d3d10: Add the ID3D10ShaderReflection interface.
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@ -82,6 +82,14 @@ typedef enum _D3D10_SHADER_VARIABLE_TYPE
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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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typedef enum _D3D10_SHADER_INPUT_TYPE
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{
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D3D10_SIT_CBUFFER = 0,
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D3D10_SIT_TBUFFER = 1,
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D3D10_SIT_TEXTURE = 2,
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D3D10_SIT_SAMPLER = 3
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} D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
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typedef enum D3D10_CBUFFER_TYPE
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{
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D3D10_CT_CBUFFER = 0,
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@ -119,6 +127,28 @@ typedef struct _D3D10_SHADER_MACRO
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LPCSTR Definition;
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} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
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typedef enum D3D10_RESOURCE_RETURN_TYPE
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{
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D3D10_RETURN_TYPE_UNORM = 1,
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D3D10_RETURN_TYPE_SNORM = 2,
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D3D10_RETURN_TYPE_SINT = 3,
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D3D10_RETURN_TYPE_UINT = 4,
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D3D10_RETURN_TYPE_FLOAT = 5,
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D3D10_RETURN_TYPE_MIXED = 6
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} D3D10_RESOURCE_RETURN_TYPE;
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typedef struct _D3D10_SHADER_INPUT_BIND_DESC
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{
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LPCSTR Name;
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D3D10_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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D3D10_RESOURCE_RETURN_TYPE ReturnType;
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D3D10_SRV_DIMENSION Dimension;
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UINT NumSamples;
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} D3D10_SHADER_INPUT_BIND_DESC;
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typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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{
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LPCSTR SemanticName;
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@ -130,6 +160,38 @@ 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_DESC
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{
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UINT Version;
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LPCSTR 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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D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
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UINT GSMaxOutputVertexCount;
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} D3D10_SHADER_DESC;
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typedef struct _D3D10_SHADER_BUFFER_DESC
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{
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LPCSTR Name;
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@ -192,6 +254,25 @@ DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
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};
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#undef INTERFACE
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DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
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#define INTERFACE ID3D10ShaderReflection
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DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
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{
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/* IUnknown methods */
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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/* ID3D10ShaderReflection methods */
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STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
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STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
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STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
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STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
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STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) 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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