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424 lines
21 KiB
C
424 lines
21 KiB
C
/*
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* Copyright 2008 Luis Busquets
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* Copyright 2014 Kai Tietz
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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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#include "d3dx9.h"
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#ifndef __D3DX9SHADER_H__
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#define __D3DX9SHADER_H__
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#define D3DXSHADER_DEBUG 0x1
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#define D3DXSHADER_SKIPVALIDATION 0x2
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#define D3DXSHADER_SKIPOPTIMIZATION 0x4
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#define D3DXSHADER_PACKMATRIX_ROWMAJOR 0x8
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#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR 0x10
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#define D3DXSHADER_PARTIALPRECISION 0x20
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#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT 0x40
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#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT 0x80
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#define D3DXSHADER_NO_PRESHADER 0x100
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#define D3DXSHADER_AVOID_FLOW_CONTROL 0x200
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#define D3DXSHADER_PREFER_FLOW_CONTROL 0x400
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#define D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000
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#define D3DXSHADER_IEEE_STRICTNESS 0x2000
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#define D3DXSHADER_OPTIMIZATION_LEVEL0 0x4000
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#define D3DXSHADER_OPTIMIZATION_LEVEL1 0x0
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#define D3DXSHADER_OPTIMIZATION_LEVEL2 0xC000
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#define D3DXSHADER_OPTIMIZATION_LEVEL3 0x8000
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#define D3DXSHADER_USE_LEGACY_D3DX9_31_DLL 0x10000
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#define D3DXCONSTTABLE_LARGEADDRESSAWARE 0x20000
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typedef const char *D3DXHANDLE;
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typedef D3DXHANDLE *LPD3DXHANDLE;
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typedef enum _D3DXREGISTER_SET
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{
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D3DXRS_BOOL,
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D3DXRS_INT4,
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D3DXRS_FLOAT4,
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D3DXRS_SAMPLER,
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D3DXRS_FORCE_DWORD = 0x7fffffff
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} D3DXREGISTER_SET, *LPD3DXREGISTER_SET;
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typedef enum D3DXPARAMETER_CLASS
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{
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D3DXPC_SCALAR,
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D3DXPC_VECTOR,
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D3DXPC_MATRIX_ROWS,
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D3DXPC_MATRIX_COLUMNS,
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D3DXPC_OBJECT,
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D3DXPC_STRUCT,
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D3DXPC_FORCE_DWORD = 0x7fffffff,
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} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS;
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typedef enum D3DXPARAMETER_TYPE
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{
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D3DXPT_VOID,
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D3DXPT_BOOL,
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D3DXPT_INT,
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D3DXPT_FLOAT,
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D3DXPT_STRING,
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D3DXPT_TEXTURE,
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D3DXPT_TEXTURE1D,
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D3DXPT_TEXTURE2D,
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D3DXPT_TEXTURE3D,
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D3DXPT_TEXTURECUBE,
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D3DXPT_SAMPLER,
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D3DXPT_SAMPLER1D,
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D3DXPT_SAMPLER2D,
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D3DXPT_SAMPLER3D,
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D3DXPT_SAMPLERCUBE,
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D3DXPT_PIXELSHADER,
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D3DXPT_VERTEXSHADER,
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D3DXPT_PIXELFRAGMENT,
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D3DXPT_VERTEXFRAGMENT,
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D3DXPT_UNSUPPORTED,
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D3DXPT_FORCE_DWORD = 0x7fffffff,
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} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE;
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typedef struct _D3DXCONSTANTTABLE_DESC
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{
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const char *Creator;
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DWORD Version;
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UINT Constants;
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} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
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typedef struct _D3DXCONSTANT_DESC
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{
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const char *Name;
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D3DXREGISTER_SET RegisterSet;
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UINT RegisterIndex;
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UINT RegisterCount;
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D3DXPARAMETER_CLASS Class;
