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https://github.com/reactos/wine.git
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232 lines
8.3 KiB
C
232 lines
8.3 KiB
C
/*
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#ifndef __WINE_D3D10SHADER_H
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#define __WINE_D3D10SHADER_H
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#include "d3d10.h"
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#define D3D10_SHADER_DEBUG 0x0001
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#define D3D10_SHADER_SKIP_VALIDATION 0x0002
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#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
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#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
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#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
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#define D3D10_SHADER_PARTIAL_PRECISION 0x0020
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#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
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#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
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#define D3D10_SHADER_NO_PRESHADER 0x0100
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#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
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#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0400
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#define D3D10_SHADER_ENABLE_STRICTNESS 0x0800
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#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
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#define D3D10_SHADER_IEEE_STRICTNESS 0x2000
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#define D3D10_SHADER_WARNINGS_ARE_ERRORS 0x40000
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#define D3D10_SHADER_OPTIMIZATION_LEVEL0 0x4000
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#define D3D10_SHADER_OPTIMIZATION_LEVEL1 0x0000
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#define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000
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#define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000
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/* These are defined as version-neutral in d3dcommon.h */
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typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
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typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
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typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS;
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typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS;
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typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE;
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typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE;
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typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE;
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typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE;
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typedef D3D_NAME D3D10_NAME;
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typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
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typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
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typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
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typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
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typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
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typedef ID3DInclude ID3D10Include;
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typedef ID3DInclude *LPD3D10INCLUDE;
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#define IID_ID3D10Include IID_ID3DInclude
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typedef struct _D3D10_SHADER_INPUT_BIND_DESC
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{
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LPCSTR Name;
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D3D10_SHADER_INPUT_TYPE Type;
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UINT BindPoint;
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UINT BindCount;
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UINT uFlags;
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D3D10_RESOURCE_RETURN_TYPE ReturnType;
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D3D10_SRV_DIMENSION Dimension;
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UINT NumSamples;
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} D3D10_SHADER_INPUT_BIND_DESC;
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typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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{
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LPCSTR SemanticName;
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UINT SemanticIndex;
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UINT Register;
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D3D10_NAME SystemValueType;
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D3D10_REGISTER_COMPONENT_TYPE ComponentType;
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BYTE Mask;
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BYTE ReadWriteMask;
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} D3D10_SIGNATURE_PARAMETER_DESC;
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typedef struct _D3D10_SHADER_DESC
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{
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UINT Version;
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LPCSTR Creator;
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UINT Flags;
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UINT ConstantBuffers;
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UINT BoundResources;
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UINT InputParameters;
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UINT OutputParameters;
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UINT InstructionCount;
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UINT TempRegisterCount;
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UINT TempArrayCount;
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UINT DefCount;
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UINT DclCount;
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UINT TextureNormalInstructions;
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UINT TextureLoadInstructions;
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UINT TextureCompInstructions;
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UINT TextureBiasInstructions;
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UINT TextureGradientInstructions;
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UINT FloatInstructionCount;
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UINT IntInstructionCount;
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UINT UintInstructionCount;
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UINT StaticFlowControlCount;
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UINT DynamicFlowControlCount;
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UINT MacroInstructionCount;
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UINT ArrayInstructionCount;
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UINT CutInstructionCount;
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UINT EmitInstructionCount;
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D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
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UINT GSMaxOutputVertexCount;
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} D3D10_SHADER_DESC;
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typedef struct _D3D10_SHADER_BUFFER_DESC
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{
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LPCSTR Name;
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D3D10_CBUFFER_TYPE Type;
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UINT Variables;
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UINT Size;
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UINT uFlags;
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} D3D10_SHADER_BUFFER_DESC;
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typedef struct _D3D10_SHADER_VARIABLE_DESC
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{
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LPCSTR Name;
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UINT StartOffset;
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UINT Size;
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UINT uFlags;
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LPVOID DefaultValue;
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} D3D10_SHADER_VARIABLE_DESC;
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typedef struct _D3D10_SHADER_TYPE_DESC
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{
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D3D10_SHADER_VARIABLE_CLASS Class;
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D3D10_SHADER_VARIABLE_TYPE Type;
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UINT Rows;
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UINT Columns;
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UINT Elements;
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UINT Members;
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UINT Offset;
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} D3D10_SHADER_TYPE_DESC;
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DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
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#define INTERFACE ID3D10ShaderReflectionType
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DECLARE_INTERFACE(ID3D10ShaderReflectionType)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
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STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) PURE;
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
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#define INTERFACE ID3D10ShaderReflectionVariable
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DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0);
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#define INTERFACE ID3D10ShaderReflectionConstantBuffer
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DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ LPCSTR name) PURE;
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
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#define INTERFACE ID3D10ShaderReflection
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DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
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{
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/* IUnknown methods */
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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/* ID3D10ShaderReflection methods */
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
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STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
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STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
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STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
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};
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#undef INTERFACE
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT WINAPI D3D10CompileShader(LPCSTR data, SIZE_T data_size, LPCSTR filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, LPCSTR entrypoint,
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LPCSTR profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages);
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
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HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __WINE_D3D10SHADER_H */
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