mirror of
https://github.com/Ed94/raddebugger.git
synced 2026-06-20 02:52:23 -07:00
465 lines
15 KiB
C
465 lines
15 KiB
C
// Copyright (c) 2024 Epic Games Tools
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// Licensed under the MIT license (https://opensource.org/license/mit/)
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//- GENERATED CODE
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#ifndef RENDER_D3D11_META_H
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#define RENDER_D3D11_META_H
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typedef enum R_D3D11_VShadKind
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{
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R_D3D11_VShadKind_Rect,
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R_D3D11_VShadKind_Blur,
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R_D3D11_VShadKind_Mesh,
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R_D3D11_VShadKind_Geo3DComposite,
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R_D3D11_VShadKind_Finalize,
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R_D3D11_VShadKind_COUNT
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} R_D3D11_VShadKind;
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typedef enum R_D3D11_PShadKind
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{
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R_D3D11_PShadKind_Rect,
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R_D3D11_PShadKind_Blur,
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R_D3D11_PShadKind_Mesh,
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R_D3D11_PShadKind_Geo3DComposite,
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R_D3D11_PShadKind_Finalize,
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R_D3D11_PShadKind_COUNT
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} R_D3D11_PShadKind;
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typedef enum R_D3D11_UniformTypeKind
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{
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R_D3D11_UniformTypeKind_Rect,
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R_D3D11_UniformTypeKind_Blur,
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R_D3D11_UniformTypeKind_Mesh,
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R_D3D11_UniformTypeKind_COUNT
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} R_D3D11_UniformTypeKind;
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read_only global String8 r_d3d11_g_rect_shader_src =
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str8_lit_comp(
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""
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"\n"
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"cbuffer Globals : register(b0)\n"
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"{\n"
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" float2 viewport_size_px;\n"
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" float opacity;\n"
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" row_major float4x4 texture_sample_channel_map;\n"
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" float2 texture_t2d_size_px;\n"
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" row_major float3x3 xform;\n"
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" float2 xform_scale;\n"
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"}\n"
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"\n"
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"struct CPU2Vertex\n"
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"{\n"
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" float4 dst_rect_px : POS;\n"
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" float4 src_rect_px : TEX;\n"
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" float4 color00 : COL0;\n"
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" float4 color01 : COL1;\n"
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" float4 color10 : COL2;\n"
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" float4 color11 : COL3;\n"
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" float4 corner_radii_px : CRAD;\n"
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" float4 style_params : STY; // x: border_thickness_px, y: softness_px, z: omit_texture, w: unused\n"
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" uint vertex_id : SV_VertexID;\n"
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"};\n"
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"\n"
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"struct Vertex2Pixel\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 rect_half_size_px : PSIZE;\n"
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" float2 texcoord_pct : TEX;\n"
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" float2 cornercoord_pct : COLC;\n"
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" float4 color00 : COL0;\n"
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" float4 color01 : COL1;\n"
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" float4 color10 : COL2;\n"
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" float4 color11 : COL3;\n"
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" float corner_radius_px : CRAD;\n"
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" float border_thickness_px : BTHC;\n"
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" float softness_px : SFT;\n"
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" float omit_texture : OTX;\n"
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"};\n"
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"\n"
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"Texture2D main_t2d : register(t0);\n"
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"SamplerState main_sampler : register(s0);\n"
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"\n"
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"float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)\n"
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"{\n"
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" return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r;\n"
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"}\n"
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"\n"
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"//- rjf: vertex shader\n"
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"\n"