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D3DXPARAMETER_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 StructMembers;
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UINT Bytes;
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const void *DefaultValue;
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} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC;
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#if D3DX_SDK_VERSION < 43
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DEFINE_GUID(IID_ID3DXConstantTable, 0x9dca3190, 0x38b9, 0x4fc3, 0x92, 0xe3, 0x39, 0xc6, 0xdd, 0xfb, 0x35, 0x8b);
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#else
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DEFINE_GUID(IID_ID3DXConstantTable, 0xab3c758f, 0x093e, 0x4356, 0xb7, 0x62, 0x4d, 0xb1, 0x8f, 0x1b, 0x3a, 0x01);
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#endif
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#undef INTERFACE
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#define INTERFACE ID3DXConstantTable
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DECLARE_INTERFACE_(ID3DXConstantTable, ID3DXBuffer)
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{
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/*** IUnknown methods ***/
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, void **out) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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/*** ID3DXBuffer methods ***/
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STDMETHOD_(void *, GetBufferPointer)(THIS) PURE;
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STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
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/*** ID3DXConstantTable methods ***/
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STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
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STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
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STDMETHOD_(UINT, GetSamplerIndex)(THIS_ D3DXHANDLE hConstant) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE constant, const char *name) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD(SetDefaults)(THIS_ struct IDirect3DDevice9 *device) PURE;
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STDMETHOD(SetValue)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const void *data, UINT data_size) PURE;
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STDMETHOD(SetBool)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant, BOOL value) PURE;
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STDMETHOD(SetBoolArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const BOOL *values, UINT value_count) PURE;
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STDMETHOD(SetInt)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant, INT value) PURE;
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STDMETHOD(SetIntArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const INT *values, UINT value_count) PURE;
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STDMETHOD(SetFloat)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant, float value) PURE;
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STDMETHOD(SetFloatArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const float *values, UINT value_count) PURE;
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STDMETHOD(SetVector)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant, const D3DXVECTOR4 *value) PURE;
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STDMETHOD(SetVectorArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const D3DXVECTOR4 *values, UINT value_count) PURE;
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STDMETHOD(SetMatrix)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant, const D3DXMATRIX *value) PURE;
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STDMETHOD(SetMatrixArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const D3DXMATRIX *values, UINT value_count) PURE;
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STDMETHOD(SetMatrixPointerArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const D3DXMATRIX **values, UINT value_count) PURE;
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STDMETHOD(SetMatrixTranspose)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const D3DXMATRIX *value) PURE;
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STDMETHOD(SetMatrixTransposeArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const D3DXMATRIX *values, UINT value_count) PURE;
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STDMETHOD(SetMatrixTransposePointerArray)(THIS_ struct IDirect3DDevice9 *device, D3DXHANDLE constant,
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const D3DXMATRIX **values, UINT value_count) PURE;
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};
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#undef INTERFACE
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#if !defined(__cplusplus) || defined(CINTERFACE)
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/*** IUnknown methods ***/
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#define ID3DXConstantTable_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DXConstantTable_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DXConstantTable_Release(p) (p)->lpVtbl->Release(p)
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/*** ID3DXBuffer methods ***/
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#define ID3DXConstantTable_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
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#define ID3DXConstantTable_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
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/*** ID3DXConstantTable methods ***/
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#define ID3DXConstantTable_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a)
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#define ID3DXConstantTable_GetConstantDesc(p,a,b,c) (p)->lpVtbl->GetConstantDesc(p,a,b,c)
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#define ID3DXConstantTable_GetSamplerIndex(p,a) (p)->lpVtbl->GetSamplerIndex(p,a)
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#define ID3DXConstantTable_GetConstant(p,a,b) (p)->lpVtbl->GetConstant(p,a,b)
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#define ID3DXConstantTable_GetConstantByName(p,a,b) (p)->lpVtbl->GetConstantByName(p,a,b)
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#define ID3DXConstantTable_GetConstantElement(p,a,b) (p)->lpVtbl->GetConstantElement(p,a,b)
