADD",            D3D10_BLEND_OP_ADD         },\r
-    { "SUBTRACT",       D3D10_BLEND_OP_SUBTRACT    },\r
-    { "REV_SUBTRACT",   D3D10_BLEND_OP_REV_SUBTRACT },\r
-    { "MIN",            D3D10_BLEND_OP_MIN         },\r
-    { "MAX",            D3D10_BLEND_OP_MAX         },\r
-    RVALUE_END()\r
-};\r
-\r
-\r
-//////////////////////////////////////////////////////////////////////////\r
-// Effect HLSL states\r
-//////////////////////////////////////////////////////////////////////////\r
-\r
-#define strideof( s, m ) offsetof_fx(s,m[1]) - offsetof_fx(s,m[0])\r
-\r
-CONST LValue g_lvGeneral[] =\r
-{\r
-    // RObjects\r
-    { "RasterizerState",            EBT_Pass,           D3D10_SVT_RASTERIZER,         1, 1, FALSE, NULL,                    ELHS_RasterizerBlock,           offsetof_fx(SPassBlock, BackingStore.pRasterizerBlock),                        0 },\r
-    { "DepthStencilState",          EBT_Pass,           D3D10_SVT_DEPTHSTENCIL,       1, 1, FALSE, NULL,                    ELHS_DepthStencilBlock,         offsetof_fx(SPassBlock, BackingStore.pDepthStencilBlock),                      0 },\r
-    { "BlendState",                 EBT_Pass,           D3D10_SVT_BLEND,              1, 1, FALSE, NULL,                    ELHS_BlendBlock,                offsetof_fx(SPassBlock, BackingStore.pBlendBlock),                             0 },\r
-    { "RenderTargetView",           EBT_Pass,           D3D10_SVT_RENDERTARGETVIEW,   1, 8, FALSE, NULL,                    ELHS_RenderTargetView,          offsetof_fx(SPassBlock, BackingStore.pRenderTargetViews),                      0 },\r
-    { "DepthStencilView",           EBT_Pass,           D3D10_SVT_DEPTHSTENCILVIEW,   1, 8, FALSE, NULL,                    ELHS_DepthStencilView,          offsetof_fx(SPassBlock, BackingStore.pDepthStencilView),                       0 },\r
-    { "GenerateMips",               EBT_Pass,           D3D10_SVT_TEXTURE,            1, 1, FALSE, NULL,                    ELHS_GenerateMips,              0,                                                                          0 },\r
-    // Shaders\r
-    { "VertexShader",               EBT_Pass,           D3D10_SVT_VERTEXSHADER,       1, 1, FALSE, g_rvNULL,                ELHS_VertexShaderBlock,         offsetof_fx(SPassBlock, BackingStore.pVertexShaderBlock),                      0 },\r
-    { "PixelShader",                EBT_Pass,           D3D10_SVT_PIXELSHADER,        1, 1, FALSE, g_rvNULL,                ELHS_PixelShaderBlock,          offsetof_fx(SPassBlock, BackingStore.pPixelShaderBlock),                       0 },\r
-    { "GeometryShader",             EBT_Pass,           D3D10_SVT_GEOMETRYSHADER,     1, 1, FALSE, g_rvNULL,                ELHS_GeometryShaderBlock,       offsetof_fx(SPassBlock, BackingStore.pGeometryShaderBlock),                    0 },\r
-    // RObject config assignments\r
-    { "DS_StencilRef",              EBT_Pass,           D3D10_SVT_UINT,               1, 1, FALSE, NULL,                    ELHS_DS_StencilRef,             offsetof_fx(SPassBlock, BackingStore.StencilRef),                              0 },\r
-    { "AB_BlendFactor",             EBT_Pass,           D3D10_SVT_FLOAT,              4, 1, FALSE, NULL,                    ELHS_B_BlendFactor,             offsetof_fx(SPassBlock, BackingStore.BlendFactor),                             0 },\r
-    { "AB_SampleMask",              EBT_Pass,           D3D10_SVT_UINT,               1, 1, FALSE, NULL,                    ELHS_B_SampleMask,              offsetof_fx(SPassBlock, BackingStore.SampleMask),                              0 },\r
-\r
-    { "FillMode",                   EBT_Rasterizer,     D3D10_SVT_UINT,               1, 1, FALSE, g_rvFILL,                ELHS_FillMode,                  offsetof_fx(SRasterizerBlock, BackingStore.FillMode),                          0 },\r
