/* * Copyright 2008-2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __WINE_D3D10_PRIVATE_H #define __WINE_D3D10_PRIVATE_H #include "wine/debug.h" #define COBJMACROS #include "winbase.h" #include "winuser.h" #include "objbase.h" #include "d3d10.h" /* TRACE helper functions */ const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type); enum d3d10_effect_object_type { D3D10_EOT_VERTEXSHADER = 6, D3D10_EOT_PIXELSHADER = 7, D3D10_EOT_GEOMETRYSHADER = 8, }; struct d3d10_effect_object { struct d3d10_effect_pass *pass; enum d3d10_effect_object_type type; DWORD idx_offset; void *data; }; struct d3d10_effect_shader_variable { char *input_signature; UINT input_signature_size; union { ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10GeometryShader *gs; } shader; }; /* ID3D10EffectVariable */ struct d3d10_effect_variable { const struct ID3D10EffectVariableVtbl *vtbl; char *name; DWORD buffer_offset; DWORD annotation_count; }; struct d3d10_effect_local_buffer { const struct ID3D10EffectConstantBufferVtbl *vtbl; char *name; DWORD data_size; DWORD variable_count; DWORD annotation_count; struct d3d10_effect_variable *variables; }; /* ID3D10EffectPass */ struct d3d10_effect_pass { const struct ID3D10EffectPassVtbl *vtbl; struct d3d10_effect_technique *technique; char *name; DWORD start; DWORD object_count; DWORD annotation_count; struct d3d10_effect_object *objects; }; /* ID3D10EffectTechnique */ struct d3d10_effect_technique { const struct ID3D10EffectTechniqueVtbl *vtbl; struct d3d10_effect *effect; char *name; DWORD pass_count; DWORD annotation_count; struct d3d10_effect_pass *passes; }; /* ID3D10Effect */ extern const struct ID3D10EffectVtbl d3d10_effect_vtbl; struct d3d10_effect { const struct ID3D10EffectVtbl *vtbl; LONG refcount; ID3D10Device *device; DWORD version; DWORD local_buffer_count; DWORD localobjects_count; DWORD sharedbuffers_count; DWORD sharedobjects_count; DWORD technique_count; DWORD index_offset; DWORD dephstencilstate_count; DWORD blendstate_count; DWORD rasterizerstate_count; DWORD samplerstate_count; struct d3d10_effect_local_buffer *local_buffers; struct d3d10_effect_technique *techniques; }; HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size); /* D3D10Core */ HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags, DWORD unknown0, ID3D10Device **device); #endif /* __WINE_D3D10_PRIVATE_H */