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"Vertex2Pixel\n"
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"vs_main(CPU2Vertex cpu2vertex)\n"
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"{\n"
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" //- rjf: unpack & xform rectangle src/dst vertices\n"
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" float2 dst_p0_px = cpu2vertex.dst_rect_px.xy;\n"
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" float2 dst_p1_px = cpu2vertex.dst_rect_px.zw;\n"
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" float2 src_p0_px = cpu2vertex.src_rect_px.xy;\n"
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" float2 src_p1_px = cpu2vertex.src_rect_px.zw;\n"
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" float2 dst_size_px = abs(dst_p1_px - dst_p0_px);\n"
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" \n"
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" //- rjf: unpack style params\n"
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" float border_thickness_px = cpu2vertex.style_params.x;\n"
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" float softness_px = cpu2vertex.style_params.y;\n"
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" float omit_texture = cpu2vertex.style_params.z;\n"
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" \n"
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" //- rjf: prep per-vertex arrays to sample from (p: position, t: texcoord, c: colorcoord, r: cornerradius)\n"
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" float2 dst_p_verts_px[] =\n"
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" {\n"
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" mul(xform, float3(dst_p0_px.x, dst_p1_px.y, 1)).xy * float2(1, -1) + float2(0, viewport_size_px.y),\n"
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" mul(xform, float3(dst_p0_px.x, dst_p0_px.y, 1)).xy * float2(1, -1) + float2(0, viewport_size_px.y),\n"
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" mul(xform, float3(dst_p1_px.x, dst_p1_px.y, 1)).xy * float2(1, -1) + float2(0, viewport_size_px.y),\n"
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" mul(xform, float3(dst_p1_px.x, dst_p0_px.y, 1)).xy * float2(1, -1) + float2(0, viewport_size_px.y),\n"
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" };\n"
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" float2 src_p_verts_pct[] =\n"
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" {\n"
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" float2(src_p0_px.x/texture_t2d_size_px.x, src_p1_px.y/texture_t2d_size_px.y),\n"
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" float2(src_p0_px.x/texture_t2d_size_px.x, src_p0_px.y/texture_t2d_size_px.y),\n"
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" float2(src_p1_px.x/texture_t2d_size_px.x, src_p1_px.y/texture_t2d_size_px.y),\n"
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" float2(src_p1_px.x/texture_t2d_size_px.x, src_p0_px.y/texture_t2d_size_px.y),\n"
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" };\n"
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" float2 dst_c_verts_pct[] =\n"
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" {\n"
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" float2(0, 1),\n"
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" float2(0, 0),\n"
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" float2(1, 1),\n"
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" float2(1, 0),\n"
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" };\n"
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" float dst_r_verts_px[] =\n"
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" {\n"
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" cpu2vertex.corner_radii_px.y,\n"
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" cpu2vertex.corner_radii_px.x,\n"
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" cpu2vertex.corner_radii_px.w,\n"
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" cpu2vertex.corner_radii_px.z,\n"
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" };\n"
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" \n"
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" // rjf: fill vertex -> pixel data\n"
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" Vertex2Pixel vertex2pixel;\n"
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" {\n"
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" vertex2pixel.position.x = 2 * dst_p_verts_px[cpu2vertex.vertex_id].x / viewport_size_px.x - 1.f;\n"
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" vertex2pixel.position.y = 2 * dst_p_verts_px[cpu2vertex.vertex_id].y / viewport_size_px.y - 1.f;\n"
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" vertex2pixel.position.z = 0.f;\n"
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" vertex2pixel.position.w = 1.f;\n"
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" vertex2pixel.rect_half_size_px = dst_size_px/2 * xform_scale;\n"
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" vertex2pixel.texcoord_pct = src_p_verts_pct[cpu2vertex.vertex_id];\n"
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" vertex2pixel.cornercoord_pct = dst_c_verts_pct[cpu2vertex.vertex_id];\n"
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" vertex2pixel.color00 = cpu2vertex.color00;\n"
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" vertex2pixel.color01 = cpu2vertex.color01;\n"
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" vertex2pixel.color10 = cpu2vertex.color10;\n"
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" vertex2pixel.color11 = cpu2vertex.color11;\n"
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" vertex2pixel.corner_radius_px = dst_r_verts_px[cpu2vertex.vertex_id];\n"
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" vertex2pixel.border_thickness_px = border_thickness_px;\n"
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" vertex2pixel.softness_px = softness_px;\n"
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" vertex2pixel.omit_texture = omit_texture;\n"
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" }\n"
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" return vertex2pixel;\n"
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"}\n"
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"\n"
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"//- rjf: pixel shader\n"
