//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef INPUTLAYOUTDX11_H #define INPUTLAYOUTDX11_H #ifdef _WIN32 #pragma once #endif #include "materialsystem/IMaterial.h" //----------------------------------------------------------------------------- // Forward declaration //----------------------------------------------------------------------------- struct ID3D11InputLayout; struct ID3D11ShaderReflection; //----------------------------------------------------------------------------- // Gets the input layout associated with a vertex format // FIXME: Note that we'll need to change this from a VertexFormat_t //----------------------------------------------------------------------------- ID3D11InputLayout *CreateInputLayout( VertexFormat_t fmt, bool bStaticLit, bool bUsingFlex, bool bUsingMorph, ID3D11ShaderReflection* pReflection, const void *pByteCode, size_t nByteCodeLen ); #endif // INPUTLAYOUTDX11_H