RetroArch/gfx/include/dxsdk/d3d10shader.h
2019-02-03 16:00:50 -08:00

545 lines
25 KiB
C

//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3D10Shader.h
// Content: D3D10 Shader Types and APIs
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3D10SHADER_H__
#define __D3D10SHADER_H__
#include "d3d10.h"
/*#include <winapifamily.h>*/
/*#pragma region Desktop Family*/
/*#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)*/
//---------------------------------------------------------------------------
// D3D10_TX_VERSION:
// --------------
// Version token used to create a procedural texture filler in effects
// Used by D3D10Fill[]TX functions
//---------------------------------------------------------------------------
#define D3D10_TX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
//----------------------------------------------------------------------------
// D3D10SHADER flags:
// -----------------
// D3D10_SHADER_DEBUG
// Insert debug file/line/type/symbol information.
//
// D3D10_SHADER_SKIP_VALIDATION
// Do not validate the generated code against known capabilities and
// constraints. This option is only recommended when compiling shaders
// you KNOW will work. (ie. have compiled before without this option.)
// Shaders are always validated by D3D before they are set to the device.
//
// D3D10_SHADER_SKIP_OPTIMIZATION
// Instructs the compiler to skip optimization steps during code generation.
// Unless you are trying to isolate a problem in your code using this option
// is not recommended.
//
// D3D10_SHADER_PACK_MATRIX_ROW_MAJOR
// Unless explicitly specified, matrices will be packed in row-major order
// on input and output from the shader.
//
// D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR
// Unless explicitly specified, matrices will be packed in column-major
// order on input and output from the shader. This is generally more
// efficient, since it allows vector-matrix multiplication to be performed
// using a series of dot-products.
//
// D3D10_SHADER_PARTIAL_PRECISION
// Force all computations in resulting shader to occur at partial precision.
// This may result in faster evaluation of shaders on some hardware.
//
// D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT
// Force compiler to compile against the next highest available software
// target for vertex shaders. This flag also turns optimizations off,
// and debugging on.
//
// D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT
// Force compiler to compile against the next highest available software
// target for pixel shaders. This flag also turns optimizations off,
// and debugging on.
//
// D3D10_SHADER_NO_PRESHADER
// Disables Preshaders. Using this flag will cause the compiler to not
// pull out static expression for evaluation on the host cpu
//
// D3D10_SHADER_AVOID_FLOW_CONTROL
// Hint compiler to avoid flow-control constructs where possible.
//
// D3D10_SHADER_PREFER_FLOW_CONTROL
// Hint compiler to prefer flow-control constructs where possible.
//
// D3D10_SHADER_ENABLE_STRICTNESS
// By default, the HLSL/Effect compilers are not strict on deprecated syntax.
// Specifying this flag enables the strict mode. Deprecated syntax may be
// removed in a future release, and enabling syntax is a good way to make sure
// your shaders comply to the latest spec.
//
// D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
// This enables older shaders to compile to 4_0 targets.
//
//----------------------------------------------------------------------------
#define D3D10_SHADER_DEBUG (1 << 0)
#define D3D10_SHADER_SKIP_VALIDATION (1 << 1)
#define D3D10_SHADER_SKIP_OPTIMIZATION (1 << 2)
#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR (1 << 3)
#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR (1 << 4)
#define D3D10_SHADER_PARTIAL_PRECISION (1 << 5)
#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT (1 << 6)
#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT (1 << 7)
#define D3D10_SHADER_NO_PRESHADER (1 << 8)
#define D3D10_SHADER_AVOID_FLOW_CONTROL (1 << 9)
#define D3D10_SHADER_PREFER_FLOW_CONTROL (1 << 10)
#define D3D10_SHADER_ENABLE_STRICTNESS (1 << 11)
#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY (1 << 12)
#define D3D10_SHADER_IEEE_STRICTNESS (1 << 13)
#define D3D10_SHADER_WARNINGS_ARE_ERRORS (1 << 18)
#define D3D10_SHADER_RESOURCES_MAY_ALIAS (1 << 19)
#define D3D10_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES (1 << 20)
#define D3D10_ALL_RESOURCES_BOUND (1 << 21)
#define D3D10_SHADER_DEBUG_NAME_FOR_SOURCE (1 << 22)
#define D3D10_SHADER_DEBUG_NAME_FOR_BINARY (1 << 23)