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"\n"
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"float4\n"
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"ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET\n"
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"{\n"
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" // rjf: blend corner colors to produce final tint\n"
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" float4 top_color = (1-vertex2pixel.cornercoord_pct.x)*vertex2pixel.color00 + (vertex2pixel.cornercoord_pct.x)*vertex2pixel.color10;\n"
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" float4 bot_color = (1-vertex2pixel.cornercoord_pct.x)*vertex2pixel.color01 + (vertex2pixel.cornercoord_pct.x)*vertex2pixel.color11;\n"
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" float4 tint = (1-vertex2pixel.cornercoord_pct.y)*top_color + (vertex2pixel.cornercoord_pct.y)*bot_color;\n"
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" \n"
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" // rjf: sample texture\n"
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" float4 albedo_sample = float4(1, 1, 1, 1);\n"
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" if(vertex2pixel.omit_texture < 1)\n"
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" {\n"
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" albedo_sample = mul(main_t2d.Sample(main_sampler, vertex2pixel.texcoord_pct), texture_sample_channel_map);\n"
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" }\n"
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" \n"
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" // rjf: determine SDF sample position\n"
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" float2 sdf_sample_pos = float2((2*vertex2pixel.cornercoord_pct.x-1)*vertex2pixel.rect_half_size_px.x,\n"
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" (2*vertex2pixel.cornercoord_pct.y-1)*vertex2pixel.rect_half_size_px.y);\n"
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" \n"
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" // rjf: sample for corners\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos,\n"
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" vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),\n"
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" vertex2pixel.corner_radius_px);\n"
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" float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);\n"
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" \n"
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" // rjf: sample for borders\n"
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" float border_sdf_s = rect_sdf(sdf_sample_pos,\n"
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" vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,\n"
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" max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));\n"
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" float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);\n"
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" if(vertex2pixel.border_thickness_px == 0)\n"
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" {\n"
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" border_sdf_t = 1;\n"
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" }\n"
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" \n"
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" // rjf: form+return final color\n"
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" float4 final_color = albedo_sample;\n"
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" final_color *= tint;\n"
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" final_color *= opacity;\n"
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" final_color.a *= corner_sdf_t;\n"
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" final_color.a *= border_sdf_t;\n"
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" return final_color;\n"
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"}\n"
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""
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);
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read_only global String8 r_d3d11_g_blur_shader_src =
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str8_lit_comp(
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""
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"\n"
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"cbuffer Globals : register(b0)\n"
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"{\n"
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" float4 rect;\n"
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" float2 viewport_size;\n"
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" float blur_size;\n"
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" float is_vertical;\n"
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" float4 corner_radii_px;\n"
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" float4 kernel[32];\n"
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"}\n"
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"\n"
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"struct CPU2Vertex\n"
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"{\n"
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" uint vertex_id : SV_VertexID;\n"
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"};\n"
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"\n"
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"struct Vertex2Pixel\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 texcoord : TEX;\n"
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" float2 cornercoord : CRN;\n"
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" float corner_radius : RAD;\n"
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"};\n"
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"\n"
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"Texture2D stage_t2d : register(t0);\n"
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"SamplerState stage_sampler : register(s0);\n"
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"\n"
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"float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)\n"
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"{\n"
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" return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r;\n"
