Reputation: 31607
What does sampler2D texture0 : DEFINESAMPLER(0);
do? It's taken from a header inside a game's directory. I'm confused about the use of the colon.
Edit: More context, as requested.
There really isn't much more context to mention. The line is from a file resources/Shaders/ShaderMacros.h from a game called Super Meat Boy (the Steam version, at least). The header just contains a bunch of declarations such as the one I mentioned above:
/**
Defines for profile specific compiling
*/
#define DEFINEFLOATCONSTANT(x) register(c##x)
#define HardwareInstanceTrans float4x4 matInstanceTransform : TEXCOORD1
#define HardwareInstanceTexCoordOffset float4 vInstanceTexCoordOffset : TEXCOORD5
#ifdef SHADER_DX
#define matrixmul(mat, pos) mul(pos, mat)
#else
#define matrixmul(mat, pos) mul(mat, pos)
#endif
#define DEFINESAMPLER(x) register(s##x)
/*************************************************************
SAMPLERS
*************************************************************/
sampler2D texture0 : DEFINESAMPLER(0);
sampler2D texture1 : DEFINESAMPLER(1);
sampler2D texture2 : DEFINESAMPLER(2);
sampler2D texture3 : DEFINESAMPLER(3);
sampler2D texture4 : DEFINESAMPLER(4);
sampler2D texture5 : DEFINESAMPLER(5);
sampler2D texture6 : DEFINESAMPLER(6);
sampler2D texture7 : DEFINESAMPLER(7);
sampler2D texture8 : DEFINESAMPLER(8);
sampler2D texture9 : DEFINESAMPLER(9);
sampler2D texture10 : DEFINESAMPLER(10);
sampler2D texture11 : DEFINESAMPLER(11);
sampler2D texture12 : DEFINESAMPLER(12);
sampler2D texture13 : DEFINESAMPLER(13);
sampler2D texture14 : DEFINESAMPLER(14);
sampler2D texture15 : DEFINESAMPLER(15);
/*************************************************************
VERTEX SHADER CONSTANTS
*
************************************************************/
float4x4 matWorld : DEFINEFLOATCONSTANT(0); //Uses 4 registers
#ifdef SHADER_DX
float3x4 mat3x4TexGen0 : DEFINEFLOATCONSTANT(4); //Uses 3 registers
float3x4 mat3x4TexGen1 : DEFINEFLOATCONSTANT(7); //Uses 3 registers
float3x4 mat3x4TexGen2 : DEFINEFLOATCONSTANT(10); //Uses 3 registers
float3x4 mat3x4TexGen3 : DEFINEFLOATCONSTANT(13); //Uses 3 registers
float3x4 mat3x4TexGen4 : DEFINEFLOATCONSTANT(16); //Uses 3 registers
float3x4 mat3x4TexGen5 : DEFINEFLOATCONSTANT(19); //Uses 3 registers
float3x4 mat3x4TexGen6 : DEFINEFLOATCONSTANT(22); //Uses 3 registers
float3x4 mat3x4TexGen7 : DEFINEFLOATCONSTANT(25); //Uses 3 registers
float3x4 mat2x4TexGen0 : DEFINEFLOATCONSTANT(28); //Uses 2 registers
float3x4 mat2x4TexGen1 : DEFINEFLOATCONSTANT(30); //Uses 2 registers
float3x4 mat2x4TexGen2 : DEFINEFLOATCONSTANT(32); //Uses 2 registers
float3x4 mat2x4TexGen3 : DEFINEFLOATCONSTANT(34); //Uses 2 registers
float3x4 mat2x4TexGen4 : DEFINEFLOATCONSTANT(36); //Uses 2 registers
float3x4 mat2x4TexGen5 : DEFINEFLOATCONSTANT(38); //Uses 2 registers
float3x4 mat2x4TexGen6 : DEFINEFLOATCONSTANT(40); //Uses 2 registers
float3x4 mat2x4TexGen7 : DEFINEFLOATCONSTANT(42); //Uses 2 registers
#else
/** Texture coord generation matricies */
float4x3 mat3x4TexGen0 : DEFINEFLOATCONSTANT(4); //Uses 3 registers
float4x3 mat3x4TexGen1 : DEFINEFLOATCONSTANT(7); //Uses 3 registers
float4x3 mat3x4TexGen2 : DEFINEFLOATCONSTANT(10); //Uses 3 registers
float4x3 mat3x4TexGen3 : DEFINEFLOATCONSTANT(13); //Uses 3 registers
float4x3 mat3x4TexGen4 : DEFINEFLOATCONSTANT(16); //Uses 3 registers
float4x3 mat3x4TexGen5 : DEFINEFLOATCONSTANT(19); //Uses 3 registers
float4x3 mat3x4TexGen6 : DEFINEFLOATCONSTANT(22); //Uses 3 registers
float4x3 mat3x4TexGen7 : DEFINEFLOATCONSTANT(25); //Uses 3 registers
float4x3 mat2x4TexGen0 : DEFINEFLOATCONSTANT(28); //Uses 2 registers
float4x3 mat2x4TexGen1 : DEFINEFLOATCONSTANT(30); //Uses 2 registers
float4x3 mat2x4TexGen2 : DEFINEFLOATCONSTANT(32); //Uses 2 registers
float4x3 mat2x4TexGen3 : DEFINEFLOATCONSTANT(34); //Uses 2 registers
float4x3 mat2x4TexGen4 : DEFINEFLOATCONSTANT(36); //Uses 2 registers
float4x3 mat2x4TexGen5 : DEFINEFLOATCONSTANT(38); //Uses 2 registers
float4x3 mat2x4TexGen6 : DEFINEFLOATCONSTANT(40); //Uses 2 registers
float4x3 mat2x4TexGen7 : DEFINEFLOATCONSTANT(42); //Uses 2 registers
#endif
/***
Graphics Pipeline stuff
*/
//ColorConstant1
float4 cColorConstant1 : DEFINEFLOATCONSTANT(0); //uses 1 register
float4 cColorConstant2 : DEFINEFLOATCONSTANT(1); //uses 1 register
float4 cColorConstant3 : DEFINEFLOATCONSTANT(2); //uses 1 register
float4 vShaderParams : DEFINEFLOATCONSTANT(3); //uses 1 register
float4 cFogColor : DEFINEFLOATCONSTANT(4); //uses 1 register
float4 vFogParams : DEFINEFLOATCONSTANT(5);
#define FOGMAXDIST vFogParams.x //this parameter is CPU calculated as 1 / elementZ. This is only applicable for 2D
#define FOGITEMDIST vFogParams.y //item distance set by the CPU
Upvotes: 2
Views: 720
Reputation: 1234
This isn't a C or C++ header file. This is a HLSL shader file. In short, the sampler2D texture0 : DEFINESAMPLER(0);
statement creates a texture input into the shader. For more information about HLSL see MSDN HLSL Documentation.
Upvotes: 8
Reputation: 131907
Seems like that headerfile gets preprocessed and then gets included in the actual shader files.
sampler2D texture0 : DEFINESAMPLER(0);
For example expands to
sampler2D texture0 : register(s0);
after preprocessing. That texture sampler then gets assigned to a sampler register 0
. Look at this msdn site for more information.
Upvotes: 2