// optimization level flags
#define D3D10_SHADER_OPTIMIZATION_LEVEL0 (1 << 14)
#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0
#define D3D10_SHADER_OPTIMIZATION_LEVEL2 ((1 << 14) | (1 << 15))
#define D3D10_SHADER_OPTIMIZATION_LEVEL3 (1 << 15)
// Force root signature flags. (Passed in Flags2)
#define D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_LATEST 0
#define D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_1_0 (1 << 4)
#define D3D10_SHADER_FLAGS2_FORCE_ROOT_SIGNATURE_1_1 (1 << 5)
typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
typedef D3D10_SHADER_MACRO* LPD3D10_SHADER_MACRO;
typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
typedef D3D10_SHADER_VARIABLE_CLASS* LPD3D10_SHADER_VARIABLE_CLASS;
typedef D3D_SHADER_VARIABLE_FLAGS D3D10_SHADER_VARIABLE_FLAGS;
typedef D3D10_SHADER_VARIABLE_FLAGS* LPD3D10_SHADER_VARIABLE_FLAGS;
typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
typedef D3D10_SHADER_VARIABLE_TYPE* LPD3D10_SHADER_VARIABLE_TYPE;
typedef D3D_SHADER_INPUT_FLAGS D3D10_SHADER_INPUT_FLAGS;
typedef D3D10_SHADER_INPUT_FLAGS* LPD3D10_SHADER_INPUT_FLAGS;
typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
typedef D3D10_SHADER_INPUT_TYPE* LPD3D10_SHADER_INPUT_TYPE;
typedef D3D_SHADER_CBUFFER_FLAGS D3D10_SHADER_CBUFFER_FLAGS;
typedef D3D10_SHADER_CBUFFER_FLAGS* LPD3D10_SHADER_CBUFFER_FLAGS;
typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
typedef D3D10_CBUFFER_TYPE* LPD3D10_CBUFFER_TYPE;
typedef D3D_NAME D3D10_NAME;
typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
// ID3D10Include has been made version-neutral and moved to d3dcommon.h.
typedef interface ID3DInclude ID3D10Include;
typedef interface ID3DInclude* LPD3D10INCLUDE;
#define IID_ID3D10Include IID_ID3DInclude
//----------------------------------------------------------------------------
// ID3D10ShaderReflection:
//----------------------------------------------------------------------------
//
// Structure definitions
//
typedef struct _D3D10_SHADER_DESC
{
UINT Version; // Shader version
LPCSTR Creator; // Creator string
UINT Flags; // Shader compilation/parse flags
UINT ConstantBuffers; // Number of constant buffers
UINT BoundResources; // Number of bound resources
UINT InputParameters; // Number of parameters in the input signature
UINT OutputParameters; // Number of parameters in the output signature
UINT InstructionCount; // Number of emitted instructions
UINT TempRegisterCount; // Number of temporary registers used
UINT TempArrayCount; // Number of temporary arrays used
UINT DefCount; // Number of constant defines
UINT DclCount; // Number of declarations (input + output)
UINT TextureNormalInstructions; // Number of non-categorized texture instructions
UINT TextureLoadInstructions; // Number of texture load instructions
UINT TextureCompInstructions; // Number of texture comparison instructions
UINT TextureBiasInstructions; // Number of texture bias instructions
UINT TextureGradientInstructions; // Number of texture gradient instructions
UINT FloatInstructionCount; // Number of floating point arithmetic instructions used
UINT IntInstructionCount; // Number of signed integer arithmetic instructions used
UINT UintInstructionCount; // Number of unsigned integer arithmetic instructions used
UINT StaticFlowControlCount; // Number of static flow control instructions used
UINT DynamicFlowControlCount; // Number of dynamic flow control instructions used
UINT MacroInstructionCount; // Number of macro instructions used
UINT ArrayInstructionCount; // Number of array instructions used
UINT CutInstructionCount; // Number of cut instructions used
UINT EmitInstructionCount; // Number of emit instructions used
D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology; // Geometry shader output topology
UINT GSMaxOutputVertexCount; // Geometry shader maximum output vertex count
} D3D10_SHADER_DESC;
typedef struct _D3D10_SHADER_BUFFER_DESC
{
LPCSTR Name; // Name of the constant buffer
D3D10_CBUFFER_TYPE Type; // Indicates that this is a CBuffer or TBuffer
UINT Variables; // Number of member variables
UINT Size; // Size of CB (in bytes)
UINT uFlags; // Buffer description flags
} D3D10_SHADER_BUFFER_DESC;
typedef struct _D3D10_SHADER_VARIABLE_DESC
{
LPCSTR Name; // Name of the variable
UINT StartOffset; // Offset in constant buffer's backing store
UINT Size; // Size of variable (in bytes)
UINT uFlags; // Variable flags
LPVOID DefaultValue; // Raw pointer to default value
} D3D10_SHADER_VARIABLE_DESC;
typedef struct _D3D10_SHADER_TYPE_DESC
{
D3D10_SHADER_VARIABLE_CLASS Class; // Variable class (e.g. object, matrix, etc.)