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"}\n"
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"\n"
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"//- rjf: vertex shader\n"
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"\n"
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"Vertex2Pixel\n"
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"vs_main(CPU2Vertex c2v)\n"
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"{\n"
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" float4 vertex_positions__scrn[] =\n"
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" {\n"
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" float4(rect.x, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" float4(rect.x, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" float4(rect.z, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" float4(rect.z, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
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" };\n"
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" float corner_radii__px[] =\n"
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" {\n"
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" corner_radii_px.y,\n"
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" corner_radii_px.x,\n"
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" corner_radii_px.w,\n"
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" corner_radii_px.z,\n"
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" };\n"
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" float2 cornercoords__pct[] =\n"
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" {\n"
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" float2(0, 1),\n"
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" float2(0, 0),\n"
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" float2(1, 1),\n"
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" float2(1, 0),\n"
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" };\n"
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" float4 vertex_position__scrn = vertex_positions__scrn[c2v.vertex_id];\n"
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" float4 vertex_position__clip = float4(2*vertex_position__scrn.x/viewport_size.x - 1,\n"
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" 2*vertex_position__scrn.y/viewport_size.y - 1,\n"
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" 0, 1);\n"
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" Vertex2Pixel v2p;\n"
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" {\n"
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" v2p.position = vertex_position__clip;\n"
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" v2p.texcoord = float2(vertex_position__scrn.x/viewport_size.x, 1 - vertex_position__scrn.y/viewport_size.y);\n"
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" v2p.cornercoord = cornercoords__pct[c2v.vertex_id];\n"
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" v2p.corner_radius = corner_radii__px[c2v.vertex_id];\n"
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" }\n"
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" return v2p;\n"
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"}\n"
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"\n"
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"//- rjf: pixel shader\n"
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"\n"
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"float4\n"
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"ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
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"{\n"
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" // rjf: blend weighted texture samples into color\n"
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" float4 color = stage_t2d.Sample(stage_sampler, v2p.texcoord) * kernel[0].x;\n"
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" color.a = kernel[0].x;\n"
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" for(float i = 1; i < blur_size; i += 1)\n"
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" {\n"
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" float weight = ((float[4])kernel[uint(i)/4])[uint(i)%4];\n"
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" float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));\n"
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" float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));\n"
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" min_sample.a = 1;\n"
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" max_sample.a = 1;\n"
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" color += min_sample*weight;\n"
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" color += max_sample*weight;\n"
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" }\n"
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" \n"
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" // rjf: determine SDF sample position\n"
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" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
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" float2 sdf_sample_pos = float2((2*v2p.cornercoord.x-1)*rect_half_size.x,\n"
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" (2*v2p.cornercoord.y-1)*rect_half_size.y);\n"
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" \n"
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" // rjf: sample for corners\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - float2(2.f, 2.f), v2p.corner_radius);\n"
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" float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);\n"
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" \n"
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" // rjf: weight output color by sdf\n"
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" color.a *= corner_sdf_t;\n"
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" \n"
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" return color;\n"
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"}\n"
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""
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);
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read_only global String8 r_d3d11_g_mesh_shader_src =
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str8_lit_comp(
