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