D3D10_SHADER_VARIABLE_TYPE Type; // Variable type (e.g. float, sampler, etc.)
UINT Rows; // Number of rows (for matrices, 1 for other numeric, 0 if not applicable)
UINT Columns; // Number of columns (for vectors & matrices, 1 for other numeric, 0 if not applicable)
UINT Elements; // Number of elements (0 if not an array)
UINT Members; // Number of members (0 if not a structure)
UINT Offset; // Offset from the start of structure (0 if not a structure member)
} D3D10_SHADER_TYPE_DESC;
typedef struct _D3D10_SHADER_INPUT_BIND_DESC
{
LPCSTR Name; // Name of the resource
D3D10_SHADER_INPUT_TYPE Type; // Type of resource (e.g. texture, cbuffer, etc.)
UINT BindPoint; // Starting bind point
UINT BindCount; // Number of contiguous bind points (for arrays)
UINT uFlags; // Input binding flags
D3D10_RESOURCE_RETURN_TYPE ReturnType; // Return type (if texture)
D3D10_SRV_DIMENSION Dimension; // Dimension (if texture)
UINT NumSamples; // Number of samples (0 if not MS texture)
} D3D10_SHADER_INPUT_BIND_DESC;
typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
{
LPCSTR SemanticName; // Name of the semantic
UINT SemanticIndex; // Index of the semantic
UINT Register; // Number of member variables
D3D10_NAME SystemValueType;// A predefined system value, or D3D10_NAME_UNDEFINED if not applicable
D3D10_REGISTER_COMPONENT_TYPE ComponentType;// Scalar type (e.g. uint, float, etc.)
BYTE Mask; // Mask to indicate which components of the register
// are used (combination of D3D10_COMPONENT_MASK values)
BYTE ReadWriteMask; // Mask to indicate whether a given component is
// never written (if this is an output signature) or
// always read (if this is an input signature).
// (combination of D3D10_COMPONENT_MASK values)
} D3D10_SIGNATURE_PARAMETER_DESC;
//
// Interface definitions
//
typedef interface ID3D10ShaderReflectionType ID3D10ShaderReflectionType;
typedef interface ID3D10ShaderReflectionType *LPD3D10SHADERREFLECTIONTYPE;
// {C530AD7D-9B16-4395-A979-BA2ECFF83ADD}
interface DECLSPEC_UUID("C530AD7D-9B16-4395-A979-BA2ECFF83ADD") ID3D10ShaderReflectionType;
DEFINE_GUID(IID_ID3D10ShaderReflectionType,
0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
#undef INTERFACE
#define INTERFACE ID3D10ShaderReflectionType
DECLARE_INTERFACE(ID3D10ShaderReflectionType)
{
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByIndex)(THIS_ UINT Index) PURE;
STDMETHOD_(ID3D10ShaderReflectionType*, GetMemberTypeByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT Index) PURE;
};
typedef interface ID3D10ShaderReflectionVariable ID3D10ShaderReflectionVariable;
typedef interface ID3D10ShaderReflectionVariable *LPD3D10SHADERREFLECTIONVARIABLE;
// {1BF63C95-2650-405d-99C1-3636BD1DA0A1}
interface DECLSPEC_UUID("1BF63C95-2650-405d-99C1-3636BD1DA0A1") ID3D10ShaderReflectionVariable;
DEFINE_GUID(IID_ID3D10ShaderReflectionVariable,
0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
#undef INTERFACE
#define INTERFACE ID3D10ShaderReflectionVariable
DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_VARIABLE_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionType*, GetType)(THIS) PURE;
};
typedef interface ID3D10ShaderReflectionConstantBuffer ID3D10ShaderReflectionConstantBuffer;
typedef interface ID3D10ShaderReflectionConstantBuffer *LPD3D10SHADERREFLECTIONCONSTANTBUFFER;
// {66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0}
interface DECLSPEC_UUID("66C66A94-DDDD-4b62-A66A-F0DA33C2B4D0") ID3D10ShaderReflectionConstantBuffer;
DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer,
0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
#undef INTERFACE
#define INTERFACE ID3D10ShaderReflectionConstantBuffer
DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
{