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#define ID3DXConstantTable_SetDefaults(p,a) (p)->lpVtbl->SetDefaults(p,a)
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#define ID3DXConstantTable_SetValue(p,a,b,c,d) (p)->lpVtbl->SetValue(p,a,b,c,d)
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#define ID3DXConstantTable_SetBool(p,a,b,c) (p)->lpVtbl->SetBool(p,a,b,c)
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#define ID3DXConstantTable_SetBoolArray(p,a,b,c,d) (p)->lpVtbl->SetBoolArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetInt(p,a,b,c) (p)->lpVtbl->SetInt(p,a,b,c)
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#define ID3DXConstantTable_SetIntArray(p,a,b,c,d) (p)->lpVtbl->SetIntArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetFloat(p,a,b,c) (p)->lpVtbl->SetFloat(p,a,b,c)
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#define ID3DXConstantTable_SetFloatArray(p,a,b,c,d) (p)->lpVtbl->SetFloatArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetVector(p,a,b,c) (p)->lpVtbl->SetVector(p,a,b,c)
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#define ID3DXConstantTable_SetVectorArray(p,a,b,c,d) (p)->lpVtbl->SetVectorArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetMatrix(p,a,b,c) (p)->lpVtbl->SetMatrix(p,a,b,c)
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#define ID3DXConstantTable_SetMatrixArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetMatrixPointerArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixPointerArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetMatrixTranspose(p,a,b,c) (p)->lpVtbl->SetMatrixTranspose(p,a,b,c)
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#define ID3DXConstantTable_SetMatrixTransposeArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixTransposeArray(p,a,b,c,d)
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#define ID3DXConstantTable_SetMatrixTransposePointerArray(p,a,b,c,d) (p)->lpVtbl->SetMatrixTransposePointerArray(p,a,b,c,d)
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#else
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/*** IUnknown methods ***/
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#define ID3DXConstantTable_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
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#define ID3DXConstantTable_AddRef(p) (p)->AddRef()
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#define ID3DXConstantTable_Release(p) (p)->Release()
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/*** ID3DXBuffer methods ***/
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#define ID3DXConstantTable_GetBufferPointer(p) (p)->GetBufferPointer()
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#define ID3DXConstantTable_GetBufferSize(p) (p)->GetBufferSize()
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/*** ID3DXConstantTable methods ***/
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#define ID3DXConstantTable_GetDesc(p,a) (p)->GetDesc(a)
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#define ID3DXConstantTable_GetConstantDesc(p,a,b,c) (p)->GetConstantDesc(a,b,c)
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#define ID3DXConstantTable_GetSamplerIndex(p,a) (p)->GetConstantDesc(a)
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#define ID3DXConstantTable_GetConstant(p,a,b) (p)->GetConstant(a,b)
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#define ID3DXConstantTable_GetConstantByName(p,a,b) (p)->GetConstantByName(a,b)
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#define ID3DXConstantTable_GetConstantElement(p,a,b) (p)->GetConstantElement(a,b)
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#define ID3DXConstantTable_SetDefaults(p,a) (p)->SetDefaults(a)
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#define ID3DXConstantTable_SetValue(p,a,b,c,d) (p)->SetValue(a,b,c,d)
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#define ID3DXConstantTable_SetBool(p,a,b,c) (p)->SetBool(a,b,c)
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#define ID3DXConstantTable_SetBoolArray(p,a,b,c,d) (p)->SetBoolArray(a,b,c,d)
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#define ID3DXConstantTable_SetInt(p,a,b,c) (p)->SetInt(a,b,c)
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#define ID3DXConstantTable_SetIntArray(p,a,b,c,d) (p)->SetIntArray(a,b,c,d)
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#define ID3DXConstantTable_SetFloat(p,a,b,c) (p)->SetFloat(a,b,c)
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#define ID3DXConstantTable_SetFloatArray(p,a,b,c,d) (p)->SetFloatArray(a,b,c,d)
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#define ID3DXConstantTable_SetVector(p,a,b,c) (p)->SetVector(a,b,c)
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#define ID3DXConstantTable_SetVectorArray(p,a,b,c,d) (p)->SetVectorArray(a,b,c,d)
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#define ID3DXConstantTable_SetMatrix(p,a,b,c) (p)->SetMatrix(a,b,c)
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#define ID3DXConstantTable_SetMatrixArray(p,a,b,c,d) (p)->SetMatrixArray(a,b,c,d)
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#define ID3DXConstantTable_SetMatrixPointerArray(p,a,b,c,d) (p)->SetMatrixPointerArray(a,b,c,d)
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#define ID3DXConstantTable_SetMatrixTranspose(p,a,b,c) (p)->SetMatrixTranspose(a,b,c)
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#define ID3DXConstantTable_SetMatrixTransposeArray(p,a,b,c,d) (p)->SetMatrixTransposeArray(a,b,c,d)
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#define ID3DXConstantTable_SetMatrixTransposePointerArray(p,a,b,c,d) (p)->SetMatrixTransposePointerArray(a,b,c,d)
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#endif
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typedef struct ID3DXConstantTable *LPD3DXCONSTANTTABLE;
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typedef interface ID3DXTextureShader *LPD3DXTEXTURESHADER;
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DEFINE_GUID(IID_ID3DXTextureShader, 0x3e3d67f8, 0xaa7a, 0x405d, 0xa8, 0x57, 0xba, 0x1, 0xd4, 0x75, 0x84, 0x26);
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#define INTERFACE ID3DXTextureShader
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DECLARE_INTERFACE_(ID3DXTextureShader, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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STDMETHOD(GetFunction)(THIS_ struct ID3DXBuffer **ppFunction) PURE;
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STDMETHOD(GetConstantBuffer)(THIS_ struct ID3DXBuffer **ppConstantBuffer) PURE;
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STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
