/* * Copyright 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_D3D10SHADER_H #define __WINE_D3D10SHADER_H #include "d3d10.h" #define D3D10_SHADER_DEBUG 0x0001 #define D3D10_SHADER_SKIP_VALIDATION 0x0002 #define D3D10_SHADER_SKIP_OPTIMIZATION 0x0004 #define D3D10_SHADER_PACK_MATRIX_ROW_MAJOR 0x0008 #define D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR 0x0010 #define D3D10_SHADER_PARTIAL_PRECISION 0x0020 #define D3D10_SHADER_FORCE_VS_SOFTWARE_NO_OPT 0x0040 #define D3D10_SHADER_FORCE_PS_SOFTWARE_NO_OPT 0x0080 #define D3D10_SHADER_NO_PRESHADER 0x0100 #define D3D10_SHADER_AVOID_FLOW_CONTROL 0x0200 #define D3D10_SHADER_PREFER_FLOW_CONTROL 0x0400 #define D3D10_SHADER_ENABLE_STRICTNESS 0x0800 #define D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY 0x1000 #define D3D10_SHADER_IEEE_STRICTNESS 0x2000 #define D3D10_SHADER_WARNINGS_ARE_ERRORS 0x40000 #define D3D10_SHADER_OPTIMIZATION_LEVEL0 0x4000 #define D3D10_SHADER_OPTIMIZATION_LEVEL1 0x0000 #define D3D10_SHADER_OPTIMIZATION_LEVEL2 0xC000 #define D3D10_SHADER_OPTIMIZATION_LEVEL3 0x8000 /* These are defined as version-neutral in d3dcommon.h */ typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO; typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO; typedef D3D_SHADER_VARIABLE_CLASS D3D10_SHADER_VARIABLE_CLASS; typedef D3D_SHADER_VARIABLE_CLASS *LPD3D10_SHADER_VARIABLE_CLASS; typedef D3D_CBUFFER_TYPE D3D10_CBUFFER_TYPE; typedef D3D_CBUFFER_TYPE *LPD3D10_CBUFFER_TYPE; typedef D3D_REGISTER_COMPONENT_TYPE D3D10_REGISTER_COMPONENT_TYPE; typedef D3D_RESOURCE_RETURN_TYPE D3D10_RESOURCE_RETURN_TYPE; typedef D3D_NAME D3D10_NAME; typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE; typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE; typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE; typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE; typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE; typedef ID3DInclude ID3D10Include; typedef ID3DInclude *LPD3D10INCLUDE; #define IID_ID3D10Include IID_ID3DInclude typedef struct _D3D10_SHADER_INPUT_BIND_DESC { const char *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 { const char *SemanticName; UINT SemanticIndex; UINT Register; D3D10_NAME SystemValueType; D3D10_REGISTER_COMPONENT_TYPE ComponentType; BYTE Mask; BYTE ReadWriteMask; } D3D10_SIGNATURE_PARAMETER_DESC; typedef struct _D3D10_SHADER_DESC { UINT Version; const char *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 { const char *Name; D3D10_CBUFFER_TYPE Type; UINT Variables; UINT Size; UINT uFlags; } D3D10_SHADER_BUFFER_DESC; typedef struct _D3D10_SHADER_VARIABLE_DESC { const char *Name; UINT StartOffset; UINT Size; UINT uFlags; LPVOID DefaultValue; } D3D10_SHADER_VARIABLE_DESC; typedef struct _D3D10_SHADER_TYPE_DESC { D3D10_SHADER_VARIABLE_CLASS Class; D3D10_SHADER_VARIABLE_TYPE Type; UINT Rows; UINT Columns; UINT Elements; UINT Members; UINT Offset; } D3D10_SHADER_TYPE_DESC; DEFINE_GUID(IID_ID3D10ShaderReflectionType, 0xc530ad7d, 0x9b16, 0x4395, 0xa9, 0x79, 0xba, 0x2e, 0xcf, 0xf8, 0x3a, 0xdd); #define INTERFACE ID3D10ShaderReflectionType DECLARE_INTERFACE(ID3D10ShaderReflectionType) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_TYPE_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByIndex)(THIS_ UINT index) PURE; STDMETHOD_(struct ID3D10ShaderReflectionType *, GetMemberTypeByName)(THIS_ const char *name) PURE; STDMETHOD_(const char *, GetMemberTypeName)(THIS_ UINT index) PURE; }; #undef INTERFACE DEFINE_GUID(IID_ID3D10ShaderReflectionVariable, 0x1bf63c95, 0x2650, 0x405d, 0x99, 0xc1, 0x36, 0x36, 0xbd, 0x1d, 0xa0, 0xa1); #define INTERFACE ID3D10ShaderReflectionVariable DECLARE_INTERFACE(ID3D10ShaderReflectionVariable) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_VARIABLE_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionType *, GetType)(THIS) PURE; }; #undef INTERFACE DEFINE_GUID(IID_ID3D10ShaderReflectionConstantBuffer, 0x66c66a94, 0xdddd, 0x4b62, 0xa6, 0x6a, 0xf0, 0xda, 0x33, 0xc2, 0xb4, 0xd0); #define INTERFACE ID3D10ShaderReflectionConstantBuffer DECLARE_INTERFACE(ID3D10ShaderReflectionConstantBuffer) { STDMETHOD(GetDesc)(THIS_ D3D10_SHADER_BUFFER_DESC *desc) PURE; STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByIndex)(THIS_ UINT index) PURE; STDMETHOD_(struct ID3D10ShaderReflectionVariable *, GetVariableByName)(THIS_ const char *name) PURE; }; #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_ const char *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 #ifdef __cplusplus extern "C" { #endif HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint, const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages); HRESULT WINAPI D3D10DisassembleShader(const void *data, SIZE_T data_size, BOOL color_code, const char *comments, ID3D10Blob **disassembly); const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device); const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device); const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device); HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector); HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob); HRESULT WINAPI D3D10GetShaderDebugInfo(const void *data, SIZE_T data_size, ID3D10Blob **blob); #ifdef __cplusplus } #endif #endif /* __WINE_D3D10SHADER_H */