include: Add d3d12 reflection structures.
Signed-off-by: Paul Gofman <pgofman@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -109,6 +109,7 @@ SOURCES = \
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d3d11sdklayers.idl \
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d3d11shader.h \
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d3d12.idl \
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d3d12shader.idl \
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d3d8.h \
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d3d8caps.h \
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d3d8types.h \
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@ -0,0 +1,184 @@
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/*
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* Copyright 2020 Paul Gofman 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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import "oaidl.idl";
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import "ocidl.idl";
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import "d3dcommon.idl";
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typedef struct _D3D12_SHADER_DESC
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{
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UINT Version;
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const char *Creator;
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UINT Flags;
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UINT ConstantBuffers;
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UINT BoundResources;
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UINT InputParameters;
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UINT OutputParameters;
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UINT InstructionCount;
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UINT TempRegisterCount;
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UINT TempArrayCount;
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UINT DefCount;
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UINT DclCount;
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UINT TextureNormalInstructions;
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UINT TextureLoadInstructions;
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UINT TextureCompInstructions;
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UINT TextureBiasInstructions;
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UINT TextureGradientInstructions;
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UINT FloatInstructionCount;
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UINT IntInstructionCount;
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UINT UintInstructionCount;
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UINT StaticFlowControlCount;
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UINT DynamicFlowControlCount;
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UINT MacroInstructionCount;
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UINT ArrayInstructionCount;
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UINT CutInstructionCount;
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UINT EmitInstructionCount;
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D3D_PRIMITIVE_TOPOLOGY GSOutputTopology;
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UINT GSMaxOutputVertexCount;
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D3D_PRIMITIVE InputPrimitive;
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UINT PatchConstantParameters;
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UINT cGSInstanceCount;
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UINT cControlPoints;
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D3D_TESSELLATOR_OUTPUT_PRIMITIVE HSOutputPrimitive;
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D3D_TESSELLATOR_PARTITIONING HSPartitioning;
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D3D_TESSELLATOR_DOMAIN TessellatorDomain;
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UINT cBarrierInstructions;
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UINT cInterlockedInstructions;
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UINT cTextureStoreInstructions;
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} D3D12_SHADER_DESC;
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typedef struct _D3D12_SHADER_VARIABLE_DESC
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{
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const char *Name;
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UINT StartOffset;
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UINT Size;
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UINT uFlags;
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void *DefaultValue;
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UINT StartTexture;
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UINT TextureSize;
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UINT StartSampler;
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UINT SamplerSize;
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} D3D12_SHADER_VARIABLE_DESC;
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typedef struct _D3D12_SHADER_TYPE_DESC
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{
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D3D_SHADER_VARIABLE_CLASS Class;
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D3D_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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const char *Name;
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} D3D12_SHADER_TYPE_DESC;
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typedef struct _D3D12_SHADER_BUFFER_DESC
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{
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const char *Name;
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D3D_CBUFFER_TYPE Type;
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UINT Variables;
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UINT Size;
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UINT uFlags;
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} D3D12_SHADER_BUFFER_DESC;
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typedef struct _D3D12_SHADER_INPUT_BIND_DESC
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{
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const char *Name;
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D3D_SHADER_INPUT_TYPE Type;
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UINT BindPoint;
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UINT BindCount;
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UINT uFlags;
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D3D_RESOURCE_RETURN_TYPE ReturnType;
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D3D_SRV_DIMENSION Dimension;
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UINT NumSamples;
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UINT Space;
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UINT uID;
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} D3D12_SHADER_INPUT_BIND_DESC;
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typedef struct _D3D12_SIGNATURE_PARAMETER_DESC
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{
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const char *SemanticName;
