mirror of
https://github.com/reactos/wine.git
synced 2024-11-29 06:30:37 +00:00
92 lines
3.1 KiB
C
92 lines
3.1 KiB
C
/*
|
|
* Copyright 2009 Henri Verbeet for CodeWeavers
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*
|
|
*/
|
|
|
|
#ifndef __WINE_D3D10SHADER_H
|
|
#define __WINE_D3D10SHADER_H
|
|
|
|
#include "d3d10.h"
|
|
|
|
#define D3D10_SHADER_DEBUG 0x0001
|
|
#define D3D10_SHADER_SKIP_VALIDATION 0x0002
|
|
#define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004
|
|
#define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008
|
|
#define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010
|
|
#define D3D10_SHADER_PARTIAL_PRECISION 0x0020
|
|
#define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040
|
|
#define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080
|
|
#define D3D10_SHADER_NO_PRESHADER 0x0100
|
|
#define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200
|
|
#define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0300
|
|
#define D3D10_SHADER_ENABLE_STRICTNESS 0x0400
|
|
#define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x0800
|
|
#define D3D10_SHADER_IEEE_STRICTNESS 0x1000
|
|
|
|
typedef enum _D3D10_SHADER_VARIABLE_CLASS
|
|
{
|
|
D3D10_SVC_SCALAR,
|
|
D3D10_SVC_VECTOR,
|
|
D3D10_SVC_MATRIX_ROWS,
|
|
D3D10_SVC_MATRIX_COLUMNS,
|
|
D3D10_SVC_OBJECT,
|
|
D3D10_SVC_STRUCT,
|
|
D3D10_SVC_FORCE_DWORD = 0x7fffffff
|
|
} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
|
|
|
|
typedef enum _D3D10_SHADER_VARIABLE_TYPE
|
|
{
|
|
D3D10_SVT_VOID = 0,
|
|
D3D10_SVT_BOOL = 1,
|
|
D3D10_SVT_INT = 2,
|
|
D3D10_SVT_FLOAT = 3,
|
|
D3D10_SVT_STRING = 4,
|
|
D3D10_SVT_TEXTURE = 5,
|
|
D3D10_SVT_TEXTURE1D = 6,
|
|
D3D10_SVT_TEXTURE2D = 7,
|
|
D3D10_SVT_TEXTURE3D = 8,
|
|
D3D10_SVT_TEXTURECUBE = 9,
|
|
D3D10_SVT_SAMPLER = 10,
|
|
D3D10_SVT_PIXELSHADER = 15,
|
|
D3D10_SVT_VERTEXSHADER = 16,
|
|
D3D10_SVT_UINT = 19,
|
|
D3D10_SVT_UINT8 = 20,
|
|
D3D10_SVT_GEOMETRYSHADER = 21,
|
|
D3D10_SVT_RASTERIZER = 22,
|
|
D3D10_SVT_DEPTHSTENCIL = 23,
|
|
D3D10_SVT_BLEND = 24,
|
|
D3D10_SVT_BUFFER = 25,
|
|
D3D10_SVT_CBUFFER = 26,
|
|
D3D10_SVT_TBUFFER = 27,
|
|
D3D10_SVT_TEXTURE1DARRAY = 28,
|
|
D3D10_SVT_TEXTURE2DARRAY = 29,
|
|
D3D10_SVT_RENDERTARGETVIEW = 30,
|
|
D3D10_SVT_DEPTHSTENCILVIEW = 31,
|
|
D3D10_SVT_TEXTURE2DMS = 32,
|
|
D3D10_SVT_TEXTURE2DMSARRAY = 33,
|
|
D3D10_SVT_TEXTURECUBEARRAY = 34,
|
|
D3D10_SVT_FORCE_DWORD = 0x7fffffff
|
|
} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
|
|
|
|
typedef struct _D3D10_SHADER_MACRO
|
|
{
|
|
LPCSTR Name;
|
|
LPCSTR Definition;
|
|
} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
|
|
|
|
#endif /* __WINE_D3D10SHADER_H */
|