Releases: blueburncz/GMD3D11
Releases · blueburncz/GMD3D11
0.3.0
Changelog:
- Replaced functions
d3d11_shader_exists_ps/vs,d3d11_shader_destroy_ps/vswith justd3d11_shader_exists,d3d11_shader_destroy, which work for both types of shaders. - Added new function
d3d11_draw_instanced(_count), which configures the number of instances to draw the next time a vertex buffer is submitted. After that the number is reset back to 0! - Added new function
vertex_submit_instanced(_vbuff, _prim, _texture, _count), which draws multiple instances of a vertex buffer. - Fixed "command" buffer instead of "constant" in docs.
0.2.0
Changelog:
- Added new function
d3d11_cbuffer_add_bool(_count), which adds a bool into a constant buffer that is currently being built. - Added new function
d3d11_cbuffer_add_float(_count), which adds a float into a constant buffer that is currently being built. - Added new function
d3d11_cbuffer_add_int(_count), which adds an int into a constant buffer that is currently being built. - Added new function
d3d11_cbuffer_add_uint(_count), which adds an uint into a constant buffer that is currently being built. - Added new function
d3d11_cbuffer_begin(), which starts building a constant buffer. - Added new function
d3d11_cbuffer_destroy(_cbuffer), which destroys a constant buffer. - Added new function
d3d11_cbuffer_end(), which finishes building a constant buffer. - Added new function
d3d11_cbuffer_exists(_cbuffer), which checks whether a constant buffer exists. - Added new function
d3d11_cbuffer_get_size(_cbuffer), which retrieves size of a constant buffer in bytes. - Added new function
d3d11_cbuffer_update(_cbuffer, _buffer), which updates data of a constant buffer. - Added new function
d3d11_get_error_string(), which retrieves the last error message. - Added new function
d3d11_shader_compile_ps(_file, _entryPoint, _profile), which compiles a pixel shader from file. - Added new function
d3d11_shader_compile_vs(_file, _entryPoint, _profile), which compiles a vertex shader from file. - Added new function
d3d11_shader_destroy_ps(_ps), which destroys a pixel shader. - Added new function
d3d11_shader_destroy_vs(_vs), which destroys a vertex shader. - Added new function
d3d11_shader_exists_ps(_ps), which checks whether a pixel shader exists. - Added new function
d3d11_shader_exists_vs(_vs), which checks whether a vertex shader exists. - Added new function
d3d11_shader_override_ps(_ps), which hooks intoID3D11DeviceContext::Drawand replaces the current pixel shader with a custom one. - Added new function
d3d11_shader_override_vs(_vs), which hooks intoID3D11DeviceContext::Drawand replaces the current vertex shader with a custom one. - Added new function
d3d11_shader_set_cbuffer_ps(_slot, _cbuffer), which binds a constant buffer to a pixel shader. - Added new function
d3d11_shader_set_cbuffer_vs(_slot, _cbuffer), which binds a constant buffer to a vertex shader.
0.1.0
Includes:
- Macro
GMD3D11_PATH, which is the Path to the GMD3D11 dynamic library. Default value is "GMD3D11.dll". - Macro
GMD3D11_IS_SUPPORTED, which expands totrueif GMD3D11 is supported on the current platform. - Macro
D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, which is the maximum number of slots for shader resources. - Function
d3d11_texture_set_stage_vs, which passes a texture to a vertex shader. - Function
d3d11_texture_set_stage_ps, which passes a texture to a pixel shader. - Function
texture_set_stage_vs, which, if GMD3D11 is supported, usesd3d11_texture_set_stage_vs, to pass a texture to a vertex shader, otherwise usestexture_set_stage(which should work on OpenGL platforms).