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_BUFFER_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByIndex)(THIS_ UINT Index) PURE;
STDMETHOD_(ID3D10ShaderReflectionVariable*, GetVariableByName)(THIS_ LPCSTR Name) PURE;
};
typedef interface ID3D10ShaderReflection ID3D10ShaderReflection;
typedef interface ID3D10ShaderReflection *LPD3D10SHADERREFLECTION;
// {D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA}
interface DECLSPEC_UUID("D40E20B6-F8F7-42ad-AB20-4BAF8F15DFAA") ID3D10ShaderReflection;
DEFINE_GUID(IID_ID3D10ShaderReflection,
0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
#undef INTERFACE
#define INTERFACE ID3D10ShaderReflection
DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ _Out_ D3D10_SHADER_DESC *pDesc) PURE;
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByIndex)(THIS_ UINT Index) PURE;
STDMETHOD_(ID3D10ShaderReflectionConstantBuffer*, GetConstantBufferByName)(THIS_ LPCSTR Name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT ResourceIndex, _Out_ D3D10_SHADER_INPUT_BIND_DESC *pDesc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT ParameterIndex, _Out_ D3D10_SIGNATURE_PARAMETER_DESC *pDesc) PURE;
};
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//----------------------------------------------------------------------------
// D3D10CompileShader:
// ------------------
// Compiles a shader.
//
// Parameters:
// pSrcFile
// Source file name.
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module.
// pSrcData
// Pointer to source code.
// SrcDataSize
// Size of source code, in bytes.
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// pFunctionName
// Name of the entrypoint function where execution should begin.
// pProfile
// Instruction set to be used when generating code. The D3D10 entry
// point currently supports only "vs_4_0", "ps_4_0", and "gs_4_0".
// Flags
// See D3D10_SHADER_xxx flags.
// ppShader
// Returns a buffer containing the created shader. This buffer contains
// the compiled shader code, as well as any embedded debug and symbol
// table info. (See D3D10GetShaderConstantTable)
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during the compile. If you are running in a debugger,
// these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------
HRESULT WINAPI D3D10CompileShader(_In_reads_bytes_(SrcDataSize) LPCSTR pSrcData, SIZE_T SrcDataSize, _In_opt_ LPCSTR pFileName, _In_opt_ CONST D3D10_SHADER_MACRO* pDefines, _In_opt_ LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags, _Out_ ID3D10Blob** ppShader, _Out_opt_ ID3D10Blob** ppErrorMsgs);
//----------------------------------------------------------------------------
// D3D10DisassembleShader:
// ----------------------
// Takes a binary shader, and returns a buffer containing text assembly.
//
// Parameters:
// pShader
// Pointer to the shader byte code.
// BytecodeLength
// Size of the shader byte code in bytes.
// EnableColorCode
// Emit HTML tags for color coding the output?
// pComments
// Pointer to a comment string to include at the top of the shader.
// ppDisassembly
// Returns a buffer containing the disassembled shader.
//----------------------------------------------------------------------------
HRESULT WINAPI D3D10DisassembleShader(_In_reads_bytes_(BytecodeLength) CONST void *pShader, SIZE_T BytecodeLength, BOOL EnableColorCode, _In_opt_ LPCSTR pComments, _Out_ ID3D10Blob** ppDisassembly);
//----------------------------------------------------------------------------
// D3D10GetPixelShaderProfile/D3D10GetVertexShaderProfile/D3D10GetGeometryShaderProfile:
// -----------------------------------------------------
// Returns the name of the HLSL profile best suited to a given device.
