mirror of
https://github.com/reactos/wine.git
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301 lines
8.1 KiB
C
301 lines
8.1 KiB
C
/*
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* Copyright 2008-2009 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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#ifndef __WINE_D3D10_PRIVATE_H
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#define __WINE_D3D10_PRIVATE_H
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#include "wine/debug.h"
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#include "wine/rbtree.h"
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#define COBJMACROS
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#include "winbase.h"
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#include "winuser.h"
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#include "objbase.h"
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#include "d3d10.h"
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#include "d3dcompiler.h"
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/*
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* This doesn't belong here, but for some functions it is possible to return that value,
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* see http://msdn.microsoft.com/en-us/library/bb205278%28v=VS.85%29.aspx
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* The original definition is in D3DX10core.h.
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*/
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#define D3DERR_INVALIDCALL 0x8876086c
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/* TRACE helper functions */
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const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type) DECLSPEC_HIDDEN;
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const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c) DECLSPEC_HIDDEN;
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const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t) DECLSPEC_HIDDEN;
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const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) DECLSPEC_HIDDEN;
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void *d3d10_rb_alloc(size_t size) DECLSPEC_HIDDEN;
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void *d3d10_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
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void d3d10_rb_free(void *ptr) DECLSPEC_HIDDEN;
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enum d3d10_effect_object_type
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{
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D3D10_EOT_RASTERIZER_STATE = 0x0,
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D3D10_EOT_DEPTH_STENCIL_STATE = 0x1,
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D3D10_EOT_BLEND_STATE = 0x2,
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D3D10_EOT_VERTEXSHADER = 0x6,
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D3D10_EOT_PIXELSHADER = 0x7,
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D3D10_EOT_GEOMETRYSHADER = 0x8,
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D3D10_EOT_STENCIL_REF = 0x9,
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D3D10_EOT_BLEND_FACTOR = 0xa,
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D3D10_EOT_SAMPLE_MASK = 0xb,
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};
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enum d3d10_effect_object_operation
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{
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D3D10_EOO_VALUE = 1,
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D3D10_EOO_PARSED_OBJECT = 2,
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D3D10_EOO_PARSED_OBJECT_INDEX = 3,
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D3D10_EOO_ANONYMOUS_SHADER = 7,
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};
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struct d3d10_effect_object
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{
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struct d3d10_effect_pass *pass;
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enum d3d10_effect_object_type type;
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union
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{
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ID3D10RasterizerState *rs;
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ID3D10DepthStencilState *ds;
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ID3D10BlendState *bs;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10GeometryShader *gs;
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} object;
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};
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struct d3d10_effect_shader_signature
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{
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char *signature;
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UINT signature_size;
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UINT element_count;
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D3D10_SIGNATURE_PARAMETER_DESC *elements;
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};
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struct d3d10_effect_shader_variable
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{
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struct d3d10_effect_shader_signature input_signature;
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struct d3d10_effect_shader_signature output_signature;
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union
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{
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10GeometryShader *gs;
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} shader;
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};
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struct d3d10_effect_state_object_variable
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{
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union
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{
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D3D10_RASTERIZER_DESC rasterizer;
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D3D10_DEPTH_STENCIL_DESC depth_stencil;
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D3D10_BLEND_DESC blend;
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D3D10_SAMPLER_DESC sampler;
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} desc;
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union
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{
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ID3D10RasterizerState *rasterizer;
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ID3D10DepthStencilState *depth_stencil;
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ID3D10BlendState *blend;
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ID3D10SamplerState *sampler;
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} object;
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};
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/* ID3D10EffectType */
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struct d3d10_effect_type
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{
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ID3D10EffectType ID3D10EffectType_iface;
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char *name;
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D3D10_SHADER_VARIABLE_TYPE basetype;
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D3D10_SHADER_VARIABLE_CLASS type_class;
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DWORD id;
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struct wine_rb_entry entry;
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struct d3d10_effect *effect;
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DWORD element_count;
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DWORD size_unpacked;
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DWORD stride;
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DWORD size_packed;
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DWORD member_count;
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DWORD column_count;
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DWORD row_count;
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struct d3d10_effect_type *elementtype;
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struct d3d10_effect_type_member *members;
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};
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struct d3d10_effect_type_member
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{
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char *name;
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char *semantic;
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DWORD buffer_offset;
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struct d3d10_effect_type *type;
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};
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/* ID3D10EffectVariable */
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struct d3d10_effect_variable
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{
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ID3D10EffectVariable ID3D10EffectVariable_iface;
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struct d3d10_effect_variable *buffer;
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struct d3d10_effect_type *type;