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STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, const char *pName) PURE;
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STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
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STDMETHOD(SetDefaults)(THIS) PURE;
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STDMETHOD(SetValue)(THIS_ D3DXHANDLE hConstant, const void *pData, UINT Bytes) PURE;
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STDMETHOD(SetBool)(THIS_ D3DXHANDLE hConstant, BOOL b) PURE;
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STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hConstant, const BOOL *pb, UINT Count) PURE;
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STDMETHOD(SetInt)(THIS_ D3DXHANDLE hConstant, INT n) PURE;
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STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hConstant, const INT *pn, UINT Count) PURE;
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STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hConstant, FLOAT f) PURE;
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STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hConstant, const FLOAT *pf, UINT Count) PURE;
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STDMETHOD(SetVector)(THIS_ D3DXHANDLE hConstant, const D3DXVECTOR4 *pVector) PURE;
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STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hConstant, const D3DXVECTOR4 *pVector, UINT Count) PURE;
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STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hConstant, const D3DXMATRIX *pMatrix) PURE;
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STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hConstant, const D3DXMATRIX *pMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hConstant, const D3DXMATRIX **ppMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hConstant, const D3DXMATRIX *pMatrix) PURE;
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STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hConstant, const D3DXMATRIX *pMatrix, UINT Count) PURE;
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STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hConstant, const D3DXMATRIX **ppMatrix, UINT Count) PURE;
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};
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#undef INTERFACE
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typedef struct _D3DXMACRO
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{
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const char *Name;
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const char *Definition;
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} D3DXMACRO, *LPD3DXMACRO;
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typedef struct _D3DXSEMANTIC {
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UINT Usage;
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UINT UsageIndex;
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} D3DXSEMANTIC, *LPD3DXSEMANTIC;
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typedef enum _D3DXINCLUDE_TYPE
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{
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D3DXINC_LOCAL,
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D3DXINC_SYSTEM,
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D3DXINC_FORCE_DWORD = 0x7fffffff,
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} D3DXINCLUDE_TYPE, *LPD3DXINCLUDE_TYPE;
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#define INTERFACE ID3DXInclude
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DECLARE_INTERFACE(ID3DXInclude)
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{
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STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE include_type, const char *filename,
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const void *parent_data, const void **data, UINT *bytes) PURE;
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STDMETHOD(Close)(THIS_ const void *data) PURE;
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};
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#undef INTERFACE
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#define ID3DXInclude_Open(p,a,b,c,d,e) (p)->lpVtbl->Open(p,a,b,c,d,e)
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#define ID3DXInclude_Close(p,a) (p)->lpVtbl->Close(p,a)
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typedef struct ID3DXInclude *LPD3DXINCLUDE;
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#ifdef __cplusplus
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extern "C" {
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#endif
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const char * WINAPI D3DXGetPixelShaderProfile(struct IDirect3DDevice9 *device);
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UINT WINAPI D3DXGetShaderSize(const DWORD *byte_code);
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DWORD WINAPI D3DXGetShaderVersion(const DWORD *byte_code);
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const char * WINAPI D3DXGetVertexShaderProfile(struct IDirect3DDevice9 *device);
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HRESULT WINAPI D3DXFindShaderComment(const DWORD *byte_code, DWORD fourcc, const void **data, UINT *size);
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HRESULT WINAPI D3DXGetShaderSamplers(const DWORD *byte_code, const char **samplers, UINT *count);
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HRESULT WINAPI D3DXAssembleShaderFromFileA(const char *filename, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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HRESULT WINAPI D3DXAssembleShaderFromFileW(const WCHAR *filename, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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#define D3DXAssembleShaderFromFile WINELIB_NAME_AW(D3DXAssembleShaderFromFile)
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HRESULT WINAPI D3DXAssembleShaderFromResourceA(HMODULE module, const char *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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HRESULT WINAPI D3DXAssembleShaderFromResourceW(HMODULE module, const WCHAR *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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#define D3DXAssembleShaderFromResource WINELIB_NAME_AW(D3DXAssembleShaderFromResource)
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HRESULT WINAPI D3DXAssembleShader(const char *data, UINT data_len, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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HRESULT WINAPI D3DXCompileShader(const char *src_data, UINT data_len, const D3DXMACRO *defines,