-    { "CullMode",                   EBT_Rasterizer,     D3D10_SVT_UINT,               1, 1, FALSE, g_rvCULL,                ELHS_CullMode,                  offsetof_fx(SRasterizerBlock, BackingStore.CullMode),                          0 },\r
-    { "FrontCounterClockwise",      EBT_Rasterizer,     D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_FrontCC,                   offsetof_fx(SRasterizerBlock, BackingStore.FrontCounterClockwise),             0 },\r
-    { "DepthBias",                  EBT_Rasterizer,     D3D10_SVT_UINT,               1, 1, FALSE, NULL,                    ELHS_DepthBias,                 offsetof_fx(SRasterizerBlock, BackingStore.DepthBias),                         0 },\r
-    { "DepthBiasClamp",             EBT_Rasterizer,     D3D10_SVT_FLOAT,              1, 1, FALSE, NULL,                    ELHS_DepthBiasClamp,            offsetof_fx(SRasterizerBlock, BackingStore.DepthBiasClamp),                    0 },\r
-    { "SlopeScaledDepthBias",       EBT_Rasterizer,     D3D10_SVT_FLOAT,              1, 1, FALSE, NULL,                    ELHS_SlopeScaledDepthBias,      offsetof_fx(SRasterizerBlock, BackingStore.SlopeScaledDepthBias),              0 },\r
-    { "DepthClipEnable",            EBT_Rasterizer,     D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_DepthClipEnable,           offsetof_fx(SRasterizerBlock, BackingStore.DepthClipEnable),                   0 },\r
-    { "ScissorEnable",              EBT_Rasterizer,     D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_ScissorEnable,             offsetof_fx(SRasterizerBlock, BackingStore.ScissorEnable),                     0 },\r
-    { "MultisampleEnable",          EBT_Rasterizer,     D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_MultisampleEnable,         offsetof_fx(SRasterizerBlock, BackingStore.MultisampleEnable),                 0 },\r
-    { "AntialiasedLineEnable",      EBT_Rasterizer,     D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_AntialiasedLineEnable,     offsetof_fx(SRasterizerBlock, BackingStore.AntialiasedLineEnable),             0 },\r
-    \r
-    { "DepthEnable",                EBT_DepthStencil,   D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_DepthEnable,               offsetof_fx(SDepthStencilBlock, BackingStore.DepthEnable),                     0 },\r
-    { "DepthWriteMask",             EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvDEPTH_WRITE_MASK,    ELHS_DepthWriteMask,            offsetof_fx(SDepthStencilBlock, BackingStore.DepthWriteMask),                  0 },\r
-    { "DepthFunc",                  EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvCMP,                 ELHS_DepthFunc,                 offsetof_fx(SDepthStencilBlock, BackingStore.DepthFunc),                       0 },\r
-    { "StencilEnable",              EBT_DepthStencil,   D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_StencilEnable,             offsetof_fx(SDepthStencilBlock, BackingStore.StencilEnable),                   0 },\r
-    { "StencilReadMask",            EBT_DepthStencil,   D3D10_SVT_UINT8,              1, 1, FALSE, NULL,                    ELHS_StencilReadMask,           offsetof_fx(SDepthStencilBlock, BackingStore.StencilReadMask),                 0 },\r
-    { "StencilWriteMask",           EBT_DepthStencil,   D3D10_SVT_UINT8,              1, 1, FALSE, NULL,                    ELHS_StencilWriteMask,          offsetof_fx(SDepthStencilBlock, BackingStore.StencilWriteMask),                0 },\r
-    { "FrontFaceStencilFail",       EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvSTENCILOP,           ELHS_FrontFaceStencilFailOp,    offsetof_fx(SDepthStencilBlock, BackingStore.FrontFace.StencilFailOp),         0 },\r
-    { "FrontFaceStencilDepthFail",  EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvSTENCILOP,           ELHS_FrontFaceStencilDepthFailOp,offsetof_fx(SDepthStencilBlock, BackingStore.FrontFace.StencilDepthFailOp),   0 },\r
