//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef INPUTLAYOUTDX10_H #define INPUTLAYOUTDX10_H #ifdef _WIN32 #pragma once #endif #include "materialsystem/imaterial.h" //----------------------------------------------------------------------------- // Forward declaration //----------------------------------------------------------------------------- struct ID3D10InputLayout; struct ID3D10ShaderReflection; //----------------------------------------------------------------------------- // Gets the input layout associated with a vertex format // FIXME: Note that we'll need to change this from a VertexFormat_t //----------------------------------------------------------------------------- ID3D10InputLayout *CreateInputLayout( VertexFormat_t fmt, ID3D10ShaderReflection* pReflection, const void *pByteCode, size_t nByteCodeLen ); #endif // INPUTLAYOUTDX10_H