Sweden-Number/dlls/d3d10/d3d10_private.h

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/*
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* 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_D3D10_PRIVATE_H
#define __WINE_D3D10_PRIVATE_H
#include "wine/debug.h"
#include "wine/rbtree.h"
#define COBJMACROS
#include "winbase.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10.h"
/* TRACE helper functions */
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const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type) DECLSPEC_HIDDEN;
const char *debug_d3d10_shader_variable_class(D3D10_SHADER_VARIABLE_CLASS c) DECLSPEC_HIDDEN;
const char *debug_d3d10_shader_variable_type(D3D10_SHADER_VARIABLE_TYPE t) DECLSPEC_HIDDEN;
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void *d3d10_rb_alloc(size_t size) DECLSPEC_HIDDEN;
void *d3d10_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
void d3d10_rb_free(void *ptr) DECLSPEC_HIDDEN;
enum d3d10_effect_object_type
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{
D3D10_EOT_VERTEXSHADER = 6,
D3D10_EOT_PIXELSHADER = 7,
D3D10_EOT_GEOMETRYSHADER = 8,
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};
struct d3d10_effect_object
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{
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struct d3d10_effect_pass *pass;
enum d3d10_effect_object_type type;
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DWORD idx_offset;
void *data;
};
struct d3d10_effect_shader_variable
{
char *input_signature;
UINT input_signature_size;
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union
{
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10GeometryShader *gs;
} shader;
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};
/* ID3D10EffectType */
struct d3d10_effect_type
{
const struct ID3D10EffectTypeVtbl *vtbl;
DWORD id;
struct wine_rb_entry entry;
char *name;
DWORD element_count;
DWORD size_unpacked;
DWORD stride;
DWORD size_packed;
DWORD member_count;
DWORD column_count;
DWORD row_count;
D3D10_SHADER_VARIABLE_TYPE basetype;
D3D10_SHADER_VARIABLE_CLASS type_class;
};
/* ID3D10EffectVariable */
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struct d3d10_effect_variable
{
const struct ID3D10EffectVariableVtbl *vtbl;
struct d3d10_effect_local_buffer *buffer;
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struct d3d10_effect *effect;
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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;
struct d3d10_effect_type *type;
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struct d3d10_effect_variable *annotations;
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};
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struct d3d10_effect_local_buffer
{
const struct ID3D10EffectConstantBufferVtbl *vtbl;
struct d3d10_effect *effect;
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char *name;
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DWORD data_size;
DWORD variable_count;
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DWORD annotation_count;
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struct d3d10_effect_variable *variables;
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struct d3d10_effect_variable *annotations;
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};
/* ID3D10EffectPass */
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struct d3d10_effect_pass
{
const struct ID3D10EffectPassVtbl *vtbl;
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struct d3d10_effect_technique *technique;
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char *name;
DWORD start;
DWORD object_count;
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DWORD annotation_count;
struct d3d10_effect_object *objects;
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struct d3d10_effect_variable *annotations;
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};
/* ID3D10EffectTechnique */
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struct d3d10_effect_technique
{
const struct ID3D10EffectTechniqueVtbl *vtbl;
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struct d3d10_effect *effect;
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char *name;
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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};
/* ID3D10Effect */
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extern const struct ID3D10EffectVtbl d3d10_effect_vtbl DECLSPEC_HIDDEN;
struct d3d10_effect
{
const struct ID3D10EffectVtbl *vtbl;
LONG refcount;
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ID3D10Device *device;
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DWORD version;
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DWORD local_buffer_count;
DWORD variable_count;
DWORD object_count;
DWORD sharedbuffers_count;
DWORD sharedobjects_count;
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DWORD technique_count;
DWORD index_offset;
DWORD texture_count;
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DWORD dephstencilstate_count;
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DWORD blendstate_count;
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DWORD rasterizerstate_count;
DWORD samplerstate_count;
DWORD rendertargetview_count;
DWORD depthstencilview_count;
DWORD shader_call_count;
DWORD shader_compile_count;
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struct wine_rb_tree types;
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struct d3d10_effect_local_buffer *local_buffers;
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struct d3d10_effect_technique *techniques;
};
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HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
/* D3D10Core */
HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter,
UINT flags, DWORD unknown0, ID3D10Device **device);
#endif /* __WINE_D3D10_PRIVATE_H */