//-----------------------------------------------------------------------------
// Macros.fxh
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------

#ifdef SM4


// Macros for targetting shader model 4.0 (DX11)

#define BEGIN_CONSTANTS     cbuffer Parameters : register(b0) {
#define MATRIX_CONSTANTS    }; cbuffer ProjectionMatrix : register(b1) {
#define END_CONSTANTS       };

#define _vs(r)
#define _ps(r)
#define _cb(r)  : packoffset(r)

#define DECLARE_TEXTURE(Name, index) \
    Texture2D<float4> Name : register(t##index); \
    sampler Name##Sampler : register(s##index)

#define DECLARE_CUBEMAP(Name, index) \
    TextureCube<float4> Name : register(t##index); \
    sampler Name##Sampler : register(s##index)

#define SAMPLE_TEXTURE(Name, texCoord)  Name.Sample(Name##Sampler, texCoord)
#define SAMPLE_CUBEMAP(Name, texCoord)  Name.Sample(Name##Sampler, texCoord)
#define SAMPLE_CUBEMAP_LOD(Name, texCoord) Name.SampleLevel(Name##Sampler, texCoord.xyz, texCoord.w)

#else


// Macros for targetting shader model 2.0 (DX9)

#define BEGIN_CONSTANTS
#define MATRIX_CONSTANTS
#define END_CONSTANTS

#define _vs(r)  : register(vs, r)
#define _ps(r)  : register(ps, r)
#define _cb(r)

#define DECLARE_TEXTURE(Name, index) \
    texture2D Name; \
    sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };

#define DECLARE_CUBEMAP(Name, index) \
    textureCUBE Name; \
    sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };

#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name##Sampler, texCoord)
#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)
#define SAMPLE_CUBEMAP_LOD(Name, texCoord)  texCUBElod(Name##Sampler, texCoord)
#endif