include: Add defines for ID2D1EffectContext.
Signed-off-by: Ziqing Hui <zhui@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -32,6 +32,13 @@ typedef enum D2D1_FILTER
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D2D1_FILTER_FORCE_DWORD = 0xffffffff
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} D2D1_FILTER;
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typedef enum D2D1_FEATURE
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{
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D2D1_FEATURE_DOUBLES = 0x0,
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D2D1_FEATURE_D3D10_X_HARDWARE_OPTIONS = 0x1,
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D2D1_FEATURE_FORCE_DWORD = 0xffffffff
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} D2D1_FEATURE;
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typedef enum D2D1_CHANNEL_DEPTH
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{
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D2D1_CHANNEL_DEPTH_DEFAULT = 0x0,
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@ -56,6 +63,13 @@ typedef enum D2D1_VERTEX_OPTIONS
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D2D1_VERTEX_OPTIONS_FORCE_DWORD = 0xffffffff
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} D2D1_VERTEX_OPTIONS;
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typedef enum D2D1_VERTEX_USAGE
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{
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D2D1_VERTEX_USAGE_STATIC = 0x0,
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D2D1_VERTEX_USAGE_DYNAMIC = 0x1,
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D2D1_VERTEX_USAGE_FORCE_DWORD = 0xffffffff
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} D2D1_VERTEX_USAGE;
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typedef enum D2D1_BLEND_OPERATION
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{
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D2D1_BLEND_OPERATION_ADD = 0x1,
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@ -107,6 +121,42 @@ typedef struct D2D1_BLEND_DESCRIPTION
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float blendFactor[4];
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} D2D1_BLEND_DESCRIPTION;
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typedef struct D2D1_RESOURCE_TEXTURE_PROPERTIES
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{
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const UINT32 *extents;
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UINT32 dimensions;
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D2D1_BUFFER_PRECISION bufferPrecision;
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D2D1_CHANNEL_DEPTH channelDepth;
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D2D1_FILTER filter;
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const D2D1_EXTEND_MODE *extendModes;
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} D2D1_RESOURCE_TEXTURE_PROPERTIES;
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typedef struct D2D1_INPUT_ELEMENT_DESC
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{
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const char *semanticName;
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UINT32 semanticIndex;
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DXGI_FORMAT format;
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UINT32 inputSlot;
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UINT32 alignedByteOffset;
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} D2D1_INPUT_ELEMENT_DESC;
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typedef struct D2D1_VERTEX_BUFFER_PROPERTIES
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{
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UINT32 inputCount;
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D2D1_VERTEX_USAGE usage;
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const BYTE *data;
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UINT32 byteWidth;
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} D2D1_VERTEX_BUFFER_PROPERTIES;
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typedef struct D2D1_CUSTOM_VERTEX_BUFFER_PROPERTIES
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{
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const BYTE *shaderBufferWithInputSignature;
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UINT32 shaderBufferSize;
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const D2D1_INPUT_ELEMENT_DESC *inputElements;
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UINT32 elementCount;
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UINT32 stride;
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} D2D1_CUSTOM_VERTEX_BUFFER_PROPERTIES;
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[
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object,
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uuid(9b8b1336-00a5-4668-92b7-ced5d8bf9b7b),
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@ -420,3 +470,109 @@ interface ID2D1BoundsAdjustmentTransform : ID2D1TransformNode
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[out] D2D1_RECT_L *bounds
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);
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}
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[
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object,
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uuid(3d9f916b-27dc-4ad7-b4f1-64945340f563),
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local,
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]
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interface ID2D1EffectContext : IUnknown
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{
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void GetDpi(
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[out] float *dpi_x,
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[out] float *dpi_y
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);
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HRESULT CreateEffect(
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[in] REFCLSID clsid,
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[out] ID2D1Effect **effect
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);
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HRESULT GetMaximumSupportedFeatureLevel(
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[in] const D3D_FEATURE_LEVEL *levels,
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[in] UINT32 level_count,
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[out] D3D_FEATURE_LEVEL *max_level
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);
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HRESULT CreateTransformNodeFromEffect(
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[in] ID2D1Effect *effect,
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[out] ID2D1TransformNode **node
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);
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HRESULT CreateBlendTransform(
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[in] UINT32 num_inputs,
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[in] const D2D1_BLEND_DESCRIPTION *description,
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[out] ID2D1BlendTransform **transform
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);
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HRESULT CreateBorderTransform(
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[in] D2D1_EXTEND_MODE mode_x,
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[in] D2D1_EXTEND_MODE mode_y,
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[out] ID2D1BorderTransform **transform
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);
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HRESULT CreateOffsetTransform(
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[in] D2D1_POINT_2L offset,
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[out] ID2D1OffsetTransform **transform
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);
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HRESULT CreateBoundsAdjustmentTransform(
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[in] const D2D1_RECT_L *output_rect,
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[out] ID2D1BoundsAdjustmentTransform **transform
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);
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HRESULT LoadPixelShader(
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[in] REFGUID shader_id,
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[in] const BYTE *buffer,
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[in] UINT32 buffer_size
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);
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HRESULT LoadVertexShader(
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[in] REFGUID shader_id,
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[in] const BYTE *buffer,
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[in] UINT32 buffer_size
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);
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HRESULT LoadComputeShader(
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[in] REFGUID shader_id,
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[in] const BYTE *buffer,
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[in] UINT32 buffer_size
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);
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BOOL IsShaderLoaded(
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[in] REFGUID shader_id
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);
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HRESULT CreateResourceTexture(
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[in, optional] const GUID *id,
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[in] const D2D1_RESOURCE_TEXTURE_PROPERTIES *texture_properties,
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[in] const BYTE *data,
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[in] const UINT32 *strides,
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[in] UINT32 data_size,
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[out] ID2D1ResourceTexture **texture
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);
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HRESULT FindResourceTexture(
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[in] const GUID *id,
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[out] ID2D1ResourceTexture **texture
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);
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HRESULT CreateVertexBuffer(
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[in] const D2D1_VERTEX_BUFFER_PROPERTIES *buffer_properties,
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[in, optional] const GUID *id,
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[in, optional] const D2D1_CUSTOM_VERTEX_BUFFER_PROPERTIES *custom_buffer_properties,
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[out] ID2D1VertexBuffer **buffer
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);
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HRESULT FindVertexBuffer(
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[in] const GUID *id,
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[out] ID2D1VertexBuffer **buffer
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);
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HRESULT CreateColorContext(
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[in] D2D1_COLOR_SPACE space,
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[in] const BYTE *profile,
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[in] UINT32 profile_size,
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[out] ID2D1ColorContext **color_context
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);
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HRESULT CreateColorContextFromFilename(
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[in] const WCHAR *filename,
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[out] ID2D1ColorContext **color_context
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);
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HRESULT CreateColorContextFromWicColorContext(
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[in] IWICColorContext *wic_color_context,
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[out] ID2D1ColorContext **color_context
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);
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HRESULT CheckFeatureSupport(
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[in] D2D1_FEATURE feature,
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[out] void *data,
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[in] UINT32 data_size
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);
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BOOL IsBufferPrecisionSupported(
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[in] D2D1_BUFFER_PRECISION precision
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);
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}
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