+++ /dev/null
-//////////////////////////////////////////////////////////////////////////////\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