d3d10: Add the ID3D10ShaderReflectionType interface.
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@ -130,6 +130,29 @@ typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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BYTE ReadWriteMask;
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BYTE ReadWriteMask;
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} D3D10_SIGNATURE_PARAMETER_DESC;
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} D3D10_SIGNATURE_PARAMETER_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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D3D10_SHADER_VARIABLE_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 Members;
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UINT Offset;
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} D3D10_SHADER_TYPE_DESC;
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DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd);
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#define INTERFACE ID3D10ShaderReflectionType
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DECLARE_INTERFACE(ID3D10ShaderReflectionType)
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{
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
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STDMETHOD_(LPCSTR, GetMemberTypeName)(THIS_ UINT index) 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 D3D10GetVertexShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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