-    { "FrontFaceStencilPass",       EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvSTENCILOP,           ELHS_FrontFaceStencilPassOp,    offsetof_fx(SDepthStencilBlock, BackingStore.FrontFace.StencilPassOp),         0 },\r
-    { "FrontFaceStencilFunc",       EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvCMP,                 ELHS_FrontFaceStencilFunc,      offsetof_fx(SDepthStencilBlock, BackingStore.FrontFace.StencilFunc),           0 },\r
-    { "BackFaceStencilFail",        EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvSTENCILOP,           ELHS_BackFaceStencilFailOp,     offsetof_fx(SDepthStencilBlock, BackingStore.BackFace.StencilFailOp),          0 },\r
-    { "BackFaceStencilDepthFail",   EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvSTENCILOP,           ELHS_BackFaceStencilDepthFailOp,offsetof_fx(SDepthStencilBlock, BackingStore.BackFace.StencilDepthFailOp),     0 },\r
-    { "BackFaceStencilPass",        EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvSTENCILOP,           ELHS_BackFaceStencilPassOp,     offsetof_fx(SDepthStencilBlock, BackingStore.BackFace.StencilPassOp),          0 },\r
-    { "BackFaceStencilFunc",        EBT_DepthStencil,   D3D10_SVT_UINT,               1, 1, FALSE, g_rvCMP,                 ELHS_BackFaceStencilFunc,       offsetof_fx(SDepthStencilBlock, BackingStore.BackFace.StencilFunc),            0 },\r
-\r
-    { "AlphaToCoverageEnable",      EBT_Blend,          D3D10_SVT_BOOL,               1, 1, FALSE, g_rvBOOL,                ELHS_AlphaToCoverage,           offsetof_fx(SBlendBlock, BackingStore.AlphaToCoverageEnable),                  0 },\r
-    { "BlendEnable",                EBT_Blend,          D3D10_SVT_BOOL,               1, 8, FALSE, g_rvBOOL,                ELHS_BlendEnable,               offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].BlendEnable),            strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "SrcBlend",                   EBT_Blend,          D3D10_SVT_UINT,               1, 8, TRUE,  g_rvBLEND,               ELHS_SrcBlend,                  offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].SrcBlend),               strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "DestBlend",                  EBT_Blend,          D3D10_SVT_UINT,               1, 8, TRUE,  g_rvBLEND,               ELHS_DestBlend,                 offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].DestBlend),              strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "BlendOp",                    EBT_Blend,          D3D10_SVT_UINT,               1, 8, TRUE,  g_rvBLENDOP,             ELHS_BlendOp,                   offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].BlendOp),                strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "SrcBlendAlpha",              EBT_Blend,          D3D10_SVT_UINT,               1, 8, TRUE,  g_rvBLEND,               ELHS_SrcBlendAlpha,             offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].SrcBlendAlpha),          strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "DestBlendAlpha",             EBT_Blend,          D3D10_SVT_UINT,               1, 8, TRUE,  g_rvBLEND,               ELHS_DestBlendAlpha,            offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].DestBlendAlpha),         strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "BlendOpAlpha",               EBT_Blend,          D3D10_SVT_UINT,               1, 8, TRUE,  g_rvBLENDOP,             ELHS_BlendOpAlpha,              offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].BlendOpAlpha),           strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-    { "RenderTargetWriteMask",      EBT_Blend,          D3D10_SVT_UINT8,              1, 8, FALSE, NULL,                    ELHS_RenderTargetWriteMask,     offsetof_fx(SBlendBlock, BackingStore.RenderTarget[0].RenderTargetWriteMask),  strideof(SBlendBlock, BackingStore.RenderTarget) },\r
