d3d10: Add the ID3D10EffectType interface.
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@ -121,7 +121,9 @@ SRCDIR_INCLUDES = \
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custcntl.h \
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cvconst.h \
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d3d.h \
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d3d10effect.h \
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d3d10misc.h \
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d3d10shader.h \
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d3d8.h \
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d3d8caps.h \
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d3d8types.h \
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@ -1533,7 +1533,7 @@ interface ID3D10Multithread : IUnknown
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BOOL GetMultithreadProtected();
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}
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cpp_quote("#include <d3d10misc.h>")
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/* TODO: Include "d310effect.h" as soon as it exists */
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/* TODO: Include "d310shader.h" as soon as it exists */
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cpp_quote("#include \"d3d10misc.h\"")
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cpp_quote("#include \"d3d10shader.h\"")
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cpp_quote("#include \"d3d10effect.h\"")
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/* TODO: Include "d310sdklayers.h" as soon as it exists */
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@ -0,0 +1,54 @@
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/*
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* Copyright 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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*/
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#ifndef __WINE_D3D10EFFECT_H
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#define __WINE_D3D10EFFECT_H
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#include "d3d10.h"
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typedef struct _D3D10_EFFECT_TYPE_DESC
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{
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LPCSTR TypeName;
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D3D10_SHADER_VARIABLE_CLASS Class;
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D3D10_SHADER_VARIABLE_TYPE Type;
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UINT Elements;
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UINT Members;
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UINT Rows;
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UINT Columns;
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UINT PackedSize;
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UINT UnpackedSize;
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UINT Stride;
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} D3D10_EFFECT_TYPE_DESC;
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DEFINE_GUID(IID_ID3D10EffectType, 0x4e9e1ddc, 0xcd9d, 0x4772, 0xa8, 0x37, 0x00, 0x18, 0x0b, 0x9b, 0x88, 0xfd);
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#define INTERFACE ID3D10EffectType
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DECLARE_INTERFACE(ID3D10EffectType)
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{
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STDMETHOD_(BOOL, IsValid)(THIS) PURE;
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STDMETHOD(GetDesc)(THIS_ D3D10_EFFECT_TYPE_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10EffectType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10EffectType *, GetMemberTypeByName)(THIS_ LPCSTR name) PURE;
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STDMETHOD_(struct ID3D10EffectType *, GetMemberTypeBySemantic)(THIS_ LPCSTR semantic) PURE;
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STDMETHOD_(LPCSTR, GetMemberName)(THIS_ UINT index) PURE;
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STDMETHOD_(LPCSTR, GetMemberSemantic)(THIS_ UINT index) PURE;
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};
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#undef INTERFACE
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#endif /* __WINE_D3D10EFFECT_H */
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@ -0,0 +1,70 @@
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/*
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* Copyright 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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*/
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#ifndef __WINE_D3D10SHADER_H
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#define __WINE_D3D10SHADER_H
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#include "d3d10.h"
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typedef enum _D3D10_SHADER_VARIABLE_CLASS
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{
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D3D10_SVC_SCALAR,
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D3D10_SVC_VECTOR,
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D3D10_SVC_MATRIX_ROWS,
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D3D10_SVC_MATRIX_COLUMNS,
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D3D10_SVC_OBJECT,
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D3D10_SVC_STRUCT,
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D3D10_SVC_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_CLASS, *LPD3D10_SHADER_VARIABLE_CLASS;
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typedef enum _D3D10_SHADER_VARIABLE_TYPE
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{
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D3D10_SVT_VOID = 0,
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D3D10_SVT_BOOL = 1,
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D3D10_SVT_INT = 2,
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D3D10_SVT_FLOAT = 3,
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D3D10_SVT_STRING = 4,
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D3D10_SVT_TEXTURE = 5,
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D3D10_SVT_TEXTURE1D = 6,
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D3D10_SVT_TEXTURE2D = 7,
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D3D10_SVT_TEXTURE3D = 8,
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D3D10_SVT_TEXTURECUBE = 9,
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D3D10_SVT_SAMPLER = 10,
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D3D10_SVT_PIXELSHADER = 15,
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D3D10_SVT_VERTEXSHADER = 16,
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D3D10_SVT_UINT = 19,
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D3D10_SVT_UINT8 = 20,
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D3D10_SVT_GEOMETRYSHADER = 21,
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D3D10_SVT_RASTERIZER = 22,
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D3D10_SVT_DEPTHSTENCIL = 23,
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D3D10_SVT_BLEND = 24,
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D3D10_SVT_BUFFER = 25,
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D3D10_SVT_CBUFFER = 26,
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D3D10_SVT_TBUFFER = 27,
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D3D10_SVT_TEXTURE1DARRAY = 28,
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D3D10_SVT_TEXTURE2DARRAY = 29,
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D3D10_SVT_RENDERTARGETVIEW = 30,
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D3D10_SVT_DEPTHSTENCILVIEW = 31,
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D3D10_SVT_TEXTURE2DMS = 32,
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D3D10_SVT_TEXTURE2DMSARRAY = 33,
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D3D10_SVT_TEXTURECUBEARRAY = 34,
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D3D10_SVT_FORCE_DWORD = 0x7fffffff
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} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
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#endif /* __WINE_D3D10SHADER_H */
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