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UINT SemanticIndex;
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UINT Register;
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D3D_NAME SystemValueType;
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D3D_REGISTER_COMPONENT_TYPE ComponentType;
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BYTE Mask;
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BYTE ReadWriteMask;
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UINT Stream;
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D3D_MIN_PRECISION MinPrecision;
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} D3D12_SIGNATURE_PARAMETER_DESC;
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typedef struct _D3D12_PARAMETER_DESC
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{
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const char *Name;
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const char *SemanticName;
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D3D_SHADER_VARIABLE_TYPE Type;
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D3D_SHADER_VARIABLE_CLASS Class;
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UINT Rows;
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UINT Columns;
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D3D_INTERPOLATION_MODE InterpolationMode;
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D3D_PARAMETER_FLAGS Flags;
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UINT FirstInRegister;
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UINT FirstInComponent;
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UINT FirstOutRegister;
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UINT FirstOutComponent;
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} D3D12_PARAMETER_DESC;
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typedef struct _D3D12_FUNCTION_DESC
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{
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UINT Version;
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const char *Creator;
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UINT Flags;
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UINT ConstantBuffers;
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UINT BoundResources;
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UINT InstructionCount;
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UINT TempRegisterCount;
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UINT TempArrayCount;
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UINT DefCount;
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UINT DclCount;
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UINT TextureNormalInstructions;
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UINT TextureLoadInstructions;
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UINT TextureCompInstructions;
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UINT TextureBiasInstructions;
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UINT TextureGradientInstructions;
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UINT FloatInstructionCount;
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UINT IntInstructionCount;
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UINT UintInstructionCount;
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UINT StaticFlowControlCount;
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UINT DynamicFlowControlCount;
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UINT MacroInstructionCount;
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UINT ArrayInstructionCount;
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UINT MovInstructionCount;
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UINT MovcInstructionCount;
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UINT ConversionInstructionCount;
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UINT BitwiseInstructionCount;
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D3D_FEATURE_LEVEL MinFeatureLevel;
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UINT64 RequiredFeatureFlags;
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const char *Name;
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INT FunctionParameterCount;
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BOOL HasReturn;
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BOOL Has10Level9VertexShader;
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BOOL Has10Level9PixelShader;
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} D3D12_FUNCTION_DESC;
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typedef struct _D3D12_LIBRARY_DESC
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{
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const char *Creator;
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UINT Flags;
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UINT FunctionCount;
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} D3D12_LIBRARY_DESC;
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@ -686,4 +686,24 @@ typedef enum _D3D_SHADER_CBUFFER_FLAGS
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D3D_CBF_FORCE_DWORD = 0x7fffffff
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} D3D_SHADER_CBUFFER_FLAGS;
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typedef enum _D3D_PARAMETER_FLAGS
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{
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D3D_PF_NONE,
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D3D_PF_IN,
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D3D_PF_OUT,
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D3D_PF_FORCE_DWORD = 0x7fffffff
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} D3D_PARAMETER_FLAGS;
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typedef enum _D3D_INTERPOLATION_MODE
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{
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D3D_INTERPOLATION_UNDEFINED,
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D3D_INTERPOLATION_CONSTANT,
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D3D_INTERPOLATION_LINEAR,
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D3D_INTERPOLATION_LINEAR_CENTROID,
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D3D_INTERPOLATION_LINEAR_NOPERSPECTIVE,
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D3D_INTERPOLATION_LINEAR_NOPERSPECTIVE_CENTROID,
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D3D_INTERPOLATION_LINEAR_SAMPLE,
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D3D_INTERPOLATION_LINEAR_NOPERSPECTIVE_SAMPLE,
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} D3D_INTERPOLATION_MODE;
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cpp_quote("DEFINE_GUID(WKPDID_D3DDebugObjectName,0x429b8c22,0x9188,0x4b0c,0x87,0x42,0xac,0xb0,0xbf,0x85,0xc2,0x00);")
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@ -20,6 +20,7 @@
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#define __D3DCOMPILER_H__
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#include "d3d11shader.h"
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#include "d3d12shader.h"
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#ifdef __cplusplus
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extern "C" {
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