-\r
-    { "Filter",                     EBT_Sampler,        D3D10_SVT_UINT,               1, 1, FALSE, g_rvFILTER,              ELHS_Filter,                    offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.Filter),                   0 },\r
-    { "AddressU",                   EBT_Sampler,        D3D10_SVT_UINT,               1, 1, FALSE, g_rvTADDRESS,            ELHS_AddressU,                  offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.AddressU),                 0 },\r
-    { "AddressV",                   EBT_Sampler,        D3D10_SVT_UINT,               1, 1, FALSE, g_rvTADDRESS,            ELHS_AddressV,                  offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.AddressV),                 0 },\r
-    { "AddressW",                   EBT_Sampler,        D3D10_SVT_UINT,               1, 1, FALSE, g_rvTADDRESS,            ELHS_AddressW,                  offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.AddressW),                 0 },\r
-    { "MipLODBias",                 EBT_Sampler,        D3D10_SVT_FLOAT,              1, 1, FALSE, NULL,                    ELHS_MipLODBias,                offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.MipLODBias),               0 },\r
-    { "MaxAnisotropy",              EBT_Sampler,        D3D10_SVT_UINT,               1, 1, FALSE, NULL,                    ELHS_MaxAnisotropy,             offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.MaxAnisotropy),            0 },\r
-    { "ComparisonFunc",             EBT_Sampler,        D3D10_SVT_UINT,               1, 1, FALSE, g_rvCMP,                 ELHS_ComparisonFunc,            offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.ComparisonFunc),           0 },\r
-    { "BorderColor",                EBT_Sampler,        D3D10_SVT_FLOAT,              4, 1, FALSE, NULL,                    ELHS_BorderColor,               offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.BorderColor),              0 },\r
-    { "MinLOD",                     EBT_Sampler,        D3D10_SVT_FLOAT,              1, 1, FALSE, NULL,                    ELHS_MinLOD,                    offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.MinLOD),                   0 },\r
-    { "MaxLOD",                     EBT_Sampler,        D3D10_SVT_FLOAT,              1, 1, FALSE, NULL,                    ELHS_MaxLOD,                    offsetof_fx(SSamplerBlock, BackingStore.SamplerDesc.MaxLOD),                   0 },\r
-    { "Texture",                    EBT_Sampler,        D3D10_SVT_TEXTURE,            1, 1, FALSE, g_rvNULL,                ELHS_Texture,                   offsetof_fx(SSamplerBlock, BackingStore.pTexture),                             0 },\r
-\r
-    // D3D11 \r
-    { "HullShader",                 EBT_Pass,           D3D11_SVT_HULLSHADER,         1, 1, FALSE, g_rvNULL,                ELHS_HullShaderBlock,           offsetof_fx(SPassBlock, BackingStore.pHullShaderBlock),                       0 },\r
-    { "DomainShader",               EBT_Pass,           D3D11_SVT_DOMAINSHADER,       1, 1, FALSE, g_rvNULL,                ELHS_DomainShaderBlock,         offsetof_fx(SPassBlock, BackingStore.pDomainShaderBlock),                       0 },\r
-    { "ComputeShader",              EBT_Pass,           D3D11_SVT_COMPUTESHADER,      1, 1, FALSE, g_rvNULL,                ELHS_ComputeShaderBlock,        offsetof_fx(SPassBlock, BackingStore.pComputeShaderBlock),                       0 },\r
-};\r
-\r
-#define NUM_STATES (sizeof(g_lvGeneral) / sizeof(LValue))\r
-#define MAX_VECTOR_SCALAR_INDEX 8\r
-\r
-CONST UINT g_lvGeneralCount = NUM_STATES;\r
-\r
-} // end namespace D3DX11Effects\r