d3d10: Add the ID3D10ShaderReflection interface.

This commit is contained in:
Rico Schüller 2010-07-21 20:44:55 +02:00 committed by Alexandre Julliard
parent bc38474028
commit d2469219ac
1 changed files with 81 additions and 0 deletions

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@ -82,6 +82,14 @@ typedef enum _D3D10_SHADER_VARIABLE_TYPE
D3D10_SVT_FORCE_DWORD = 0x7fffffff
} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
typedef enum _D3D10_SHADER_INPUT_TYPE
{
D3D10_SIT_CBUFFER = 0,
D3D10_SIT_TBUFFER = 1,
D3D10_SIT_TEXTURE = 2,
D3D10_SIT_SAMPLER = 3
} D3D10_SHADER_INPUT_TYPE, *LPD3D10_SHADER_INPUT_TYPE;
typedef enum D3D10_CBUFFER_TYPE
{
D3D10_CT_CBUFFER = 0,
@ -119,6 +127,28 @@ typedef struct _D3D10_SHADER_MACRO
LPCSTR Definition;
} D3D10_SHADER_MACRO, *LPD3D10_SHADER_MACRO;
typedef enum D3D10_RESOURCE_RETURN_TYPE
{
D3D10_RETURN_TYPE_UNORM = 1,
D3D10_RETURN_TYPE_SNORM = 2,
D3D10_RETURN_TYPE_SINT = 3,
D3D10_RETURN_TYPE_UINT = 4,
D3D10_RETURN_TYPE_FLOAT = 5,
D3D10_RETURN_TYPE_MIXED = 6
} D3D10_RESOURCE_RETURN_TYPE;
typedef struct _D3D10_SHADER_INPUT_BIND_DESC
{
LPCSTR Name;
D3D10_SHADER_INPUT_TYPE Type;
UINT BindPoint;
UINT BindCount;
UINT uFlags;
D3D10_RESOURCE_RETURN_TYPE ReturnType;
D3D10_SRV_DIMENSION Dimension;
UINT NumSamples;
} D3D10_SHADER_INPUT_BIND_DESC;
typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
{
LPCSTR SemanticName;
@ -130,6 +160,38 @@ typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
BYTE ReadWriteMask;
} D3D10_SIGNATURE_PARAMETER_DESC;
typedef struct _D3D10_SHADER_DESC
{
UINT Version;
LPCSTR Creator;
UINT Flags;
UINT ConstantBuffers;
UINT BoundResources;
UINT InputParameters;
UINT OutputParameters;
UINT InstructionCount;
UINT TempRegisterCount;
UINT TempArrayCount;
UINT DefCount;
UINT DclCount;
UINT TextureNormalInstructions;
UINT TextureLoadInstructions;
UINT TextureCompInstructions;
UINT TextureBiasInstructions;
UINT TextureGradientInstructions;
UINT FloatInstructionCount;
UINT IntInstructionCount;
UINT UintInstructionCount;
UINT StaticFlowControlCount;
UINT DynamicFlowControlCount;
UINT MacroInstructionCount;
UINT ArrayInstructionCount;
UINT CutInstructionCount;
UINT EmitInstructionCount;
D3D10_PRIMITIVE_TOPOLOGY GSOutputTopology;
UINT GSMaxOutputVertexCount;
} D3D10_SHADER_DESC;
typedef struct _D3D10_SHADER_BUFFER_DESC
{
LPCSTR Name;
@ -192,6 +254,25 @@ DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer)
};
#undef INTERFACE
DEFINE_GUID(IID_ID3D10ShaderReflection, 0xd40e20b6, 0xf8f7, 0x42ad, 0xab, 0x20, 0x4b, 0xaf, 0x8f, 0x15, 0xdf, 0xaa);
#define INTERFACE ID3D10ShaderReflection
DECLARE_INTERFACE_(ID3D10ShaderReflection, IUnknown)
{
/* IUnknown methods */
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID *object) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
/* ID3D10ShaderReflection methods */
STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_DESC *desc) PURE;
STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByIndex)(THIS_ UINT index) PURE;
STDMETHOD_(struct ID3D10ShaderReflectionConstantBuffer *, GetConstantBufferByName)(THIS_ LPCSTR name) PURE;
STDMETHOD(GetResourceBindingDesc)(THIS_ UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) PURE;
STDMETHOD(GetInputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
STDMETHOD(GetOutputParameterDesc)(THIS_ UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) PURE;
};
#undef INTERFACE
LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);