怎么sampler2D texture0 : DEFINESAMPLER(0);办?它取自游戏目录中的标题.我对结肠的使用感到困惑.
编辑:根据要求提供更多上下文.
确实没有更多的背景要提.该行来自一个名为Super Meat Boy的游戏的文件resources/Shaders/ShaderMacros.h(至少是Steam版本).标题只包含一堆声明,例如我上面提到的声明:
/**
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
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这不是C或C++头文件.这是一个HLSL着色器文件.简而言之,该sampler2D texture0 : DEFINESAMPLER(0);语句在着色器中创建纹理输入.有关HLSL的详细信息,请参阅MSDN HLSL文档.