wine/dlls/d3d10core/d3d10core_private.h

277 lines
8.1 KiB
C

/*
* Copyright 2008-2009 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_D3D10CORE_PRIVATE_H
#define __WINE_D3D10CORE_PRIVATE_H
#include "wine/debug.h"
#define COBJMACROS
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10.h"
#ifdef D3D10CORE_INIT_GUID
#include "initguid.h"
#endif
#include "wine/wined3d.h"
#include "wine/winedxgi.h"
#define MAKE_TAG(ch0, ch1, ch2, ch3) \
((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
struct d3d10_shader_info
{
const DWORD *shader_code;
struct wined3d_shader_signature *output_signature;
};
/* TRACE helper functions */
const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology) DECLSPEC_HIDDEN;
const char *debug_dxgi_format(DXGI_FORMAT format) DECLSPEC_HIDDEN;
DXGI_FORMAT dxgi_format_from_wined3dformat(WINED3DFORMAT format) DECLSPEC_HIDDEN;
WINED3DFORMAT wined3dformat_from_dxgi_format(DXGI_FORMAT format) DECLSPEC_HIDDEN;
static inline void read_dword(const char **ptr, DWORD *d)
{
memcpy(d, *ptr, sizeof(*d));
*ptr += sizeof(*d);
}
void skip_dword_unknown(const char **ptr, unsigned int count) DECLSPEC_HIDDEN;
HRESULT parse_dxbc(const char *data, SIZE_T data_size,
HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN;
/* IDirect3D10Device */
struct d3d10_device
{
const struct ID3D10DeviceVtbl *vtbl;
const struct IUnknownVtbl *inner_unknown_vtbl;
const struct IWineD3DDeviceParentVtbl *device_parent_vtbl;
IUnknown *outer_unknown;
LONG refcount;
IWineD3DDevice *wined3d_device;
};
void d3d10_device_init(struct d3d10_device *device, void *outer_unknown) DECLSPEC_HIDDEN;
/* ID3D10Texture2D */
struct d3d10_texture2d
{
const struct ID3D10Texture2DVtbl *vtbl;
LONG refcount;
IUnknown *dxgi_surface;
IWineD3DSurface *wined3d_surface;
D3D10_TEXTURE2D_DESC desc;
};
HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_device *device,
const D3D10_TEXTURE2D_DESC *desc) DECLSPEC_HIDDEN;
/* ID3D10Buffer */
struct d3d10_buffer
{
const struct ID3D10BufferVtbl *vtbl;
LONG refcount;
IWineD3DBuffer *wined3d_buffer;
};
HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *device,
const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data) DECLSPEC_HIDDEN;
/* ID3D10DepthStencilView */
struct d3d10_depthstencil_view
{
const struct ID3D10DepthStencilViewVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view) DECLSPEC_HIDDEN;
/* ID3D10RenderTargetView */
struct d3d10_rendertarget_view
{
const struct ID3D10RenderTargetViewVtbl *vtbl;
LONG refcount;
IWineD3DRendertargetView *wined3d_view;
D3D10_RENDER_TARGET_VIEW_DESC desc;
};
HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struct d3d10_device *device,
ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc) DECLSPEC_HIDDEN;
/* ID3D10ShaderResourceView */
struct d3d10_shader_resource_view
{
const struct ID3D10ShaderResourceViewVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view) DECLSPEC_HIDDEN;
/* ID3D10InputLayout */
struct d3d10_input_layout
{
const struct ID3D10InputLayoutVtbl *vtbl;
LONG refcount;
IWineD3DVertexDeclaration *wined3d_decl;
};
HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
/* ID3D10VertexShader */
struct d3d10_vertex_shader
{
const struct ID3D10VertexShaderVtbl *vtbl;
LONG refcount;
IWineD3DVertexShader *wined3d_shader;
struct wined3d_shader_signature output_signature;
};
HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
/* ID3D10GeometryShader */
struct d3d10_geometry_shader
{
const struct ID3D10GeometryShaderVtbl *vtbl;
LONG refcount;
IWineD3DGeometryShader *wined3d_shader;
struct wined3d_shader_signature output_signature;
};
HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
/* ID3D10PixelShader */
struct d3d10_pixel_shader
{
const struct ID3D10PixelShaderVtbl *vtbl;
LONG refcount;
IWineD3DPixelShader *wined3d_shader;
struct wined3d_shader_signature output_signature;
};
HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
/* ID3D10BlendState */
struct d3d10_blend_state
{
const struct ID3D10BlendStateVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state) DECLSPEC_HIDDEN;
/* ID3D10DepthStencilState */
struct d3d10_depthstencil_state
{
const struct ID3D10DepthStencilStateVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state) DECLSPEC_HIDDEN;
/* ID3D10RasterizerState */
struct d3d10_rasterizer_state
{
const struct ID3D10RasterizerStateVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_rasterizer_state_init(struct d3d10_rasterizer_state *state) DECLSPEC_HIDDEN;
/* ID3D10SamplerState */
struct d3d10_sampler_state
{
const struct ID3D10SamplerStateVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_sampler_state_init(struct d3d10_sampler_state *state) DECLSPEC_HIDDEN;
/* ID3D10Query */
struct d3d10_query
{
const struct ID3D10QueryVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_query_init(struct d3d10_query *query) DECLSPEC_HIDDEN;
/* Layered device */
enum dxgi_device_layer_id
{
DXGI_DEVICE_LAYER_DEBUG1 = 0x8,
DXGI_DEVICE_LAYER_THREAD_SAFE = 0x10,
DXGI_DEVICE_LAYER_DEBUG2 = 0x20,
DXGI_DEVICE_LAYER_SWITCH_TO_REF = 0x30,
DXGI_DEVICE_LAYER_D3D10_DEVICE = 0xffffffff,
};
struct layer_get_size_args
{
DWORD unknown0;
DWORD unknown1;
DWORD *unknown2;
DWORD *unknown3;
IDXGIAdapter *adapter;
WORD interface_major;
WORD interface_minor;
WORD version_build;
WORD version_revision;
};
struct dxgi_device_layer
{
enum dxgi_device_layer_id id;
HRESULT (WINAPI *init)(enum dxgi_device_layer_id id, DWORD *count, DWORD *values);
UINT (WINAPI *get_size)(enum dxgi_device_layer_id id, struct layer_get_size_args *args, DWORD unknown0);
HRESULT (WINAPI *create)(enum dxgi_device_layer_id id, void **layer_base, DWORD unknown0,
void *device_object, REFIID riid, void **device_layer);
};
HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter,
UINT flags, void *unknown0, void **device);
HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count);
#endif /* __WINE_D3D10CORE_PRIVATE_H */