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ID3DXInclude *include, const char *function_name, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
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HRESULT WINAPI D3DXDisassembleShader(const DWORD *pShader, BOOL EnableColorCode, const char *pComments, struct ID3DXBuffer **ppDisassembly);
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HRESULT WINAPI D3DXCompileShaderFromFileA(const char *filename, const D3DXMACRO *defines,
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ID3DXInclude *include, const char *entrypoint, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
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HRESULT WINAPI D3DXCompileShaderFromFileW(const WCHAR *filename, const D3DXMACRO *defines,
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ID3DXInclude *include, const char *entrypoint, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
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#define D3DXCompileShaderFromFile WINELIB_NAME_AW(D3DXCompileShaderFromFile)
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HRESULT WINAPI D3DXCompileShaderFromResourceA(HMODULE module, const char *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, const char *entrypoint, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
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HRESULT WINAPI D3DXCompileShaderFromResourceW(HMODULE module, const WCHAR *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, const char *entrypoint, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
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#define D3DXCompileShaderFromResource WINELIB_NAME_AW(D3DXCompileShaderFromResource)
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HRESULT WINAPI D3DXPreprocessShader(const char *data, UINT data_len, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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HRESULT WINAPI D3DXPreprocessShaderFromFileA(const char *filename, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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HRESULT WINAPI D3DXPreprocessShaderFromFileW(const WCHAR *filename, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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#define D3DXPreprocessShaderFromFile WINELIB_NAME_AW(D3DXPreprocessShaderFromFile)
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HRESULT WINAPI D3DXPreprocessShaderFromResourceA(HMODULE module, const char *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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HRESULT WINAPI D3DXPreprocessShaderFromResourceW(HMODULE module, const WCHAR *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
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#define D3DXPreprocessShaderFromResource WINELIB_NAME_AW(D3DXPreprocessShaderFromResource)
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HRESULT WINAPI D3DXGetShaderConstantTableEx(const DWORD *byte_code, DWORD flags, ID3DXConstantTable **constant_table);
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HRESULT WINAPI D3DXGetShaderConstantTable(const DWORD *byte_code, ID3DXConstantTable **constant_table);
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HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *pFunction, D3DXSEMANTIC *pSemantics, UINT *pCount);
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HRESULT WINAPI D3DXGetShaderOutputSemantics(const DWORD *pFunction, D3DXSEMANTIC *pSemantics, UINT *pCount);
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HRESULT WINAPI D3DXCreateTextureShader(const DWORD *pFunction, ID3DXTextureShader **ppTextureShader);
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#ifdef __cplusplus
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}
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#endif
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typedef struct _D3DXSHADER_CONSTANTTABLE
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{
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DWORD Size;
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DWORD Creator;
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DWORD Version;
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DWORD Constants;
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DWORD ConstantInfo;
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DWORD Flags;
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DWORD Target;
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} D3DXSHADER_CONSTANTTABLE, *LPD3DXSHADER_CONSTANTTABLE;
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typedef struct _D3DXSHADER_CONSTANTINFO
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{
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DWORD Name;
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WORD RegisterSet;
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WORD RegisterIndex;
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WORD RegisterCount;
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WORD Reserved;
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DWORD TypeInfo;
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DWORD DefaultValue;
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} D3DXSHADER_CONSTANTINFO, *LPD3DXSHADER_CONSTANTINFO;
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typedef struct _D3DXSHADER_TYPEINFO
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{
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WORD Class;
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WORD Type;
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WORD Rows;
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WORD Columns;
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WORD Elements;
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WORD StructMembers;
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DWORD StructMemberInfo;
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} D3DXSHADER_TYPEINFO, *LPD3DXSHADER_TYPEINFO;
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typedef struct _D3DXSHADER_STRUCTMEMBERINFO
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{
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DWORD Name;
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DWORD TypeInfo;
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} D3DXSHADER_STRUCTMEMBERINFO, *LPD3DXSHADER_STRUCTMEMBERINFO;
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#endif /* __D3DX9SHADER_H__ */
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