//
// Parameters:
// pDevice
// Pointer to the device in question
//----------------------------------------------------------------------------
LPCSTR WINAPI D3D10GetPixelShaderProfile(_In_ ID3D10Device *pDevice);
LPCSTR WINAPI D3D10GetVertexShaderProfile(_In_ ID3D10Device *pDevice);
LPCSTR WINAPI D3D10GetGeometryShaderProfile(_In_ ID3D10Device *pDevice);
//----------------------------------------------------------------------------
// D3D10ReflectShader:
// ------------------
// Creates a shader reflection object that can be used to retrieve information
// about a compiled shader
//
// Parameters:
// pShaderBytecode
// Pointer to a compiled shader (same pointer that is passed into
// ID3D10Device::CreateShader)
// BytecodeLength
// Length of the shader bytecode buffer
// ppReflector
// [out] Returns a ID3D10ShaderReflection object that can be used to
// retrieve shader resource and constant buffer information
//
//----------------------------------------------------------------------------
HRESULT WINAPI D3D10ReflectShader(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10ShaderReflection **ppReflector);
//----------------------------------------------------------------------------
// D3D10PreprocessShader
// ---------------------
// Creates a shader reflection object that can be used to retrieve information
// about a compiled shader
//
// Parameters:
// pSrcData
// Pointer to source code
// SrcDataSize
// Size of source code, in bytes
// pFileName
// Source file name (used for error output)
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when assembling
// from file, and will error when assembling from resource or memory.
// ppShaderText
// Returns a buffer containing a single large string that represents
// the resulting formatted token stream
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during assembly. If you are running in a debugger,
// these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------
HRESULT WINAPI D3D10PreprocessShader(_In_reads_bytes_(SrcDataSize) LPCSTR pSrcData, SIZE_T SrcDataSize, _In_opt_ LPCSTR pFileName, _In_opt_ CONST D3D10_SHADER_MACRO* pDefines,
_In_opt_ LPD3D10INCLUDE pInclude, _Out_ ID3D10Blob** ppShaderText, _Out_opt_ ID3D10Blob** ppErrorMsgs);
//////////////////////////////////////////////////////////////////////////
//
// Shader blob manipulation routines
// ---------------------------------
//
// void *pShaderBytecode - a buffer containing the result of an HLSL
// compilation. Typically this opaque buffer contains several
// discrete sections including the shader executable code, the input
// signature, and the output signature. This can typically be retrieved
// by calling ID3D10Blob::GetBufferPointer() on the returned blob
// from HLSL's compile APIs.
//
// UINT BytecodeLength - the length of pShaderBytecode. This can
// typically be retrieved by calling ID3D10Blob::GetBufferSize()
// on the returned blob from HLSL's compile APIs.
//
// ID3D10Blob **ppSignatureBlob(s) - a newly created buffer that
// contains only the signature portions of the original bytecode.
// This is a copy; the original bytecode is not modified. You may
// specify NULL for this parameter to have the bytecode validated
// for the presence of the corresponding signatures without actually
// copying them and creating a new blob.
//
// Returns E_INVALIDARG if any required parameters are NULL
// Returns E_FAIL is the bytecode is corrupt or missing signatures
// Returns S_OK on success
//
//////////////////////////////////////////////////////////////////////////
HRESULT WINAPI D3D10GetInputSignatureBlob(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob **ppSignatureBlob);
HRESULT WINAPI D3D10GetOutputSignatureBlob(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob **ppSignatureBlob);
HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob **ppSignatureBlob);
//----------------------------------------------------------------------------
// D3D10GetShaderDebugInfo:
// -----------------------
// Gets shader debug info. Debug info is generated by D3D10CompileShader and is
// embedded in the body of the shader.
//
// Parameters:
// pShaderBytecode
// Pointer to the function bytecode
// BytecodeLength
// Length of the shader bytecode buffer
// ppDebugInfo
// Buffer used to return debug info. For information about the layout
// of this buffer, see definition of D3D10_SHADER_DEBUG_INFO above.
//----------------------------------------------------------------------------
HRESULT WINAPI D3D10GetShaderDebugInfo(_In_reads_bytes_(BytecodeLength) CONST void *pShaderBytecode, SIZE_T BytecodeLength, _Out_ ID3D10Blob** ppDebugInfo);
#ifdef __cplusplus
}
#endif //__cplusplus
/*#endif*/ /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) */
/*#pragma endregion*/
#endif //__D3D10SHADER_H__