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char *name;
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char *semantic;
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DWORD buffer_offset;
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DWORD annotation_count;
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DWORD flag;
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DWORD data_size;
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struct d3d10_effect *effect;
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struct d3d10_effect_variable *elements;
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struct d3d10_effect_variable *members;
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struct d3d10_effect_variable *annotations;
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union
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{
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struct d3d10_effect_state_object_variable state;
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struct d3d10_effect_shader_variable shader;
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} u;
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};
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/* ID3D10EffectPass */
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struct d3d10_effect_pass
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{
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ID3D10EffectPass ID3D10EffectPass_iface;
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struct d3d10_effect_technique *technique;
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char *name;
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DWORD start;
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DWORD object_count;
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DWORD annotation_count;
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struct d3d10_effect_object *objects;
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struct d3d10_effect_variable *annotations;
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D3D10_PASS_SHADER_DESC vs;
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D3D10_PASS_SHADER_DESC ps;
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D3D10_PASS_SHADER_DESC gs;
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UINT stencil_ref;
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UINT sample_mask;
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float blend_factor[4];
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};
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/* ID3D10EffectTechnique */
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struct d3d10_effect_technique
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{
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ID3D10EffectTechnique ID3D10EffectTechnique_iface;
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struct d3d10_effect *effect;
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char *name;
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DWORD pass_count;
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DWORD annotation_count;
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struct d3d10_effect_pass *passes;
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struct d3d10_effect_variable *annotations;
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};
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struct d3d10_effect_anonymous_shader
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{
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struct d3d10_effect_variable shader;
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struct d3d10_effect_type type;
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};
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/* ID3D10Effect */
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extern const struct ID3D10EffectVtbl d3d10_effect_vtbl DECLSPEC_HIDDEN;
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struct d3d10_effect
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{
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ID3D10Effect ID3D10Effect_iface;
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LONG refcount;
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ID3D10Device *device;
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DWORD version;
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DWORD local_buffer_count;
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DWORD variable_count;
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DWORD local_variable_count;
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DWORD sharedbuffers_count;
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DWORD sharedobjects_count;
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DWORD technique_count;
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DWORD index_offset;
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DWORD texture_count;
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DWORD dephstencilstate_count;
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DWORD blendstate_count;
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DWORD rasterizerstate_count;
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DWORD samplerstate_count;
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DWORD rendertargetview_count;
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DWORD depthstencilview_count;
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DWORD used_shader_count;
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DWORD anonymous_shader_count;
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DWORD used_shader_current;
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DWORD anonymous_shader_current;
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struct wine_rb_tree types;
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struct d3d10_effect_variable *local_buffers;
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struct d3d10_effect_variable *local_variables;
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struct d3d10_effect_anonymous_shader *anonymous_shaders;
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struct d3d10_effect_variable **used_shaders;
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struct d3d10_effect_technique *techniques;
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};
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/* ID3D10ShaderReflection */
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extern const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl DECLSPEC_HIDDEN;
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struct d3d10_shader_reflection
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{
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ID3D10ShaderReflection ID3D10ShaderReflection_iface;
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LONG refcount;
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};
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HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
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/* D3D10Core */
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HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter,
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UINT flags, void *unknown0, ID3D10Device **device);
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#define MAKE_TAG(ch0, ch1, ch2, ch3) \
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((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
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((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
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#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
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#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
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#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
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#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
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#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
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HRESULT parse_dxbc(const char *data, SIZE_T data_size,
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HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN;
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static inline void read_dword(const char **ptr, DWORD *d)
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{
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memcpy(d, *ptr, sizeof(*d));
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*ptr += sizeof(*d);
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}
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static inline void write_dword(char **ptr, DWORD d)
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{
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memcpy(*ptr, &d, sizeof(d));
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*ptr += sizeof(d);
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}
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void skip_dword_unknown(const char *location, const char **ptr, unsigned int count) DECLSPEC_HIDDEN;
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void write_dword_unknown(char **ptr, DWORD d) DECLSPEC_HIDDEN;
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#endif /* __WINE_D3D10_PRIVATE_H */
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