d3d10: Add the ID3D10ShaderReflectionVariable interface.
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@ -130,6 +130,15 @@ typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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BYTE ReadWriteMask;
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} D3D10_SIGNATURE_PARAMETER_DESC;
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typedef struct _D3D10_SHADER_VARIABLE_DESC
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{
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LPCSTR Name;
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UINT StartOffset;
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UINT Size;
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UINT uFlags;
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LPVOID DefaultValue;
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} D3D10_SHADER_VARIABLE_DESC;
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typedef struct _D3D10_SHADER_TYPE_DESC
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{
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D3D10_SHADER_VARIABLE_CLASS Class;
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@ -153,6 +162,16 @@ DECLARE_INTERFACE(ID3D10ShaderReflectionType)
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1);
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#define INTERFACE ID3D10ShaderReflectionVariable
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DECLARE_INTERFACE(ID3D10ShaderReflectionVariable)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE;
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};
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#undef INTERFACE
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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