source: Daodan/MSYS2/mingw32/i686-w64-mingw32/include/d3d10shader.h

Last change on this file was 1166, checked in by rossy, 3 years ago

Daodan: Replace MinGW build env with an up-to-date MSYS2 env

File size: 8.6 KB
RevLine 
[1166]1#undef INTERFACE
2/*
3 * Copyright 2009 Henri Verbeet for CodeWeavers
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 *
19 */
20
21#ifndef __WINE_D3D10SHADER_H
22#define __WINE_D3D10SHADER_H
23
24#include "d3d10.h"
25
26#define D3D10_SHADER_DEBUG 0x0001
27#define D3D10_SHADER_SKIP_VALIDATION 0x0002
28#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
29#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
30#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
31#define D3D10_SHADER_PARTIAL_PRECISION 0x0020
32#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
33#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
34#define D3D10_SHADER_NO_PRESHADER 0x0100
35#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
36#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0400
37#define D3D10_SHADER_ENABLE_STRICTNESS 0x0800
38#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
39#define D3D10_SHADER_IEEE_STRICTNESS 0x2000
40#define D3D10_SHADER_WARNINGS_ARE_ERRORS 0x40000
41
42#define D3D10_SHADER_OPTIMIZATION_LEVEL0 0x4000
43#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0x0000
44#define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000
45#define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000
46
47/* These are defined as version-neutral in d3dcommon.h */
48typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
49typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
50
51typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
52typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
53
54typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
55typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
56
57typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
58
59typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
60
61typedef D3D_NAME D3D10_NAME;
62
63typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
64typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
65
66typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
67typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
68
69typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
70typedef ID3DInclude ID3D10Include;
71typedef ID3DInclude *LPD3D10INCLUDE;
72#define IID_ID3D10Include IID_ID3DInclude
73
74typedef struct _D3D10_SHADER_INPUT_BIND_DESC
75{
76 const char *Name;
77 D3D10_SHADER_INPUT_TYPE Type;
78 UINT BindPoint;
79 UINT BindCount;
80 UINT uFlags;
81 D3D10_RESOURCE_RETURN_TYPE ReturnType;
82 D3D10_SRV_DIMENSION Dimension;
83 UINT NumSamples;
84} D3D10_SHADER_INPUT_BIND_DESC;
85
86typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
87{
88 const char *SemanticName;
89 UINT SemanticIndex;
90 UINT Register;
91 D3D10_NAME SystemValueType;
92 D3D10_REGISTER_COMPONENT_TYPE ComponentType;
93 BYTE Mask;
94 BYTE ReadWriteMask;
95} D3D10_SIGNATURE_PARAMETER_DESC;
96
97typedef struct _D3D10_SHADER_DESC
98{
99 UINT Version;
100 const char *Creator;
101 UINT Flags;
102 UINT ConstantBuffers;
103 UINT BoundResources;
104 UINT InputParameters;
105 UINT OutputParameters;
106 UINT InstructionCount;
107 UINT TempRegisterCount;
108 UINT TempArrayCount;
109 UINT DefCount;
110 UINT DclCount;
111 UINT TextureNormalInstructions;
112 UINT TextureLoadInstructions;
113 UINT TextureCompInstructions;
114 UINT TextureBiasInstructions;
115 UINT TextureGradientInstructions;
116 UINT FloatInstructionCount;
117 UINT IntInstructionCount;
118 UINT UintInstructionCount;
119 UINT StaticFlowControlCount;
120 UINT DynamicFlowControlCount;
121 UINT MacroInstructionCount;
122 UINT ArrayInstructionCount;
123 UINT CutInstructionCount;
124 UINT EmitInstructionCount;
125 D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
126 UINT GSMaxOutputVertexCount;
127} D3D10_SHADER_DESC;
128
129typedef struct _D3D10_SHADER_BUFFER_DESC
130{
131 const char *Name;
132 D3D10_CBUFFER_TYPE Type;
133 UINT Variables;
134 UINT Size;
135 UINT uFlags;
136} D3D10_SHADER_BUFFER_DESC;
137
138typedef struct _D3D10_SHADER_VARIABLE_DESC
139{
140 const char *Name;
141 UINT StartOffset;
142 UINT Size;
143 UINT uFlags;
144 void *DefaultValue;
145} D3D10_SHADER_VARIABLE_DESC;
146
147typedef struct _D3D10_SHADER_TYPE_DESC
148{
149 D3D10_SHADER_VARIABLE_CLASS Class;
150 D3D10_SHADER_VARIABLE_TYPE Type;
151 UINT Rows;
152 UINT Columns;
153 UINT Elements;
154 UINT Members;
155 UINT Offset;
156} D3D10_SHADER_TYPE_DESC;
157
158DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
159
160#define INTERFACE ID3D10ShaderReflectionType
161DECLARE_INTERFACE(ID3D10ShaderReflectionType)
162{
163 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
164 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
165 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ const char *name) PURE;
166 STDMETHOD_(const char *, GetMemberTypeName)(THIS_ UINT index) PURE;
167};
168#undef INTERFACE
169
170DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
171
172#define INTERFACE ID3D10ShaderReflectionVariable
173DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
174{
175 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
176 STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
177};
178#undef INTERFACE
179
180DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
181
182#define INTERFACE ID3D10ShaderReflectionConstantBuffer
183DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
184{
185 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
186 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
187 STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ const char *name) PURE;
188};
189#undef INTERFACE
190
191DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
192
193#define INTERFACE ID3D10ShaderReflection
194DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
195{
196 /* IUnknown methods */
197 STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE;
198 STDMETHOD_(ULONG, AddRef)(THIS) PURE;
199 STDMETHOD_(ULONG, Release)(THIS) PURE;
200 /* ID3D10ShaderReflection methods */
201 STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
202 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
203 STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ const char *name) PURE;
204 STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
205 STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
206 STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
207};
208#undef INTERFACE
209
210
211#ifdef __cplusplus
212extern "C" {
213#endif
214
215HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
216 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
217 const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
218HRESULT WINAPI D3D10DisassembleShader(const void *data, SIZE_T data_size,
219 WINBOOL color_code, const char *comments, ID3D10Blob **disassembly);
220const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
221const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
222const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
223
224HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
225HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
226HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
227HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
228HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
229
230#ifdef __cplusplus
231}
232#endif
233
234#endif /* __WINE_D3D10SHADER_H */
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