/* * 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 #include "wine/debug.h" #include "wine/rbtree.h" #include "wine/heap.h" #define COBJMACROS #include "winbase.h" #include "winuser.h" #include "objbase.h" #include "d3d10.h" #include "d3dcompiler.h" /* * This doesn't belong here, but for some functions it is possible to return that value, * see http://msdn.microsoft.com/en-us/library/bb205278%28v=VS.85%29.aspx * The original definition is in D3DX10core.h. */ #define D3DERR_INVALIDCALL 0x8876086c enum d3d10_effect_object_type { D3D10_EOT_RASTERIZER_STATE = 0x0, D3D10_EOT_DEPTH_STENCIL_STATE = 0x1, D3D10_EOT_BLEND_STATE = 0x2, D3D10_EOT_VERTEXSHADER = 0x6, D3D10_EOT_PIXELSHADER = 0x7, D3D10_EOT_GEOMETRYSHADER = 0x8, D3D10_EOT_STENCIL_REF = 0x9, D3D10_EOT_BLEND_FACTOR = 0xa, D3D10_EOT_SAMPLE_MASK = 0xb, }; enum d3d10_effect_object_type_flags { D3D10_EOT_FLAG_GS_SO = 0x1, }; enum d3d10_effect_object_operation { D3D10_EOO_VALUE = 1, D3D10_EOO_PARSED_OBJECT = 2, D3D10_EOO_PARSED_OBJECT_INDEX = 3, D3D10_EOO_ANONYMOUS_SHADER = 7, }; struct d3d10_matrix { float m[4][4]; }; struct d3d10_effect_object { struct d3d10_effect_pass *pass; enum d3d10_effect_object_type type; union { ID3D10RasterizerState *rs; ID3D10DepthStencilState *ds; ID3D10BlendState *bs; ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10GeometryShader *gs; } object; }; struct d3d10_effect_shader_resource { D3D10_SHADER_INPUT_TYPE in_type; unsigned int bind_point; unsigned int bind_count; struct d3d10_effect_variable *variable; }; struct d3d10_effect_shader_signature { char *signature; UINT signature_size; UINT element_count; D3D10_SIGNATURE_PARAMETER_DESC *elements; }; struct d3d10_effect_shader_variable { ID3D10ShaderReflection *reflection; ID3D10Blob *input_signature; ID3D10Blob *bytecode; union { ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10GeometryShader *gs; } shader; unsigned int resource_count; struct d3d10_effect_shader_resource *resources; char *stream_output_declaration; unsigned int isinline : 1; }; struct d3d10_effect_state_object_variable { union { D3D10_RASTERIZER_DESC rasterizer; D3D10_DEPTH_STENCIL_DESC depth_stencil; D3D10_BLEND_DESC blend; D3D10_SAMPLER_DESC sampler; } desc; union { ID3D10RasterizerState *rasterizer; ID3D10DepthStencilState *depth_stencil; ID3D10BlendState *blend; ID3D10SamplerState *sampler; } object; }; struct d3d10_effect_resource_variable { ID3D10ShaderResourceView **srv; BOOL parent; }; struct d3d10_effect_buffer_variable { ID3D10Buffer *buffer; ID3D10ShaderResourceView *resource_view; BOOL changed; BYTE *local_buffer; }; /* ID3D10EffectType */ struct d3d10_effect_type { ID3D10EffectType ID3D10EffectType_iface; char *name; D3D10_SHADER_VARIABLE_TYPE basetype; D3D10_SHADER_VARIABLE_CLASS type_class; unsigned int flags; DWORD id; struct wine_rb_entry entry; struct d3d10_effect *effect; DWORD element_count; DWORD size_unpacked; DWORD stride; DWORD size_packed; DWORD member_count; DWORD column_count; DWORD row_count; struct d3d10_effect_type *elementtype; struct d3d10_effect_type_member *members; }; struct d3d10_effect_type_member { char *name; char *semantic; DWORD buffer_offset; struct d3d10_effect_type *type; }; /* ID3D10EffectVariable */ struct d3d10_effect_variable { ID3D10EffectVariable ID3D10EffectVariable_iface; struct d3d10_effect_variable *buffer; struct d3d10_effect_type *type; char *name; char *semantic; DWORD buffer_offset; DWORD annotation_count; DWORD flag; DWORD data_size; DWORD explicit_bind_point; struct d3d10_effect *effect; struct d3d10_effect_variable *elements; struct d3d10_effect_variable *members; struct d3d10_effect_variable *annotations; union { struct d3d10_effect_state_object_variable state; struct d3d10_effect_shader_variable shader; struct d3d10_effect_buffer_variable buffer; struct d3d10_effect_resource_variable resource; } u; }; /* ID3D10EffectPass */ struct d3d10_effect_pass { ID3D10EffectPass ID3D10EffectPass_iface; struct d3d10_effect_technique *technique; char *name; DWORD start; DWORD object_count; DWORD annotation_count; struct d3d10_effect_object *objects; struct d3d10_effect_variable *annotations; D3D10_PASS_SHADER_DESC vs; D3D10_PASS_SHADER_DESC ps; D3D10_PASS_SHADER_DESC gs; UINT stencil_ref; UINT sample_mask; float blend_factor[4]; }; /* ID3D10EffectTechnique */ struct d3d10_effect_technique { ID3D10EffectTechnique ID3D10EffectTechnique_iface; struct d3d10_effect *effect; char *name; DWORD pass_count; DWORD annotation_count; struct d3d10_effect_pass *passes; struct d3d10_effect_variable *annotations; }; struct d3d10_effect_anonymous_shader { struct d3d10_effect_variable shader; struct d3d10_effect_type type; }; /* ID3D10Effect */ extern const struct ID3D10EffectVtbl d3d10_effect_vtbl DECLSPEC_HIDDEN; struct d3d10_effect { ID3D10Effect ID3D10Effect_iface; LONG refcount; ID3D10Device *device; DWORD version; DWORD local_buffer_count; DWORD variable_count; DWORD local_variable_count; DWORD sharedbuffers_count; DWORD sharedobjects_count; DWORD technique_count; DWORD index_offset; DWORD texture_count; DWORD depthstencilstate_count; DWORD blendstate_count; DWORD rasterizerstate_count; DWORD samplerstate_count; DWORD rendertargetview_count; DWORD depthstencilview_count; DWORD used_shader_count; DWORD anonymous_shader_count; DWORD used_shader_current; DWORD anonymous_shader_current; struct wine_rb_tree types; struct d3d10_effect_variable *local_buffers; struct d3d10_effect_variable *local_variables; struct d3d10_effect_anonymous_shader *anonymous_shaders; struct d3d10_effect_variable **used_shaders; struct d3d10_effect_technique *techniques; }; HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN; /* D3D10Core */ HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, unsigned int flags, D3D_FEATURE_LEVEL feature_level, ID3D10Device **device); #endif /* __WINE_D3D10_PRIVATE_H */