Sweden-Number/dlls/d3d10/d3d10_private.h

138 lines
3.3 KiB
C

/*
* 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 */