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""
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"\n"
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"cbuffer Uniforms : register(b0)\n"
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"{\n"
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" row_major float4x4 xform;\n"
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"}\n"
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"\n"
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"struct CPU2Vertex\n"
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"{\n"
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" float3 position : POS;\n"
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" float3 normal : NOR;\n"
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" float2 texcoord : TEX;\n"
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" float3 color : COL;\n"
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"};\n"
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"\n"
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"struct Vertex2Pixel\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 texcoord : TEX;\n"
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" float4 color : COL;\n"
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"};\n"
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"\n"
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"Vertex2Pixel vs_main(CPU2Vertex c2v)\n"
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"{\n"
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" Vertex2Pixel v2p;\n"
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" v2p.position = mul(float4(c2v.position, 1.f), xform);\n"
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" v2p.texcoord = c2v.texcoord;\n"
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" v2p.color = float4(c2v.color, 1.f);\n"
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" return v2p;\n"
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"}\n"
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"\n"
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"float4 ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
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"{\n"
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" return v2p.color;\n"
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"}\n"
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""
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);
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read_only global String8 r_d3d11_g_geo3dcomposite_shader_src =
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str8_lit_comp(
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""
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"\n"
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"struct CPU2Vertex\n"
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"{\n"
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" uint vertex_id : SV_VertexID;\n"
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"};\n"
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"\n"
|
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"struct Vertex2Pixel\n"
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"{\n"
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" float4 position : SV_POSITION;\n"
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" float2 texcoord : TEX;\n"
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"};\n"
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"\n"
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"Texture2D stage_t2d : register(t0);\n"
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"SamplerState stage_sampler : register(s0);\n"
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"\n"
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"//- rjf: vertex shader\n"
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"\n"
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"Vertex2Pixel\n"
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"vs_main(CPU2Vertex c2v)\n"
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"{\n"
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|
" float4 vertex_positions__modl[] =\n"
|
|
" {\n"
|
|
" float4(0, 0, 0, 1),\n"
|
|
" float4(0, 1, 0, 1),\n"
|
|
" float4(1, 0, 0, 1),\n"
|
|
" float4(1, 1, 0, 1),\n"
|
|
" };\n"
|
|
" float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id];\n"
|
|
" float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1);\n"
|
|
" float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y);\n"
|
|
" texcoord.y = 1-texcoord.y;\n"
|
|
" Vertex2Pixel v2p;\n"
|
|
" {\n"
|
|
" v2p.position = vertex_position__clip;\n"
|
|
" v2p.texcoord = texcoord;\n"
|
|
" }\n"
|
|
" return v2p;\n"
|
|
"}\n"
|
|
"\n"
|
|
"//- rjf: pixel shader\n"
|
|
"\n"
|
|
"float4\n"
|
|
"ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
|
|
"{\n"
|
|
" float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord);\n"
|
|
" return final_color;\n"
|
|
"}\n"
|
|
""
|
|
);
|
|
|
|
read_only global String8 r_d3d11_g_finalize_shader_src =
|
|
str8_lit_comp(
|
|
""
|
|
"\n"
|
|
"struct CPU2Vertex\n"
|
|
"{\n"
|
|
" uint vertex_id : SV_VertexID;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct Vertex2Pixel\n"
|
|
"{\n"
|
|
" float4 position : SV_POSITION;\n"
|
|
" float2 texcoord : TEX;\n"
|
|
"};\n"
|
|
"\n"
|
|
"Texture2D stage_t2d : register(t0);\n"
|
|
"SamplerState stage_sampler : register(s0);\n"
|
|
"\n"
|
|
"//- rjf: vertex shader\n"
|
|
"\n"
|
|
"Vertex2Pixel\n"
|
|
"vs_main(CPU2Vertex c2v)\n"
|
|
"{\n"
|
|
" float4 vertex_positions__modl[] =\n"
|
|
" {\n"
|
|
" float4(0, 0, 0, 1),\n"
|
|
" float4(0, 1, 0, 1),\n"
|
|
" float4(1, 0, 0, 1),\n"
|
|
" float4(1, 1, 0, 1),\n"
|
|
" };\n"
|
|
" float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id];\n"
|
|
" float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1);\n"
|
|
" float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y);\n"
|
|
" texcoord.y = 1-texcoord.y;\n"
|
|
" Vertex2Pixel v2p;\n"
|
|
" {\n"
|
|
" v2p.position = vertex_position__clip;\n"
|
|
" v2p.texcoord = texcoord;\n"
|
|
" }\n"
|
|
" return v2p;\n"
|
|
"}\n"
|
|
"\n"
|
|
"//- rjf: pixel shader\n"
|
|
"\n"
|
|
"float4\n"
|
|
"ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
|
|
"{\n"
|
|
" float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord);\n"
|
|
" final_color.a = 1;\n"
|
|
" return final_color;\n"
|
|
"}\n"
|
|
""
|
|
);
|
|
|
|
|
|
#endif // RENDER_D3D11_META_H
|