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Releases: blueburncz/GMD3D11

0.3.0

28 Jun 18:33
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Changelog:

  • Replaced functions d3d11_shader_exists_ps/vs, d3d11_shader_destroy_ps/vs with just d3d11_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

26 Jun 20:52
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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 into ID3D11DeviceContext::Draw and replaces the current pixel shader with a custom one.
  • Added new function d3d11_shader_override_vs(_vs), which hooks into ID3D11DeviceContext::Draw and 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

30 Nov 10:59
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Includes:

  • Macro GMD3D11_PATH, which is the Path to the GMD3D11 dynamic library. Default value is "GMD3D11.dll".
  • Macro GMD3D11_IS_SUPPORTED, which expands to true if 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, uses d3d11_texture_set_stage_vs, to pass a texture to a vertex shader, otherwise uses texture_set_stage (which should work on OpenGL platforms).