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